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** Also more or less true in earlier installments. While drugs, money, and ammo can be found nearly everywhere, large stashes only appear in abandoned military bases, gang hideouts, and the like.

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** Also more or less true in earlier installments.instalments. While drugs, money, and ammo can be found nearly everywhere, large stashes only appear in abandoned military bases, gang hideouts, and the like.
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-> "Who leaves these weapons scattered around anyway?" \\
-- SeriousSam
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** Also more or less true in earlier installments. While drugs, money, and ammo can be found nearly everywhere, large stashes only appear in abandoned military bases, gang hideouts, and the like.
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** It's fairly odd that weapons and ammo are scattered all over the rest of the game: bear in mind, this is a science facility, and most of the guys who where stockpiling these weapons were researchers. This is also lampshaded with various in-game emails, for instance, being from the security division, asking the science staff to give up any weapons they may have stashed to avoid any "incidents".

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** It's fairly odd that weapons and ammo are scattered all over the rest of the game: bear in mind, this is a science facility, and most of the guys who where were stockpiling these weapons were researchers. This is also lampshaded with various in-game emails, for instance, being from the security division, asking the science staff to give up any weapons they may have stashed to avoid any "incidents".
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** And the collector ship has a collection of advanced human weaponry lying around in a pile. Considering the collectors only collect live samples and don't touch other races' equipment or technology, it boggles the mind how and why. Even more mind-bogging is why you can somehow only pick up one of them.
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** ''FarCry 2'' (not a direct sequel to the first, but a SpiritualSuccessor) is even more consistent about it, since the vast majority of supplies are in guarded enemy camps; they are enemy supplies (the problem is that enemies can shoot forever and so don't need to use those supplies, but whatever). Also, everyone uses the same standard ammo types and guns because their direct suppliers all have the same supplier (the guy you've been hired to kill). Enemies don't drop ammo, either; they drop guns, and you can remove the ammo from them for your own use provided your guns use the same ammo type. Even though the AI never runs out of ammo, the quicker you kill enemies, the more ammo you get to loot from their guns, and the higher the chance that they'll have unused grenades on them.
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** [[ADayInDraculasLife Help me stuff this pot roast into these candles!]]
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* In ''[[FiftyCent 50 Cent]]: Blood on the Sand'', you buy guns from an arms dealer by contacting him on pay phones strewn throughout the levels. This despite the fact that some of the levels are set in [[strike:Ancient]] Napoleonic desert castles, or even in one memorable instance, ''inside a burning building.''

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* In ''[[FiftyCent ''[[FiftyCentBloodOnTheSand 50 Cent]]: Cent: Blood on the Sand'', Sand]]'', you buy guns from an arms dealer by contacting him on pay phones strewn throughout the levels. This despite the fact that some of the levels are set in [[strike:Ancient]] Napoleonic desert castles, or even in one memorable instance, ''inside a burning building.''

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* The weapons laying around in ''Left4Dead'' and its sequel are generally implied to be left behind by other people, who have either been killed, turned into zombies, or already left the area. Occasionally the area around will actually explain it even further, by showing a dead body nearby or setting up an area to look like it had been someone's hideout.

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* The weapons laying around in ''Left4Dead'' and its sequel are generally implied to be left behind by other people, who have either been killed, turned into zombies, or already left the area. Occasionally the area around will actually explain it even further, by showing a dead body nearby or setting up an area to look like it had been someone's hideout. Other items like first aid kits or pills can show up in common areas like closets or offices since one would expect such items to appear in those locations.
** The finales sometimes show this as well, having the area filled with guns, ammo, mounted machine guns, pipe bombs, molotovs, pills, and first aid kits as if a large group of people were making their last stand while waiting to be rescued.

