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* ''Franchise/KingdomHearts'': None of the characters can run and attack at the same time. Considering the number of attacks that move the player forward, this is rather [[DownplayedTrope downplayed]], but it's still there.

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* ''Franchise/KingdomHearts'': None of the characters can run In most entries, Sora requires a special ability to move and attack at the same time. Considering time, only found on certain transformations and always coming at the number cost of attacks that giving him [[FrictionlessIce ice physics]]. Beginning in ''Kingdom Hearts III'', Sora can cast spells while running, but only if he was already running before he started casting, and this game also sees the introduction of bosses which can also move and shoot at the player forward, this is rather [[DownplayedTrope downplayed]], but it's still there.same time.
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* In ''VideoGame/TimeCrisis'', most of the time when you're able to attack, you're standing still and the only movement you have is to take cover behind an adjacent object or turning to face enemies. If you're moving and firing at the same time, either you're walking slowly or on a moving vehicle of some sort such as a boat, helicopter, or an ATV. Even in ''Time Crisis 5'' where you can move between two different covers, you can only attack once you've moved completely to either position. All of this isn't necessarily because the player is incapable of walking and firing, it's because the game mechanics revolve around having at all times ''something'' to take cover behind next to you; walking down a hallway with no objects in it would mean that you could take damage even if you released the pedal. ''Crisis Zone'' and ''VideoGame/RazingStorm'' get around this by giving the player characters riot shields so that they're never in a situation where they can't evade or block enemy fire.

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* In ''VideoGame/TimeCrisis'', most of the time when you're able to attack, you're standing still and the only movement you have is to take cover behind an adjacent object or turning to face enemies. If you're moving and firing at the same time, either you're walking slowly or on a moving vehicle of some sort such as a boat, helicopter, or an ATV. Even in ''Time Crisis 5'' where you can move between two different covers, you can only attack once you've moved completely to either position. All of this isn't necessarily because the player is incapable of walking and firing, it's because the game mechanics revolve around having at all times ''something'' to take cover behind next to you; walking down a hallway with no objects in it would mean that you could take damage even if you released the pedal. ''Crisis Zone'' ''VideoGame/CrisisZone1999'' and ''VideoGame/RazingStorm'' get around this by giving the player characters riot shields so that they're never in a situation where they can't evade or block enemy fire.
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* ''VideoGame/MissionImpossibleKonami'': Everyone, enemies and players alike, stop moving for a moment when attacking. This can be rather humorous when some enemies will stop moving on a ''treadmill'' when shooting at you, but resume being pulled along by it once they've finished.

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* ''VideoGame/MissionImpossibleKonami'': ''VideoGame/MissionImpossible1990'': Everyone, enemies and players alike, stop moving for a moment when attacking. This can be rather humorous when some enemies will stop moving on a ''treadmill'' when shooting at you, but resume being pulled along by it once they've finished.
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* ''VideoGame/MyFriendlyNeighborhood'' enforces this more indirectly. While you can aim while shooting with no cost to accuracy, you can only move fast enough to outrun enemies when running directly forward, making you choose whether to run or shoot much like its inspirations in the genre.
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* In the UsefulNotes/PlayStation ''Spec Ops'' games, it is entirely impossible to shoot while moving.

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* In the UsefulNotes/PlayStation Platform/PlayStation ''Spec Ops'' games, it is entirely impossible to shoot while moving.


* Tripwire's other FPS, ''VideoGame/KillingFloor'', however, inverts this in true Unreal fashion - while, outside of the [[MakeMeWannaShout Siren]], Specimens with ranged attacks need to stand still to use them, the player can move and even ''jump'' while shooting, and the only detriment to their accuracy is the gun's recoil itself (which, with the perks system, can be severely negated) - the gun's spread never gets worse if you're holding it at or firing it from the hip. That said, there's still no crosshair, so they player will need to stand still and aim down the sights to reliably hit specimens much further than a few meters away. Aiming also makes the player slow down (unless they're crouching, but then the movement sway is even worse), and jumping forces them out of aiming.

