< Game Breaker
Game Breaker/Action
Game Breakers in action games.
- In Dynasty Warriors: Gundam, Wing Zero's beam attacks can pierce enemies without the Piercing Shot skill. Its SP attacks, once fully developed, are as follows: first level is firing the Twin Buster Rifle at full power directly ahead, level 2 has Zero hovering in mid air and firing the rifle down, and finally it splits the rifle in half and spins like a top, firing beam in either direction. If you use the SP attack in tandem with another named character, Zero will do another spin attack, angling side to side to hit enemies above or below. Coupled with the simple enemy AI, and the SP attacks being the easiest to aim, and it's likely that whatever survived that onslaught is just about dead.
- In Dynasty Warriors Gundam 2, Wing Zero isn't quite the death machine as before, with tougher enemies and altered SP Attacks; Wing Zero's spin attack is its combination SP Attack. Nu Gundam though, has a charge attack that launches its Fin Funnels and have them form a barrier. When this field is being brought down, it can kill just about any Mobile Suit in one hit. Once you've cleared a field, the barrier can bring enemy mechs to near death by running into them. The best gamebreakers are some of the pilot skills. DG Cells lowers defense, but grants a fast-acting Healing Factor, and Overdrive enables the combination SP attack for one character. This makes Wing Zero, Zeta Gundam, and Turn a Gundam monsters in battle. Especially Turn A Gundam.
- In the second game, the God Gundam's Overdrive skill causes it to split into three versions of itself if you use it when the SP gauge is completely full. Combine this with its God Slash Typhoon, which is the strongest Melee attack in the game, and you can render your opponent dead or very close to it in two moves. Some players call it "the blender."
- One strategy for both the second and third games is play with just one character over and over. Since you'll play the same stages with the same enemies, you can level up the other Gundams and MS before using them with the other characters. This makes their stages much easier.
- In Dynasty Warriors Gundam 2, Wing Zero isn't quite the death machine as before, with tougher enemies and altered SP Attacks; Wing Zero's spin attack is its combination SP Attack. Nu Gundam though, has a charge attack that launches its Fin Funnels and have them form a barrier. When this field is being brought down, it can kill just about any Mobile Suit in one hit. Once you've cleared a field, the barrier can bring enemy mechs to near death by running into them. The best gamebreakers are some of the pilot skills. DG Cells lowers defense, but grants a fast-acting Healing Factor, and Overdrive enables the combination SP attack for one character. This makes Wing Zero, Zeta Gundam, and Turn a Gundam monsters in battle. Especially Turn A Gundam.
- Some would consider Dynasty Warriors's Lu Bu a Game Breaker, since in all incarnations of the series he is playable. Mostly for his C3(Square-Square-Triangle) that covers 360 degree and have multiple hits coupled with powerful damage. In fact, the fourth game version of Lu Bu are not gamebreaking maily because said move are hit by a Nerf.
- KOEI's Warriors Orochi 2 lets you use Orochi -- the Big Bad of the first game, and you needed to unlock everyone else in the game before you got him -- as a starting character. He's still as powerful as his playable equivalent in the first game. There may be other questionable starting character choices (such as Miyamoto freakin Musashi), and as a NPC Sun Wukong's moveset priority is annoying, but he stands out rather well as a playable character.
- Sun Wukong + the 'Almighty' weapon ability makes any stage a breeze. Even on Chaos difficulty. (For that matter the 'Almighty' weapon ability is a win button for anyone on the roster, but Sun Wukong's movement speed make it even more of a win button).
- There's also Cao Ren's C3-ex (Square-Square-R1) in the sequel which basically clears the screen againt anything, and he can spam thanks to his absurd Musou regeneration from said move. To make it worse, hes one of two Technique character with two enchanced special moves, and his second listed move(the C2-ex (Square-R1) have insane coverage, refills Musou gauge even more than the cost of the move, does massive damage. Oh, and his C-3 doesnt even need Flash to break guard because the AI never blocked that move. Even in the Z version of the game, hes still broken. Theres a reason why the second game's Cao Ren is widely considered to be one of the most broken character ever in Warriors game.
