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** Some of Samus' iconic abilities such as the morph ball and missiles aren't starting abilities in many of the series' games, but are typically acquired towards the beginning of the game since they're such an integral part of the series' gameplay.

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** Some of Samus' iconic abilities such as the morph ball and missiles aren't starting abilities in many of the series' games, but are typically acquired towards the beginning of the game since they're such an integral part of the series' gameplay.gameplay


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** ''VideoGame/MetroidDread'' subverts this by delaying the Morph Ball power up until a good way into the game, and reminds you constantly about what you're missing by dangling power-ups you can't reach due to the lack of said ability. [[MetaTwist It's one of many ways the game messes with the expectations of veterans.]]
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** ''VideoGame/PokemonScarletAndViolet'' gives you your Terastalizing ability only after you get to the school (you get the Tera Orb, which lets you do it, from the very trainer who used it against you some time ago).

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** ''VideoGame/PokemonScarletAndViolet'' gives you your Terastalizing ability only after you get to the school (you get the Tera Orb, which lets you do it, from the very trainer who used it against you some time ago). Later, after the Treasure Hunt begins and the game starts OpeningTheSandbox, you get the version legendary's bike form to better traverse the WideOpenSandbox.



** ''VideoGame/XenobladeChronicles3'': About midway through Chapter 1, the Flame Clock mechanic is unlocked, increasing the party's power as they kill enemies but inflicting penalties if it runs low from exploring too much without killing anything. The mechanic is immediately removed at the end of the chapter barely an hour or two later, and replaced with the actual superpower, Interlink.

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** ''VideoGame/XenobladeChronicles3'': About midway through Chapter 1, the Flame Clock mechanic is unlocked, increasing the party's power as they kill enemies but inflicting penalties if it runs low from exploring too much without killing anything. The mechanic is immediately removed at the end of the chapter barely an hour or two later, and replaced with the actual superpower, Interlink. However, the system doesn't fully unlock until the end of Chapter 2.
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** ''Videogame/RatchetAndClankRiftApart'' gives you [[ExtraDimensionalShortcut Rift Tether]] halfway into the tutorial once player has become at least somewhat familiar with basic movement options. [[JustifiedTrope Also justified]] because to be able to use the event that makes rifts appear had to happen in the first place. Phantom Dash is then obtained in the first proper level.

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** ''Videogame/RatchetAndClankRiftApart'' gives you [[ExtraDimensionalShortcut Rift Tether]] halfway into the tutorial once player has become at least somewhat familiar with basic movement options. [[JustifiedTrope Also justified]] because to be able to use bceause it happens right after the event that makes causes the rifts to appear had to happen in the first place. Phantom Dash is then obtained in the first proper level.
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** [[GrapplingHookPistol Swingshot]] in abovee two games is given to you (or [[CashGate bought by you]]) very early, but not before you spend some time learning how Ratchet moves and jumps so you're ready to properly use this gadget.

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** [[GrapplingHookPistol Swingshot]] in abovee above two games is given to you (or [[CashGate bought by you]]) very early, but not before you spend some time learning how Ratchet moves and jumps so you're ready to properly use this gadget.gadget.
** ''Videogame/RatchetAndClankRiftApart'' gives you [[ExtraDimensionalShortcut Rift Tether]] halfway into the tutorial once player has become at least somewhat familiar with basic movement options. [[JustifiedTrope Also justified]] because to be able to use the event that makes rifts appear had to happen in the first place. Phantom Dash is then obtained in the first proper level.

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* ''VideoGame/WildArms2'' had the protagonist Ashley being able to transform into Knight Blazer, a SuperpoweredEvilSide armored guy, and Ashley gains new attacks and a really awesome theme song.
* The [[SwordOfPlotAdvancement Monado]] from ''VideoGame/XenobladeChronicles1'' is initially introduced as the one weapon that can damage the {{Mech|anicalMonster}}on while [[DecoyProtagonist Dunban]] is wielding it in the prologue. Its key ability to [[CombatClairvoyance show its wielder the future]] -- and thus give them a chance to [[ScrewDestiny do something about it]] -- doesn't make a gameplay appearance until Shulk officially picks it up a few hours in.
* In ''VideoGame/XenobladeChronicles2'', Rex starts out as a regular fighter and doesn't become a Driver until the end of chapter 1, when he bonds with the Aegis. The party also doesn't gain access to the ability to bond with Blades other than the story ones until they reach the second town.
* ''VideoGame/XenobladeChronicles3'': About midway through Chapter 1, the Flame Clock mechanic is unlocked, increasing the party's power as they kill enemies but inflicting penalties if it runs low from exploring too much without killing anything. The mechanic is immediately removed at the end of the chapter barely an hour or two later, and replaced with the actual superpower, Interlink.

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* ''VideoGame/WildArms'':
**
''VideoGame/WildArms2'' had the protagonist Ashley being able to transform into Knight Blazer, a SuperpoweredEvilSide armored guy, and Ashley gains new attacks and a really awesome theme song.
** ''VideoGame/WildArms4'': Very early on, Jude picks up a normal sword to fight, and doesn't get an ARM until you return from the first dungeon.
** ''VideoGame/WildArms5'': Similarly, Dean starts with a {{shovel|Strike}}, and is given an ARM only right before the first boss. Curiously, another party member already has an ARM, and thus is much stronger than the protagonist for this short segment - the "superpower" is new only for the hero.
* ''VideoGame/XenobladeChronicles'':
**
The [[SwordOfPlotAdvancement Monado]] from ''VideoGame/XenobladeChronicles1'' is initially introduced as the one weapon that can damage the {{Mech|anicalMonster}}on while [[DecoyProtagonist Dunban]] is wielding it in the prologue. Its key ability to [[CombatClairvoyance show its wielder the future]] -- and thus give them a chance to [[ScrewDestiny do something about it]] -- doesn't make a gameplay appearance until Shulk officially picks it up a few hours in.
* ** In ''VideoGame/XenobladeChronicles2'', Rex starts out as a regular fighter and doesn't become a Driver until the end of chapter 1, when he bonds with the Aegis. The party also doesn't gain access to the ability to bond with Blades other than the story ones until they reach the second town.
* ** ''VideoGame/XenobladeChronicles3'': About midway through Chapter 1, the Flame Clock mechanic is unlocked, increasing the party's power as they kill enemies but inflicting penalties if it runs low from exploring too much without killing anything. The mechanic is immediately removed at the end of the chapter barely an hour or two later, and replaced with the actual superpower, Interlink.
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** The game starts with the Handguns weapon equipped in the prologue of the first game, whose moveset is functionally identical to the guns you get at the end of the prologue, except that Wicked Weaves can't be used for [[HandWave story reasons]], allowing players to get used to the combo system before permanently upgrading combo finishers in every subsequent chapter with flashy AoE attacks.

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** The game starts with the Handguns weapon equipped in the prologue of the first game, whose moveset is functionally identical to the guns you get at the end of the prologue, except that Wicked Weaves can't be used for [[HandWave story reasons]], allowing players to get used to the combo system before permanently upgrading combo finishers in every subsequent chapter with flashy AoE [=AoE=] attacks.

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