Extra Punctuation: A Hard Weapon Is Good to Find

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A Hard Weapon Is Good to Find

Yahtzee gets to the nub of gun porn in games.

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People don't always appreciate all the little things, but it's worse when the developers don't. You have to really study everything about a game to get the full effect. I wanna be a game developer, but so far it's been daunting. Right now I'm a crew of one man doing the programming, graphics, and sound all together. Not easy....

Yep, I agree. KAAA-BOOOOOOM

Is it just me or does Yahtzee sound different in this article?

... sorry.

Serious Sam II had that problem. None of the guns felt powerful, at all.

I played a game on the iPhone yesterday, it was Battlefield Bad Company, and the guns sounded like absolute crap.

Anyways, random thing now. I remember you wanted a space flight thing game. Have you tried Vega Strike?

My main issue with Serious Sam is that minigunning Kleer Skeletons just isn't satisfying. Earth Defence Force at least has huge blood splashes when enemies die, the larger ones cause MASSIVE explosions that make the system choke if they're within 100 meters of the camera.

The best game for damage feedback is Hammerfight IMO, you hit someone with your car-sized hammer there and bits and pieces go flying, bricks break out of the wall as he slams into it and the crowd cheers for you. That game has damage feedback down to a T.

It's not just guns either. I got Two Worlds 2 for cheap during the steam sale, and one thing that has really annoyed me in it is that nothing I do draws a reaction from the enemies. I zap them with lightning and they don't so much as flinch. A hulking brute took an ice bolt and didn't react in the slightest. The only hint that it was effective was when I hit him with a second and he dropped to his knees. Hugely disappointing.

You know, that's another problem with DNF. The guns didn't feel good to use, at all. The shotgun was only good because of the thunder cracking boom it would make. The laser weapons didn't look like they did much damage, the pistol felt like a pea shooter, and the rockets acted as if they were made out of paper machete. They didn't feel like rockets. The weapon animations weren't much better, neither was the sound design.

Bad Company 2 has the sounds down, naturally. Especially the Barrett. It's like you can hear the tubular metal.

And for damage feedback, nothing I've seen has beaten the first F.E.A.R.

EDIT: Also, swords in Oblivion feel terrible. There's no force behind those swings and enemies usually have no reaction. The only thing that makes heavier weapon better is the impact sound. Bows on the other hand, one-shotting someone with an arrow feels amazing. It would be better if the physics sucked less.

I do agree with Yahtzee here, There is a feeling of satisfaction that comes from firing the Super Shotgun in Doom...

"For many guns an appropriate pump action or shell case ejection is like the sigh that follows the orgasm."

Just wanted to leave this line here for posterity.

I couldn't help but think of the Half-Life 2 pulse rifle when reading this article.

- The plump "pops" when you squeeze the trigger.
- The calm and collective reload animation and sound effect after you've finished spraying death.

... The sexual undertones are unavoidable, I guess.

Oh yes, the Doom shotgun! Using it was more joyful than even the chain-gun.

Thanks for the memories, Yahtzee.

Casual Shinji:
I couldn't help but think of the Half-Life 2 pulse rifle when reading article.

- The plump "pops" when you squeeze the trigger.
- The calm and collective reload animation and sound effect after you've finished spraying death.

... The sexual undertones are unavoidable, I guess.

Now that you mention it, I found the automatic reloading system of the Pulse Rifle very intriguing back then.

And I'm not even going to its secondary balls of joy...

What? I thought phallic euphemisms were today's topic.

Mmmm... I had one of these cases recently. The M4A1 in Modern Warfare 2 was a statistically inferior weapon to most of them, but I still stuck to it next to the superior SCAR. There were 3 elements why: the sound, the reload, and the ironsights. The sound was unique from any other gun in the game and produced a satisfying nailgun-like (I mean Quake-ish nailgun, not the TF2 one) effect. The reload was just short enough and ended with a slight downward swing that really made me feel like I'm back in the action. And the ironsights were clean and easy to get used to. Combined with the weapon's low recoil and relatively faster rate of fire, it really didn't matter if it was crap.

I didn't particularly enjoy Painkiller's weapons. But Serious Sam had some really bad-ass ones. Unreal Tournament had them too.

I agree. The little aesthetics of a game really help bring it to life.
For example, I loved how in Bioshock, Jack's hands/fingers moved in relation to what plasmid was in use.

Any chance of you reviewing Catherine?

My favorite column of recent.
Very nice

Doom shotguns.... <3

Although the single barrel was pretty lame in doom 3, the double barrel in ROE was awesome.

south park game for the n64 add interesting effects for weapons especially the cow gun that launched live cows which was even funnier in multiplayer where the enemy character would have his head stuck up the cows ass.

Is it just me or was Yahtzee's sentence structure slightly different to usual EP's? It read like it wasn't him at all.

On topic: I think one of the elements that make Call of Duty's multiplayer so addictive is the hit-marker sound. I think they should make an official slogan "Live for the thunk".

I think this is why so many people play spy and Sniper even when they are the seventh one on the team and nobody is medic.

The sastifying sound of a garenteed crit with the way each character reacts to be headshotted/backstabs make these kills VERY sasitfying.

Even if the Payload is an inch away from the check point and you just killed a sniper walking out of the spawn.

Reminds me of the original Mercenaries game for the PS2. The shotgun was glitched and didn't have any sound when fired, it made it feel like the most useless weapon in the game.

This is probably another reason why I like playing as Demo-man or Soldier in TF2 so much. When you blow up an enemy they burst into little gooey chunks with such satisfying squishy sounds.