- Diao Chan's Triangle/Y attack from the first Warriors Orochi combined with the right weapon destroyed hordes in no time.
- Kunoichi R1 which gives you complete invulnerability to anything for the duration. In the first game, it only lasted 10 seconds, but with proper set up(the right weapon, and only use her C2-1) you can kill an officer in a flash, refill her Musou gauge and use it again essentially creating an invincibility loop that is near impossible to break. In the second game, instead of nerfing it, for some reason Koei decided to extend the duration and make an enchancement that gives you faster musou regeneration while keeping her musou recovery intact. To put it simply, she is a Japanese character who plays so much like most high tier Chinese character(which mostly a Game Breaker in their own rights) in the first game and taken Up to Eleven.
- Taigong Wang's musou. It has a rather weird range but it does MASSIVE damage, so much that it can One Shot anything. It can be blocked but his C1 break his opponent's guard and put them on Recoil stage. Obviously the Updated Rerelease Nerf it.
- Huang Zhong in second game. His arrow spread C1 normally carries no element. But with R1, it does. It also self sustains the Musou Consumption with full absorb and dealt damage so massive that it can one shot anything in one shot, making him a Cao Ren-lite. Heavily nerfed in Z though.
- In the first game, because of how the element system works with the Samurai Warriors roster, KOEI decided that that almost every multi hitting charge attack outside of C3 for the Dynasty Warriors roster carries elements on each hit and decided that the C1 and C2 that didn't have elements from the get-go would activate elements as well. This turned out to be a very bad idea. C1 attack that involve charging to enemies ranks become an I-Win-Button, C2 become a really fast, reliable way to juggle and activate element, therefore dealing quick massive damage, and multi hitting charge become insane damage dealer. This is the whole reason why some of Dynasty Character is very effective and why some characters notably Guan Ping(whose C4 does 3 ELEMENTAL hits), Cao Ren(whose arguably the best C1 Stomp user thanks to his versatility on setting up the Stomp loop), Diao Chan(very spammable C1 and dual elemental C4), and Zhang Liao(Essentialy, Diao Chan without her C3 and weaker C1 that have even better crowd clearing as a compensation) is very broken(to the point that Diao Chan is considered as the best character in the game) This is nerfed in second game by having C1, and C2 no longer carry element and nerf some charge attacks.
- In a game where Musou bar is very important due to the existence of some broken Musou related moves, characters that can abuse musou are pretty notable. Sun Jian's Directional R1's effect allows the team to have 10 second full musou refill in exchange for some Life. Combine this with character with abusable R1 move(ex. Mitsunari Ishida), and Technique Characters that have Special and enchanced Charge attack that consume Musou to abuse this Up to Eleven. The downside of this is the fact that it consumes Life, which is easily handled by giving Sun Jian Weapon with level 10 Drain(and the fact that Sun Jian is affected by elemental C1 issue mentioned above)
- The second game tried to Nerf him by nerfing other characters' Musou related moves, and the general nerfing on DW character seems to be enough to put an end to his Musou spam days. However, other than the fact that some Musou dependent attack still murders with Sun Jian's enchancements, the Triple Musou system is introduced. Normally, a Triple musou need you to be at red health to be used, but with Teamwork enchancements, it can be used anytime. With Sun Jian's D-R1, there's enough time to do 2 Triple Musou, enough to kill the majority of enemy in the game. Combine this with the fact that his D-R1 now cost less Life, and he has Special Triple Musou with Cao Cao and Liu Bei which can be activated up to 4 time for each D-R1, 3 with some set up before usage, and you get a character that can safely kills anything
- KOEI again, but this time in Dynasty Warriors 6: Empires. Sun Quan's card, 'Unseen Rules', means the player will never get invaded. Ever. Played with the rest of the Sun Clan's cards, the player can dominate China in relatively few turns with ease.
