Ammo magazines & clips
Tools theme
Player is required to reload their weapon occasionally and possibly manage their stockpile of ammo magazines on top of that.
338
games
28platforms
WIN 2010-08-19
WIN 2005
WIN 2019-01-25
PS3 2008-02
WIN 2005
XBOX 2002-11-18
X360 2009-04-07
WIN 2010-07-19
WIN 2010-07-14
WIN 2002-08-27
GBA 2005-09-06
X360 2009-09-10
THIS TAG SHOULD NO LONGER BE USED.
Instead, see the various reload/recharge tags. As they do not rely on being correct about what the things are reloaded with (be it clips, magazines, batteries, fuel canisters, etc.).
Instead, see the various reload/recharge tags. As they do not rely on being correct about what the things are reloaded with (be it clips, magazines, batteries, fuel canisters, etc.).
This is in contrast to games where no reloading is ever needed and the player can shoot until their whole ammo supply runs dry, no matter how large that supply is.
Realistic cases of ammo magazine usage should be considered paramount examples, removed clips are either completely discarded or remain as partially filled (giving the player a half-empty clip at some point later on when they reload instead of magically re-filled clips all the time).
Most other cases are for when the player is required to reload their weapon occasionally, often forcing them to seek cover while doing so, and possibly inventory management imposed by the number of magazines carried. Single-shot weapons (such as a crossbow) should not be considered as either.
Strategy games may be applicable if they simulate weapon reloading in a manner where the player has to take it into consideration in their approach to situations.
This is more interesting for old systems as most of them had no weapon reloading at all.
Realistic cases of ammo magazine usage should be considered paramount examples, removed clips are either completely discarded or remain as partially filled (giving the player a half-empty clip at some point later on when they reload instead of magically re-filled clips all the time).
Most other cases are for when the player is required to reload their weapon occasionally, often forcing them to seek cover while doing so, and possibly inventory management imposed by the number of magazines carried. Single-shot weapons (such as a crossbow) should not be considered as either.
Strategy games may be applicable if they simulate weapon reloading in a manner where the player has to take it into consideration in their approach to situations.
This is more interesting for old systems as most of them had no weapon reloading at all.
The first Ammo magazines & clips video game was released in 1984.