POST 5: BIKER, ALEX, AND WEAPONS YOU DON'T JUST PICK UP
Biker's cleaver is central to his playable sections in the first game. It stays with him, and the playable version is not something you can throw away whenever you feel like it. His limited throwing knives supply the ranged option. Those two tools have to cover situations that Jacket might solve by grabbing another gun.
Biker gets three throwing knives for a chapter. A knife that misses can be recoverable, while one used successfully to kill is spent. That makes it worth thinking ahead about who actually needs the ranged answer. Don't waste the limited option just because the first enemy is convenient.
In Wrong Number, Alex carries the chainsaw while Ash supplies the gunfire. Alex is the chainsaw user, not Ash. The saw is fixed equipment, not a general pickup everyone gets to use, and you cannot throw it. The pair are designed around coordinating close and ranged attacks, rather than treating them as two ordinary characters with interchangeable weapons.
Dallas's nunchaku are likewise part of Jake's Dallas style, not a loose weapon everybody can collect. For a weapon breakdown, the important point is that selecting the character style changes what you can do. The mask and character discussion goes into those restrictions separately.
Biker's equipment showing up in Wrong Number's editor is also not the same as Biker receiving a normal campaign route in the sequel. That campaign/editor distinction prevents a lot of confusion when you're looking through weapon lists online.
POST 5: BIKER, ALEX, AND WEAPONS YOU DON'T JUST PICK UP
· Games / Hotline Miami Series