- Dynasty Warriors 7 allows in-battle weapon switching, for any character to just about any other moveset (with varying degrees of efficiency and effectiveness). One particular moveset, Twin Axes, has a four-hit charge attack that puts a single target into stunlock at the end of it. Now consider the "Attack Up" and "Officer Assassin" skill seals, which increase power in general and against officers in particular, respectively. The Twin Axes then become so comically overpowered that they can kill even a supercharged Lu Bu in a matter of minutes, to say nothing of other player characters or lesser generic officers.
- Lu Bu himself is a gamebreaker, as he's the only character in the game who can stack Synergyx3, giving him truly immense attack power. And since his Halberd moveset is still very dominating due to having both pinpoint unblockable attacks (his C3-EX and his C5 both cannot be blocked, and the C3 is a crowd clearer on completion to boot and makes him invincible once he's grabbed an opponent), he tends to stand out even though anyone can use his weapon.
- Wolf in the multiplayer mode of Star FOX Assault has insanely high health and speed stats, and the only balance on him is that he has a smaller targeting reticule when riding an Arwing or Landmaster. He is the only character who can survive a Demon Sniper shot, and he's very fast.
- Also, Slippy, of all people, is incredibly broken in every situation outside the Arwing. On the ground, because of his high jumping ability, you can basically just keep jumping around in front of your opponent and completely dodge whatever they're doing while taking potshots at them. Combined with his above average health and his dominance in the Land Master, he's easily broken on maps where ground combat is an option. His only downfall is in the Arwing, where he's rather weak compared to most other characters. And he doesn't need to be unlocked, unlike Wolf. Peppy is arguably even more broken than Slippy using the same tactics.
- In the unreleased Star FOX 2, there were three different ships in the game--Fox and Falco were the fastest, Peppy and Slippy were the toughest, and Miyu and Fay were the strongest. The problem lies in the definition of "strongest." Miyu and Fay start out with level 2 weapons and have half the charge time of the other ships. This makes boss battles much quicker. They only downside is that their ships are made of cardboard, but the shortened battle time more than makes up for it.
- Star FOX Command has the Black Rose, a ship exclusive to Panther Caruso. At first glance, it seems to be a horrible ship - it's made of cardboard, has no lock-on, and its bomb capacity maxes out at 1. However, its basic laser attack is overpowered to an absurd degree. It can one-shot many of the endgame-level enemies, and those it can't are nearly always two-shotted. It can kill boss-level enemies in ten shots, and the final boss in around twenty. It also has a hitbox that is so much larger than its sprite, you would think it was a Wave Motion Gun; this means that aiming in something's general vicinity pretty much means you will hit it. Oh, and to make up for the aforementioned made-of-cardboardness of the Black Rose, it is tied with the Arwing II and Wolfen for the second best barrel roll in the game - in a game where the barrel roll nullifies ALL damage.
- Star Fox Adventures gives us the Bafomdads, which revive you back to full health whenever you die. They are plentiful, but you can only carry one at a time...at least until you buy the Bafomdad Holder, which allows you to carry ten. You will never need to worry about dying ever again once you have this, and it is actually cheap enough to buy as soon as you get your first Scarab Bag (and you'll find more than enough scarabs within the store itself!)
- Several players of Cave Story claim that the Level 2 Blade is one of these. At first glance, this seems confusing; it has less range than both its previous form and its following form, the game's lack of diagonal aiming makes the slight widening of range from Level 1 to Level 2 a negligible benefit, and the Blade as a whole is a single-shot weapon. It's the definition of the third aspect, though, that adds credibility to the claims -- "single-shot" translates here as "the last shot can't be onscreen before you can fire the next shot." The Level 2 Blade at point-blank range does the most damage per second of any weapon in the game. Therefore, by getting dangerously close to bosses and mashing the fire button, it's possible to spam the Blade repeatedly and kill almost any enemy in the game in a matter of seconds.