Raiyan 1.0:

Casual Shinji:
I couldn't help but think of the Half-Life 2 pulse rifle when reading article.

- The plump "pops" when you squeeze the trigger.
- The calm and collective reload animation and sound effect after you've finished spraying death.

... The sexual undertones are unavoidable, I guess.

Now that you mention it, I found the automatic reloading system of the Pulse Rifle very intriguing back then.

And I'm not even going to its secondary balls of joy...

What? I thought phallic euphemisms were today's topic.

You mean the orbs of barely contained liquid energy that hits its targets faster and faster untill it finally explodes with a satisfying hum?

Valve, you perverts!

I always did love Fear 1's repeater cannnon.

Krick-KROOM! Instant tomato soup.

I think this also needs to apply to magic in games. My favorite thing about the first Fable was how powerful the magic felt. A fully powered force push would send everyone in a town flying. Or a fully-leveled lightning would almost immediately kill everything in your immediate vicinity.

Also. ANNABELLE.

My weapons of choice
Saints Row 2's Pimp Slap hand, seriously, you can FLIP CARS with this foam finger, you can also cause people to go over building and then die. The Pimp Cane, a pimp cane, as a shotgun, and it does the same thing as the pimp slap, but in SHOTGUN FORM!
You can switch the Pimp Slap hand with the Apoco-fist in the upcoming Saints Row The Third.

This is definitely something the older games seemed to understand a lot more. Goldeneye still has every gun feel just right, and it doesn't even have reloading animations. Then when you try Perfect Dark with all the perks PLUS some deft reloading of contemporary, futuristic AND alien liquid like guns, its. just... ohhhh...

unnnnnn.... ahhh.

Absolutely 100% agreed on this article. And RE4 is really a great example. I anticipate when I have to reload the bolt-action rifle, the animation and sounds are just satisfying. The way the bullets don't go in smoothly, and Leon has to use force to get them in, and the clink of the stripper clip flying off as the bolt is pushed forward.

I think something that's overlooked in Killing Floor is the keen attention to detail Tripwire has put into the weapons. You can actually see the next round being pushed into the chamber on the 9mm handgun and the lever action rifle.

One thing I've always wanted to experiment with is what would happen if you gave the player more control over the gun. I remember one Half-Life mod, the shotgun wouldn't auto-cock between each shot. You had to hit fire again to cock it. It was badass. Imagine that artful pause you can do after a perfect kill. POW ... k-chk
Red Orchestra also had you pull the bolt "manually" after each shot, akin to the shotgun.
Perhaps make a mini-mini-game out of clearing a jam on a gun. It was pretty intense in Far Cry 2 when your gun suddenly jammed on you, and your character desperately tried to unjam it by pulling and hitting the weapon mid-fight.

I'm a gun nut, so these details add a lot to a game for me.

I think Nier is the best example I've played of a game that has terrible damage feedback. everything felt like you were hitting them with twigs.

I agree. Before the vibration of dualshock controllers, I wonder how I played FPSes (I don't much now, but I like the clatter when I do).

While I could go on for days about why I like the PS2 game PRIMAL, one of the many things I enjoy is that the back of the box promises visceral combat and actually delivers it. In the first area, when you fight enemy soldiers and bust a finishing move to kill them, your character's claws actually sound like meat cleavers going through a pig's abdomen. Like they freakin' should. In the third world, when you kill enemies by hamstringing them and then stabbing them a few times, the controller only gives a little buck on the hamstring, but for the stabs, it feels like you contact the stone under the body with each hit. That's awesome.

And here is one more person who total agrees with this article. Also, My favorite gun is the molten rebar crossbow from Half-Life 2. The sizzle as you put a new bar in, the way it pinned things to walls, the satisfying thunk as you pulled the trigger... plus it shoots molten rebar!

Enemies taking damage is something a lot of games are missing nowadays. That used to be a big thing back in shooters for a while. Remember Goldeneye letting you shoot hats off people, clutching a leg, blasting guns out of hands, crotch shots drawing a two-handed grab. Or a more mediocre example, Soldier of Fortune for those who remember it letting you systematically blow limbs off of enemies. Maybe I just don't play enough shooters anymore, but the few I have played recently don't really seem to allow you to do that anymore. Fallout is the latest example I can think of letting you really target limbs, but their system was basically the same little canned animation flinch every time from humanoid enemies until you actually crippled the limb or killed them outright by tearing it off.

And with their limb removal I think they actually went and gave themselves the exact opposite problem Yahtzee discusses. By having even the smallest pistol able to decapitate someone, it means more powerful weapons don't really look stronger, enemies are torn apart equally effective no matter what you use, diluting all of them.

I'm surprised he didn't mention the "Amp" from inFamous. The sound of impact. The dramatic camera angles. The finisher move animations.

Seriously, I dropped all of the advanced shooting moves at every opportunity I could to go around fucking people up with my electro-bat.

PS: Yay, new game.

captainjackofms:
People don't always appreciate all the little things, but it's worse when the developers don't. You have to really study everything about a game to get the full effect. I wanna be a game developer, but so far it's been daunting. Right now I'm a crew of one man doing the programming, graphics, and sound all together. Not easy....

We should totally team up. Except that I'm as useless a programmer as a carpenter with no thumbs.

OT: Brilliant again, Yahtzee. Even when I would use cheats in Doom II, I'd always pick the shotgun because it was so much more fun to fire than anything else in the game. The same reason I picked Kar 98 in Call of Duty 3 because the firing of the bolt, the ejecting of cartridge, and the insertion of a new cartridge followed by a locking click was...sublime--especially after a headshot.

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