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Related to NoticeThis.
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* In ''FinalFantasyXIII'', the party comes across high-tech chests and internet shopping terminals in all manner of strange places, including littered about the wilderness of Gran Pulse where no humans live. However, as the player nears the end of the game, the terminals begin displaying not just store options, but messages directly to the party from the Big Bad, who placed all of these things carefully in order to encourage the characters in their intended mission.
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*''{{Fallout}} 3'' and ''New Vegas'' has Medkit Boxes (First Aid Boxes, really) that are strewed all through the ruins. Justified, in that most homes should have a First-Aid Kit, but yet, given 200 ''years'' after the apocalypse, why hasn't anyone found those supplies yet? Still, though, the boxes themselves seem to be placed with some type of logic.
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*** Maybe it's because the lockers work differently from how we here in 2010 expect them to. After all, [[FanWank why not have them break down and re-manufacture the weapons as needed?]] In that way, [[FridgeBrilliance EDI can direct the lockers to manufacture the guns you already have, because she has the schematics for them.]]
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** You also have oddly convenient weapon-switch lockers strewn all through the second game. One of which is in a clinic.
*** '''Mordin:'''Weapon stash necessary. Frequent attacks from Blood Pack and Blue Suns mercenaries. Need to even the odds.

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** You also have oddly convenient weapon-switch lockers strewn all through the second game. One game, all of which have multiple copies of every single gun you have access to, including [[{{BFG}} heavy weapons]]. Why does a ''hotel'' need a ''nuke launcher'' lying around, anyway?
** [[spoiler:Heretic Station]]
is a [[spoiler:geth base]] which hasn't been used by organics in a clinic.
*** '''Mordin:'''Weapon stash necessary. Frequent attacks from Blood Pack and Blue Suns mercenaries. Need to even the odds.
several hundred years, but there are still working medkits everywhere.
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* ''CliveBarkersUndying'': Pistol and shotgun ammo in a medieval monastery?
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** Lament of Innocence tried to explain that Dracula enjoys giving hunters a chance to fight him, and he doesn't really expect them to win. Ignoring the fact that eventually the Belmonts have killed him countless times without fail. Also, pork chops in the walls?
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* For a place that's trying to torment you constatntly, ''{{Silent Hill}}'' is awfully generous with ammo and health boosters lying strewn randomly through the empty streets. This is not to mention what sort of mental hospital or prison would leave guns or ammo lying around. A player can sometimes finish a playthrough of the game with ammo for all weapons clocking in at over 100, and enough health drinks, medkits and tourniquets to keep the series alive after Silent Hill: Homecoming.

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* For a place that's trying to torment you constatntly, constantly, ''{{Silent Hill}}'' is awfully generous with ammo and health boosters lying strewn randomly through the empty streets. This is not to mention what sort of mental hospital or prison would leave guns or ammo lying around. A player can sometimes finish a playthrough of the game with ammo for all weapons clocking in at over 100, and enough health drinks, medkits and tourniquets to keep the series alive after Silent Hill: Homecoming.
** Possible bit of ''{{Fridge Brilliance}}'' there; the Town, in its infinite, mind-raping evil, wants you to stay alive as long as you possibly can, in order to prolong your suffering. It's giving you a sporting chance, because nobody falls as hard as the man elevated by hope.

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*** This explanation had been done years before in ''HalfLife'' when you get to Xen. A lot of the supplies you find there are strewn near the corpses of scientists wearing HEV suits much like your own.
**** Did you just say HalfLife came out years before ''{{Doom}}''?

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*** This explanation had has been done years before used in ''HalfLife'' when you get to Xen. A lot of the supplies you find there are strewn near the corpses of scientists wearing HEV suits much like your own.
**** Did you just say HalfLife came out years before ''{{Doom}}''?
own.
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** Played straight in some areas of the first ''Halo'', where you would find marine corpses (and handy ammo stashes) where they ''couldn't possibly'' have reached.
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**** Did you just suggest HalfLife came out years before ''{{Doom}}''?

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**** Did you just suggest say HalfLife came out years before ''{{Doom}}''?
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**** Did you just suggest HalfLife came out years before ''Doom''?