- On the other hand, the Spur doesn't require leveling, only charging, and does the most damage outside the level 2 Blade at point blank, and does it at any range. And you get it midway through the game, if you're willing to put up with keeping the dinky Polar Star despite several offers of trading it for better weapons.
- The secondary effects of the Ring of Lightning in Little Big Adventure II can easily turn it into a Game Breaker. The item in question is, essentially, a spell that requires a full bar of Magic Points to be used. Its only plot-forced usage involves getting another item that can't be accessed without the spell. When cast in a random place, the Ring of Lightning still empties the Magic Points bar... effectively working as a "kill all enemies on screen" item, regardless of how many normal attacks you need to kill them. This extends to the tough huge enemies that normally require a lot of time and efforts to defeat them. If you get killed and lose an extra life (represented by a clover leaf), your magic is restored to full, allowing you to use the spell again. You can have up to ten clover leaves by the time of the final showdown (with extra leaves scattered all around the Big Bad's place), which provides a "cast spell - run - get killed - cast spell..." tactic instead of "run - avoid enemies - blow up teleporters to stop enemies from appearing - run...". The first tactic saves a lot of time, but this is just the beginning. The Big Bad is immune to your weapons except the Emperor's Sword, suggesting that you should have a sword fight with him, just like in the first game. He isn't immune to the Ring of Lightning. It kills him instantly. Way too easy for the final battle...
- The Otana and the Missile Boat in the X-Wing/TIE Fighter series of games were easily the most powerful player-controlled craft in the game. Both of them allowed even intermediate players to slaughter capital ships singlehandedly, to say nothing of mauling squads of enemy fighters.
- For those who haven't played: the Otana is the Player Character's personal transport, acivilian freighter, but between the massive shield banks, nigh-impenetrable armour and auto-targeting laser turrets with 360° coverage it went through the series' signature fighters like a mower through grass. The Millenium Falcon was even worse, having all that and a high top speed to boot, but we can kinda forgive that.
- Star Wars: Rogue Squadron for the Nintendo 64 had the V-Wing airspeeder. It was fast and agile, possessed a unique rapid-fire feature for its blasters, and a speed booster as standard equipment. Its only initial downside is the secondary cluster missiles, which are dummy rockets that fire in a hexagonal pattern. However, these become a Game Breaker when you find the hidden power-up that makes each cluster rocket an individual seeker missile that can kill just about any TIE in a single hit. Armored targets fell quickly to these missiles as well, considering if all clusters hit a target the resulting damage made a proton torpedo look like a water balloon. Combine this powerful secondary weapon with the agility, speed, and firepower of the V-Wing and you have a very broken fighter.
- Grand Theft Auto: San Andreas features a special gambling system linked to a luck stat, whereby you can only bet based on your gambling skill. It then tosses the whole thing out the window with Inside Track Betting, a horse racing gambling shop with no upper limit to bets. And one of them is right near a save point. So, bet the long shot, reload if it doesn't win, save if it does, and repeat this; you'll quickly have more money than you could ever possibly spend.
- Think San Andreas is broken? Try Grand Theft Auto Vice City Stories. By taking over a few businesses, building High-Rollers and doing their missions early on, you can easily get 5-digit income every day... and you can speed through time by repeatedly getting Wasted or Busted. Combine this with the Mini Gun (although in all fairness, you can't get this until near the end of the game, but before that there are many other great weapons too), which thanks to your high income you can easily afford, and the game becomes a walk in the park.
- Many of the Grand Theft Auto games have respawning, free hidden weapons. In San Andreas by the time your friends say you should pick up a pistol you can have an AK-47 and a hundred grenades. In the original Vice City, drive a bus into the gap by the yacht, cross to the other side and pick up a bazooka. Heck, the final confrontantion in GTA III assumes the player will only have a machine gun. Collect enough packages and your nearby safehouse has guns galore. Drive fast!
