Extra Punctuation: A Hard Weapon Is Good to Find

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OhJohnNo:

Yep, I agree. KAAA-BOOOOOOM

Ahhh... the Cain...

its like sex, if sex involved a miniaturized nuke being propelled into a hapless group of foes, and only Shepard is man enough to handle it... Well... technically that makes this an orgy, not just sex... even better!

Yahtzee:
Remind me to ask for that to be a banning offense if it goes past the first page. Well, if you're not willing to discuss anything important, I'd better do it here.

It was the only topic worth mentioning since your review had fuck-all else that was worth talking about. What else was there to discuss? The way you didn't like something? Oh shock of shocks, the gaming-hate-critic hates something in a game! Clearly this is a fresh and original topic with a firm objective basis!

Discussing opinions is like laughing when someone farts; it's amusing for a moment but quickly gets old when everyone does the same thing. Not to mention it stinks.

Oh well...*reads rest of article*
Well, this is something I can agree with in terms of discussion value; aesthetic/kinects of weapons.
The first examples of GOOD weapon kinects that spring to mind:
1) The Crossbow from Half Life 2 (pinning someone to a wall by their throat is incredibly satisfying. That's all I need to say about that.)

2) The Blaze Pistol from Hellgate London

This weapon is available to the Occultists/Mages/Whatever pretty much from the start of the game, if you can find/buy them. Despite being fairly weak-statistically (they are early game weapons, which means they scale poorly with a long game) they were bloody fun to use.
Oh, and you could dual-wield them.
They even provided a degree of strategy. See that Standard-Issue-FPS-Explosive-Barrel? Get the monsters' attention to charge at you, tag the barrel and then the monster(s), watch them fly back from the explosion and then watch their CORPSE explode shortly thereafter in midair.

Fucking priceless.
There are quite a few weapons in Hellgate: London with cool perks like that. Borderlands did the Gun-RPG better (understatement of the year), but it still lacked a few of these nifty/awesome weapons.

Wow, that was a whole lot of sexual undertones, Yatzhee.

Anyway, I thought the hammer from Red Faction Guerilla was awesome. I hit a guy and I can hear the hammer connecting with his bones, the crunch of them sounding excellent to my ears. Or was that his body going through the styrofoam wall to the left of him?

That game could have been so, so much better. It's fun, sure, but it could be better.

Also, I know what you mean by something missing. In the second Ratchet and Clank game, once you upgrade the shotgun the sound of him cocking it is gone, and it's a disappointing moment when you hear that. The Groovitron from those games needs more attention, though - where else can you make giant dinosaurs start dancing?

For my money, weaponry doesn't get any more satisfying than one particularly fantastic rifle in the game Armed and Dangerous, called the Landshark Gun.

See, you didn't so much aim it at targets so much as point it in their general direction and pull the trigger, whereupon the ordnance flew forward a few feet and then hit the ground... and then turned into a giant shark which would "swim" under the terrain (with the telltale ominous fin breaking the surface) before rising up and sequentially devouring several enemies in a simply spectacular animation. Man-eating sharks: the ultimate "fire and forget" weapon.

Also you had a black hole in a box, and giant mortar launchers shaped sort of like a tuba (of death!).

HaraDaya:

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.

Seriously. And, in comparison, the amount that a lot of the Unreal weapons don't.

You fire the 8 ball launcher and it goes "ptuh!"; even the flamethrower in KF is a joy to use because it just soaks the screen in napalm.

The crossbow in Half-Life feels "meatier" than the MP5 because it shudders when it hits something.

And it doesn't even half to be destructive weapons, the "whumph" of the Portal gun works just as well.

Ever played Whacked? That game has a gun which is basically a chicken. Well, it's shaped like a chicken. Anyway, it's a rapid-fire weapon that makes all sorts of chicken noises, firing eggs from what would be the chicken's ass. Really, the sound kind of gets lost in the visceral play but, the weapon was one of the most powerful in the game.

This story has no point. It's just an excellent weapon which has probably been overlooked.

Goodness, I just went on a tirade about this yesterday! Excellent article, btw.
The whole thing about guns is the sense of empowerment. Empowerment is much more than ingame effectiveness, and so on. You know what? I'll just bring up what I wrote.

I want my guns to have impact when you shoot them. Some huge reaction somehow that shows it's power much better than hit-point changes. If you shoot a rocket launcher, there'd better be a crater where it hits, or at least some sort of godly noise to make up for it.
I think the worst example here is GTA4's guns: they seem insignificant or otherwise underpowered. You fire an automatic weapon only to hear some "clackclackclack" atrocity.
I was at a military reenactment just last Saturday, the thing I was reminded of there is that guns are damn loud. They have impacts on every sense. The shot itself isn't that visually outstanding (only a small muzzle flash and a bit of smoke), but the impact of the noise hitting to you almost feels as if you were shot anyways. Firing a gun should make you feel like a god of thunder, empowering you, because that is exactly what a gun should do. If it sounds like a stapler, it fails to give you that sense of power you need to win.