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**** Did you just suggest HalfLife came out years before ''Doom''?''{{Doom}}''?
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**** Did you just suggest HalfLife came out years before ''Doom''?
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* Dungeons and Dragons and Pathfinder tend to specifically encourage this. Especially true in 4th edition, since items resell for only one fifth of their market value, its important that DM's make sure the items the players need are in the treasure caches the players find and monsters are factored based on players having those items. Pathfinder went the other route and beefed up the player classes so that magic items were less important.
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*** '''Modrin:'''Weapon stash necessary. Frequent attacks from Blood Pack and Blue Suns mercenaries. Need to even the odds.

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*** '''Modrin:'''Weapon '''Mordin:'''Weapon stash necessary. Frequent attacks from Blood Pack and Blue Suns mercenaries. Need to even the odds.



* For a place thats trying to torment you constatntly, ''{{Silent Hill}}'' is awfully generous with ammo and health boosters lying strewn randomly through the empty streets. This is not to mention what sort of mental hospital or prison would leave guns or ammo lying around. A player can sometimes finish a playthrough of the game with ammo for all weapons clocking in at over 100, and enough health drinks, medkits and tourniquets to keep the series alive after Silent Hill: Homecoming.

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* For a place thats that's trying to torment you constatntly, ''{{Silent Hill}}'' is awfully generous with ammo and health boosters lying strewn randomly through the empty streets. This is not to mention what sort of mental hospital or prison would leave guns or ammo lying around. A player can sometimes finish a playthrough of the game with ammo for all weapons clocking in at over 100, and enough health drinks, medkits and tourniquets to keep the series alive after Silent Hill: Homecoming.
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** Then again, most of the stuff found freely around isn't stuff you tend to keep (aside from the ammo, of course). The real goodies are stashed in locked containers, and the PC just happens to be unrealistically good at lockpicking.
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[[AC:Survival Horror]]
* For a place thats trying to torment you constatntly, ''{{Silent Hill}}'' is awfully generous with ammo and health boosters lying strewn randomly through the empty streets. This is not to mention what sort of mental hospital or prison would leave guns or ammo lying around. A player can sometimes finish a playthrough of the game with ammo for all weapons clocking in at over 100, and enough health drinks, medkits and tourniquets to keep the series alive after Silent Hill: Homecoming.
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[[AC:Survival Horror]]
* For a place thats trying to torment you constatntly, ''{{Silent Hill}}'' is awfully generous with ammo, guns and health lying around, that it presumably created and left for you. A player can sometimes finish a playthrough of the game with ammo for all weapons clocking in at over 100, and enough health drinks, medkits and tourniquets to keep the series alive after Silent Hill: Homecoming.
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[[AC:Survival Horror]]
* For a place thats trying to torment you constatntly, ''{{Silent Hill}}'' is awfully generous with ammo, guns and health lying around, that it presumably created and left for you. A player can sometimes finish a playthrough of the game with ammo for all weapons clocking in at over 100, and enough health drinks, medkits and tourniquets to keep the series alive after Silent Hill: Homecoming.
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** A brief note suggests that they are transported in by the same time travel that Sam used. [[SoYeah Yeah.]]

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** A brief note suggests that they are transported in by the same time travel that Sam used. [[SoYeah Yeah.]]

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Not an MMO, and it's not an aversion.



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* In ''NeverwinterNights'' (Shadows of the Undrentide), 'so old it's useless' armour and weapons can be found, but otherwise the game is a worst offender.
** In the base game most containers have random treasure based on your level. So based on what level you are, you can find hundreds of gold pieces, a magical warhammer, and some gems in a ''rain barrel outside a whorehouse''!



[[AC:MMORPGs]]
* In ''NeverwinterNights'' (Shadows of the Undrentide), 'so old it's useless' armour and weapons can be found. Otherwise that game is a worst offender.
** In the base game most containers have random treasure based on your level. So based on what level you are, you can find hundreds of gold pieces, a +2 warhammer, and some gems in a ''rain barrel outside a whorehouse''!

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