- Diablo's Sorcerer was ridiculously easy to break by using the MS No-Stun bug. The "stun" that occurs if your character (or a monster) gets hit strongly enough is a huge part of the gameplay. But, Mana Shield can potentially cancel that. The problem is that it works by first applying damage to your life (as usual) but then converting it to your mana. If the damage is greater than your life, you're considered DEAD (and not stunned) for milliseconds until Mana Shield does its work. If your life ends up below your level (which is the stun threshold) you can never be stunned when using Mana Shield. Since sorcerers rely on Mana Shield in the normal gameplay anyway, well... To make it even worse, there's an otherwise feared enemy "Black Death" that when hitting you removes 1 of your maximum life, which you could use.
- The sequel is much, much worse when it comes to imbalance. A Paladin with the Blessed Hammer / Concentration combo can kill virtually everything in the entire game in seconds with no effort, and the beta 1.13 patch (likely to be the last) has done little to remedy this. It's even worse if they have the Teleport skill from the equally-overpowered Enigma Runeword.
- The blood golem iron maiden combo was truly absurd, being a casual gamebreaker rather than requiring players to put 20 points into the same skills to use. The blood golem healed itself and you for some of the damage it dealt. The iron maiden curse caused enemies to damage themselves for a percentage (200% at rank one) of the damage they dealt. The game registered this as the blood golem dealing the damage to them, meaning after just a few ranks it would heal itself and you for much more damage than enemies were dealing. It only worked on physical damage at least, but against that you were both functionally invincible.
- Unofficial Expansion Pack Hellfire's easter egg bard was breakable without any bugs because of dual-wield. Just equip a haste/peril weapon combo together with an undead crown or helm or spirits for life-steal. Because peril does 1x WEAPON damage to the user, but 3x CHARACTER damage to the monsters, and such big life-steal will almost always get your HP back, such a combo can potentially cause total havoc.
- In Gotcha Force, the Barrier Girl functions like this against anything that doesn't have a Wave Motion Gun or that can get a decent drilling attack off. Except for drilling attacks (most of which are melee) or really powerful blasters, she can dodge around most shots, only taking a couple of chips to her barrier - by the time it's finally breached, she's probably recharged and can restore the barrier. Even if you have the aforementioned attacks, she's generally fast enough that hitting with those attacks is a pain.
- Of course, it gets worse with the Beam Gunner. Fast, possessing a powerful regular ranged attack that recharges quickly, and with a boat of hit points, he can quickly Beam Spam nearly anything to oblivion. If that wasn't enough, he also has a Wave Motion Gun, giving it the ability to even solo against a Combining Mecha.
- In Another Century's Episode 2, the Buster Ark possesses an attack called "Riot Shot", essentially a Death Blossom-style "spinning Beam Spam attack, best used when surrounded by enemies. However, due to a programming bug, any enemy that is physically touching the Buster Ark when it activates the move suffers insane damage, potentially allowing the player to one-shot just about everything in the game, even the SNK Bosses they throw at you in Boss Rush mode.
- The Biggoron Sword in The Legend of Zelda Ocarina of Time. Of course, you probably won't find it without a game guide.
- That is, until you realize that the orange arrow on your map screen points out the location you need to go to next for the Fetch Quest.
- The Great Fairy Sword in The Legend of Zelda Majoras Mask is the same weapon in practice, but it comes so late in the game and it's such an unbelievable bitch to get a hold of that most players don't bother with it.
- Don't forget when you acquire all of the other masks, you receive the last mask, the Fierce Deity Mask which makes Link so powerful that even the last boss is a joke.