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* Tripwire's other FPS, ''VideoGame/KillingFloor'', however, inverts this in true Unreal fashion - while, outside of the [[MakeMeWannaShout Siren]], Siren, Specimens with ranged attacks need to stand still to use them, the player can move and even ''jump'' while shooting, and the only detriment to their accuracy is the gun's recoil itself (which, with the perks system, can be severely negated) - the gun's spread never gets worse if you're holding it at or firing it from the hip. That said, there's still no crosshair, so they player will need to stand still and aim down the sights to reliably hit specimens much further than a few meters away. Aiming also makes the player slow down (unless they're crouching, but then the movement sway is even worse), and jumping forces them out of aiming.

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* ''[[VideoGame/{{Contra}} Contra III: The Alien Wars]]'' included the ability to turn Fixed Shot on at the press of a button. Later series revival ''Shattered Soldier'' supplemented this with the ability to move with a fixed aim, which, as noted, was later seen in ''Gunstar Super Heroes''.

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* ''[[VideoGame/{{Contra}} Contra III: The Alien Wars]]'' ''VideoGame/{{Contra}}'':
** ''VideoGame/ContraIIITheAlienWars''
included the ability to turn Fixed Shot on at the press of a button. Later series revival ''Shattered Soldier'' button.
** ''VideoGame/ContraShatteredSoldier''
supplemented this with the ability to move with a fixed aim, which, as noted, was later seen in ''Gunstar Super Heroes''.
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* ''VideoGame/WorldOfTanks'' zig-zags this trope. On the one hand, all vehicles lose accuracy while moving. Soviet tanks in particular are known for having guns that are extremely inaccurate while on the move. However, various types of upgrades and crew skills can improve accuracy while on the move. A medium tank with a vertical stabilizer, ventilation system, and the correct crew skill can fire on the move with barely any difference in accuracy from being stationary.

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* Even though you can fire while running in VideoGame/{{Iji}}, it's not averted since you can't fire while jumping or crouching. For enemies, however, the trope is in full effect.
** There is one thing the player can do that no enemy can, however. Your gun shoots instantly and recharges after. All enemies need to stand still and charge their shots first.

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* Even though you can fire while running in VideoGame/{{Iji}}, ''VideoGame/{{Iji}}'', it's not averted since you can't fire while jumping or crouching. For enemies, however, the trope is in full effect.
**
effect. There is one thing the player can do that no enemy can, however. Your gun shoots instantly and recharges after. All enemies need to stand still and charge their shots first.


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* ''VideoGame/BloodstainedRitualOfTheNight'': Directional Shards need Miriam to stand still while they're being used.
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* A core mechanic in ''VideoGame/BountyOfOne''. Your character is unable to use their regular attacks unless they're standing still, although there are special offensive abilities that can trigger even when you're moving like [[WeaponizedStench Onion]], [[OrbitingParticleShield Bulletstorm]], and especially [[ShockAndAwe Thunder Dance]], [[DishingOutDirt Seismic Dance]], and [[FlechetteStorm Panic Attack]], which requires movement to trigger. The only character to avert this is [=R0B3RT=] and those who pick up his legendary item Steamtech Turret, which places a turret that fires your basic shots even when you move. The developers mention that this design choice was inspired by ''Archero''.

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* A core mechanic in ''VideoGame/BountyOfOne''. Your character is unable to use their regular attacks unless they're standing still, although there are special offensive abilities that can trigger even when you're moving like [[WeaponizedStench Onion]], [[OrbitingParticleShield Bulletstorm]], and especially [[ShockAndAwe Thunder Dance]], [[DishingOutDirt Seismic Dance]], and [[FlechetteStorm Panic Attack]], which requires movement to trigger. The only character to avert this is [=R0B3RT=] and those who pick up his legendary item Steamtech Turret, which places a turret that fires your basic shots even when you move. The developers mention that this design choice was inspired by ''Archero''. The only characters to avert this are [=R0B3RT=] and those who pick up his legendary item Steamtech Turret, which places a turret that fires your basic shots even when you move, and Jody and those who pick up her legendary item Dancing Daggers, which stocks up shots that are fired at a faster rate while you move.
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* This was added in ''VideoGame/TombRaiderII'' with the M16 and the ''[[VideoGame/TombRaiderIII 3]]'' replacement the [=MP5=] , with which Lara has to switch between a "standing" and a "Running" animation, for firing (Shouldering the M16/MP5 for standing and hipfiring for moving), which makes them much more awkward to use on the move compared to other weapons.