- Borador, the dwarf rogue from Baldurs Gate 2: Dark Alliance was perhaps the easiest character to solo the entire game with. One of his first skills was a multishot that produced an additional shot from a crossbow at the cost of a little mana. However, the game contained an item enchanting system that allowed you to put up to two special abilities on your weapon, one of which gave you back a fraction of your mana pool on a successful hit. Enchanting a crossbow with this effect, some other enchantment for more damage, and then sinking all other points and money into multishot, armor skills, and hit points netted you the ability to run up into an enemy's face and hold the multishot button and pour crossbow bolts into their carapace until they resembled a dead bloody hedgehog. This held true from everything from two-headed giants to slime creatures to the game's Final Boss; the only creatures it did not work against were those with resistances to piercing damage and trolls; then the answer was either Dual-Wielding morningstars, or a pinch of fire or acid, respectively.
- The save system used in both Dark Alliance games was another Game Breaker: It was very simple and easy to abuse the "import character" options to essentially get unlimited funds and experience in just a few minutes.
- Splinter Cell: Conviction has the Five-Seven, a silenced pistol made available to you very early on in the game. It has the biggest magazine size of any of the pistols, improved accuracy and (once you add only one upgrade) gives you the ability to execute four enemies at once with the "mark and execute" system (the highest you can perform at once). If you're a decent stealth player, there's little reason to use any other weapon besides it, as you can effectively take down a squad of enemies in seconds.
- Once unlocked, you can also use it in any mission except the first, but if you somehow need a higher-capacity magazine, the pretty-much-best Alternate Weapon is the MP7A1 machine pistol -- suppressed by default, able to be upgraded to have three marks (and hence to commit three executions), about 33% more damage (if you even have to fire normally), and have its magazine size doubled from 20 to 40 rounds. Moreover, since it's a machine pistol the user can wield it while holding a human shield or onto a pipe or ledge. Finally, due to alternate weapons' "three magazines' worth of spare ammo" accounting for Extended Magazine upgrades, that means that the MP7A1 with Extended Magazine goes from 20/60 (80 rounds total) to 40/120 (160 rounds total) -- most of the assault rifles and submachine guns have only 30/90 (120 rounds total).
- Some of the unlockable Extras in Lego Star Wars make the game ridiculously easy to beat, even That One Level, though actually finding some of them often results in Guide Dang It. Regenerate Hearts, which does Exactly What It Says on the Tin, is surprisingly cheap to purchase and makes it almost impossible to die.
- Biggest gamebreaker though are the multipliers. The first one is usually quite expensive (half a million or more, and usually you need to have beaten most of the story before you can actually buy it), and merely doubles your income. This alone however makes getting True Jedi/Pirate/Archeologist/Wizard/Whatever in any level a doddle. But then the next one costs double the price, but with a x2 multiplier it's just a case of collecting the same amount again. The thing is, with these multipliers, is that they stack. x2 and x4 becomes x8. You can get x2, x4, x6, x8 and x10, or a multiplier of 3,840, making the lowest possible stud worth 38,400. By the time you've got the first two, you'll earn enough for the third without even trying, even though it costs ridiculous money. Get them all, and maxing out the money count can happen in minutes, giving you enough money to buy anything else.
- Streets of Rage 2 has Axel's Grand Upper special. A brief introduction; all four player characters have three main special moves; standing-A, a power attack that slightly reduces your health if it hits, forward-A, a strong attack that decreases your health regardless of whether it hits or not, and forward-forward-B, a special that doesn't harm you. The problem? Axel's Grand Upper is his forward-forward-B, and is more powerful than his or anyone else's forward-A move. Axel is invincible for the entire animation (it can be used to slide straight through projectiles and attack bikers without jumping over their bikes), it scores a hit on every single frame, hits anyone who touches Axel's sprite from any direction at any time, and slides forward until Axel hits something if he does it away from someone. About the only enemies who can deal with it are those with long counter-moves that can wait it out (so that'd be the bosses Abadede, R. Bear, and absolutely nobody else), Shiva (who had roughly the same attack with the slide run out to most of the screen) and Mr. X.
- Beating the Hitman missions in Saints Row 2 will cause you to have unlimited rifle ammo. The Sniper Rifle can destroy a car in 2-5 bullets. Beating Corporate Warfare will give you unlimited RPG ammo, and can make those hard as hell car battles end in a few shots(did I forget to mention that getting the Annihilator will make things easier, and it still applies in a new game even if you didn't beat CW on the new save).
- That, sir, is nothing. Saint's Row 2 will also give you, as a present for defeating certain minigame missions, an infinite ammo shotgun that can shred tanks and infinite ammo dual-wielded fully-automatic magnum pistols that can shred deities. This is just for beating minigame missions. Which are available the moment you step into the world. Meaning, in effect, the moment you leave the Starter Zone, you can beeline for these specific minigame missions and become a God of Death before embarking on the storyline missions.
- But what about some of the trickier vehicle-based missions, you say? Well, apart from those dual-Cobras devouring anything in the universe, you can also pretty easily get your Wanted level up to the utmost and look around - not too hard, honestly, they will be everywhere - for one of those Spec Ops APCs(the 'Bear') with the mounted gatling guns on the top. Jack one (also easy, as most of them are being used for barricades instead of chasing you, for some reason) and get it to a safehouse. Voila! Problem permanently solved. Get it to a garage and soop it the fuck up and you're basically golden, what with having an armor-plated death engine with a mounted gatling cannon with default infinite rounds on the top. There is basically nothing in the universe that can stand against you. Haaaave fun!
- Scarface the World Is Yours. The Bodog jeep with the machine gun on top? Makes the required 'Tony versus a crowd of mooks' fights terrifically easy. Especially if one is in an out of the way spot; the cops have trouble finding those.
- From Battlestations Midway we have Torpedo Bombers and Torpedoes themselves. They can sink an enemy ship faster than Dive Bombers and even full on barrages of main guns from Destroyers, Cruisers, and even Battleships.
- In the arcade version of Double Dragon, almost all of the enemies can be easily defeated by having the player turn his back and use the elbow attack (punch and jump simultaneously) on them. This is because enemy characters are normally hesitant to approach the player upfront, but are more than willing to attack from behind. The elbow attack has a wide range and knocks an enemy in one hit, the same effect as doing an uppercut or roundhouse kick, yet it's easier to perform and no matter how much the player abuses this technique, the enemy's A.I. doesn't bother to change its pattern. The elbow punch was considerably nerfed in most of the sequels and home versions, if not outright removed.
- In the Flash game Great Dungeon in the Sky, you can basically sweep the whole game with any character with the Summon Creature ability. Because enemies don't notice you unless you're on the same level as them, if you find a nice place to stand, you can just keep dropping monsters on them until they're dead. And one of the starting classes has it. For added amusement, unlock the Wind or Platinum Dragon: no need for a place to stand now, just hover in the air and summon baby dragons/skeletons until everything else in the room is dead.
- Metal Gear Solid: The Twin Snakes was the updated version of the original MGS for the Game Cube, graphically enhancing the maps and adding the new game-play additions from MGS 2. The problem is that it has carried the narrow layout stages and limited number of enemies from the limitations of the PlayStation original. The new game-play features like first person mode allow you to pick off from a distance guards and security cameras once you have the silence pistol which has no range. Making the game a walkover.
- In Metal Gear Solid: Snake Eater 3D, the Photo Camo feature, which lets you create camouflage from pictures taken with the 3DS' cameras, can generate camouflages that grant a 100% Camo Index, normally only obtainable with the Stealth Camouflage item only available in a New Game+, or the Moss Camo, obtained by holding up The End.
- Metal Gear Solid 4: Guns of the Patriots has the M14EBR. In gameplay terms, it's essentially a cross between an assault rifle and a sniper rifle, with none of the drawbacks of either (it can be switched between an accurate semi-auto mode and a fast full-auto mode at will). It's also upgradeable, eliminating any disadvantages of using it at close range or in third-person mode. You can get this weapon very early in the game, before any setpiece battles, and with a fairly easy and short sidequest, you can get it for free.
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