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* This was added in ''VideoGame/TombRaiderII'' with the M16 and the [=MP5=] in ''[[VideoGame/TombRaiderIII 3]]'' replacement the [=MP5=] , 3]]'', with which Lara has to switch between a "standing" (properly shouldering the weapon) and a "Running" animation, for firing (Shouldering "running" animation (where it's held at the M16/MP5 for standing and hipfiring for moving), hip), which makes them much more awkward to use on the move compared to other weapons.weapons (one-handed weapons are just pointed and shot without a slow animation and the shotgun requires standing still to aim and fire it).

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There is literally no changes with how most guns function in TR 1 and 2


* The original ''VideoGame/TombRaiderI''. This was fixed by ''VideoGame/TombRaiderII'', though.
** Though somewhat inverted in ''[=TR2=]'' and ''[[VideoGame/TombRaiderIII 3]]'' with Lara's M16 and [=MP5=] weapons, with which Lara had to stand still while shooting.

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* The original ''VideoGame/TombRaiderI''. This was fixed by ''VideoGame/TombRaiderII'', though.
** Though somewhat inverted
added in ''[=TR2=]'' ''VideoGame/TombRaiderII'' with the M16 and the ''[[VideoGame/TombRaiderIII 3]]'' with Lara's M16 and replacement the [=MP5=] weapons, , with which Lara had has to stand still while shooting.switch between a "standing" and a "Running" animation, for firing (Shouldering the M16/MP5 for standing and hipfiring for moving), which makes them much more awkward to use on the move compared to other weapons.
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* A core mechanic in ''VideoGame/BountyOfOne''. Your character is unable to use their regular attacks unless they're standing still, although there are special offensive abilities that can trigger even when you're moving like [[WeaponizedStench Onion]], [[OrbitingParticleShield Bulletstorm]], and especially [[ShockAndAwe Thunder Dance]], which requires movement to trigger. The only character to avert this is [=R0B3RT=] and those who pick up his legendary item Steamtech Turret, which places a turret that fires your basic shots even when you move. The developers mention that this design choice was inspired by ''Archero''.

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* A core mechanic in ''VideoGame/BountyOfOne''. Your character is unable to use their regular attacks unless they're standing still, although there are special offensive abilities that can trigger even when you're moving like [[WeaponizedStench Onion]], [[OrbitingParticleShield Bulletstorm]], and especially [[ShockAndAwe Thunder Dance]], [[DishingOutDirt Seismic Dance]], and [[FlechetteStorm Panic Attack]], which requires movement to trigger. The only character to avert this is [=R0B3RT=] and those who pick up his legendary item Steamtech Turret, which places a turret that fires your basic shots even when you move. The developers mention that this design choice was inspired by ''Archero''.
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Added DiffLines:

* ''VideoGame/MissionImpossibleKonami'': Everyone, enemies and players alike, stop moving for a moment when attacking. This can be rather humorous when some enemies will stop moving on a ''treadmill'' when shooting at you, but resume being pulled along by it once they've finished.
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Added DiffLines:

* Most units in ''VideoGame/KrushKillNDestroy'' can fire while moving, with the exceptions being rather realistic (e.g. a giant beetle that has to turn around to fire).

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* The ability to walk while aiming, and shooting, in ''Franchise/DeadSpace'' is considered to be one of the biggest differences between itself and the later games in the ''Resident Evil'' series, which are otherwise very similar in both controls and genre. Interestingly, you're not even penalized for doing so: your shots are just as accurate either way. You still can't aim or shoot while sprinting.
* You can [[AvertedTrope indeed]] shoot while running in ''VideoGame/TheEvilWithin'', by holding down the shoot trigger without aiming. It's wildly inaccurate and is only really useful for quick shooting traps and fending off chasing enemies. Actually aiming slows you to a walk, though. You can't shoot while sneaking, either.
* ''VideoGame/FearAndHungerTermina'': You cannot dash while holding a gun, as it would be too easy to shoot enemies otherwise. You can, however, hold and fire a gun while walking.



* ''VideoGame/SCPSecretLaboratory'' plays this straight - guns will suffer an accuracy penalty whilst moving or jumping (with heavier weapons having a more severe penalty).



* The ability to walk while aiming, and shooting, in ''Franchise/DeadSpace'' is considered to be one of the biggest differences between itself and the later games in the ''Resident Evil'' series, which are otherwise very similar in both controls and genre. Interestingly, you're not even penalized for doing so: your shots are just as accurate either way. You still can't aim or shoot while sprinting.
* You can [[AvertedTrope indeed]] shoot while running in ''VideoGame/TheEvilWithin'', by holding down the shoot trigger without aiming. It's wildly inaccurate and is only really useful for quick shooting traps and fending off chasing enemies. Actually aiming slows you to a walk, though. You can't shoot while sneaking, either.
* ''VideoGame/SCPSecretLaboratory'' plays this straight - guns will suffer an accuracy penalty whilst moving or jumping (with heavier weapons having a more severe penalty).
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* ''VideoGame/PrimalCarnage'': The humans are unable to fire their weapons and run at the same time, and can't move faster than a crawl when aiming down a sight, which of course makes it slightly harder to avoid dinosaur attacks while shooting. Strangely, dinosaurs, in most cases, ''also'' can't attack while running, despite only having {{Natural Weapon}}s.
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Linking directly to avoid redirect


* ''VideoGame/DonPachi'' has two weapons for all aircraft, a standard vulcan and the WaveMotionGun used as the ChargeAttack, when using the big beam gun, your attacks do more damage and can actually put a dent in bigger warships and slows you to a crawl but the standard rapid fire attack takes care of mook aircraft. It is a matter of knowing when to use which type of attack to use when facing them.

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* ''VideoGame/DonPachi'' has two weapons for all aircraft, a standard vulcan and the WaveMotionGun used as the ChargeAttack, ChargedAttack, when using the big beam gun, your attacks do more damage and can actually put a dent in bigger warships and slows you to a crawl but the standard rapid fire attack takes care of mook aircraft. It is a matter of knowing when to use which type of attack to use when facing them.
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* ''Franchise/{{Castlevania}}'' heroes can rarely move while attacking. In games with many weapons available, it depends on which one you're using; certain weapons (such as the Blue Knuckles in ''VideoGame/CastlevaniaSymphonyOfTheNight'') are more valuable than they seem because they can be used on the go. Also handy is the backdash move, which will sometimes [[LagCancel cancel attack animations early]], returning control to the player (and letting you strike again faster than you're "supposed" to). {{Speed Run}}ners take these factors into account.

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* ''Franchise/{{Castlevania}}'' heroes can rarely move while attacking. In games with many weapons available, it depends on which one you're using; certain weapons (such as the Blue Knuckles in ''VideoGame/CastlevaniaSymphonyOfTheNight'') are more valuable than they seem because they can be used on the go. Also handy is the backdash move, which will sometimes [[LagCancel cancel attack animations early]], returning control to the player (and letting you strike again faster than you're "supposed" to). {{Speed Run}}ners take these factors into account.
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* A core mechanic in ''VideoGame/BountyOfOne''. Your character is unable to use their regular attacks unless they're standing still, although there are special offensive abilities that can trigger even when you're moving like [[WeaponizedStench Onion]], [[OrbitingParticleShield Bulletstorm]], and especially [[ShockAndAwe Thunder Dance]], which requires movement to trigger. The developers mention that this design choice was inspired by ''Archero''.

to:

* A core mechanic in ''VideoGame/BountyOfOne''. Your character is unable to use their regular attacks unless they're standing still, although there are special offensive abilities that can trigger even when you're moving like [[WeaponizedStench Onion]], [[OrbitingParticleShield Bulletstorm]], and especially [[ShockAndAwe Thunder Dance]], which requires movement to trigger. The only character to avert this is [=R0B3RT=] and those who pick up his legendary item Steamtech Turret, which places a turret that fires your basic shots even when you move. The developers mention that this design choice was inspired by ''Archero''.

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