TL;DR: Guns need to be loud and thundery, like Thor playing on an electric guitar.

If I AM honest, I think I've watched too many of your videos, cos I'm starting to use similar analogies.

Love it. See, I've long been a champion of the weapons-that-feel-deadly cause. More specifically, I've long ranted against Star Wars: Battlefront II for having weapons that feel like squirt guns. They didn't sound intimidating, the projectiles moved slowly and boringly, the rate-of-fire was pathetic...etc. Nice to see someone out there drawing attention to these important details!

And possibly giving me an excuse to resume my ranting.

Never played Painkiller, but I really enjoyed the guns in Bulletstorm. That had a similar feel, when it came to nailing the enemies to the wall etc.

Giest4life:

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.

I can program in Game Maker. At least, I think I can. Lol. Nothing too fancy. I am just not good at making sprites and people.

This is exactly why the first F.E.A.R. game rocks my socks and every game in the franchise after that was distinctively lackluster. In the first game, you got the big bangs, the guys staggering and falling realistically and at times being split in half by a shotgun to the chest. Every game after that has airgun sound effects and people barely registering hits or just exploding in a cloud of generic gore.

I still play the first game, and affectionately call it Action Porn. Whereas F.E.A.R. 3 went out of style after the second playthrough.

Totally explains why everyone in Bad Company 2 goes sniper - just listen to those beautiful gun sounds!

Also, this was a big reason why I liked the Double Anarchy in Borderlands so much, or the fuel rod from Halo. And honorable mention goes to the mingun from tf2.

Also goes a long way towards explaining why everything but the shotgun in Bioshock feels like a toy.

I'm not sure why, but i fucking love the TOZ-34 in Stalker.
It doesn't sound that impressive but it handles like a thousand dollar metaphor.
One thing i noticed is that while the sawed off shotgun in Shadow of Chernobyl had recoil that swung your entire view up in agony, in the following game it has the recoil of a fucking airgun.
I love how the AK-74 feels in Call of Pripyat, despite probably being one of the worst guns.

Also this.

At 1:10

Um yeah, okay. That's one reason why Quake 3 is waaaaaaaaay better than Quake 4 MP. Just look at the rocket launcher. They may cause the same damage, but the Q4 RL is pathetic.

Anyways, is it really all you have to say about Alice, Yahtzee? Seriously? In this age of brown and grey cover shooters, there's a gem of color and creativity, and all that's interesting about it is that it has a weak cannon? Man, someone's getting old and grumpy.

I agree. The Super Shotgun (along with most of the other Doom weapons) was just really fun to fire. The fact that it tore most smaller, fleshy enemies to bits when it hit them just made it so much more fun.
Remember the Particle Cannon from Wolfenstein? That fits this perfectly. There's a distinctive, high pitched whine, followed by a beam of pure destruction spewing from the front of the gun, literally vaporizing any Nazi who gets in the way.
Someone mentioned the Portal Gun as well and I must agree. Just that sound...
Also, who says it has to even be guns? Who doesn't love the brutal, mighty uppercut move from Mortal Kombat?

Magicka is a perfect example of a game with supremely satisfying combat effects (no matter their target, intended or otherwise).

This reminds me of Shadows of the Damned and all of its 'Johnson@ dick jokes. On a side note, the DA: O paralysis explosion combo spell was very satisfying and a huge exploit.

Phlakes:
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.

Me and my brother always make jokes about how it sounds like you're shooting a truck out of the Barrett in BFBC2. I love that gun for that reason even though the M24 would probably be a better choice at this point it is nowhere near as satisfying to shoot

Ripped Machinegun turret heads from Halo 3.

The way it fires a bit slowly in the beginning, the massive fucking recoil, the loud thud of every bullet, the casings falling down... man.. I love that thing.

I totally agree but I've actually never, ever noticed that before. I didn't even realize how much I would miss these small details were they not there.

Good read!

I'd like to put in a vote for guns not needing to be powerful in order to be viscerally satisfying: Half-Life 2's pistol is a good example. It has a nice, crisp sound that's still satisfying despite not even killing a Civil Protection officer with a single headshot.

I'd like to give special attention to the mod "Firearms: Source". It seems like nearly all of the attention in this game has been paid to making the weapons feel and sound excellent. One of my favorites is the SR25, which gives a good approximation of what a real rifle sounds like with a suppressor. For pistols, the Glock 20 is one of the best in terms of noise and feel.

RE4 is such a good example. I love the reload animations in that game so much.

Amazing how much goes into less than a second of animation, isn't it. I know I was amazed when I started to try rotoscoping, and that was only at 12 frames per second. yeeeeeeeesh.

Weresquirrel:
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.

Yeah, same thing in Oblivion - it feels like you're hitting them with an inflatable hammer right up until they fly backward at death.

Yahtzee mentioned that in his review, but Bulletstorm did this incredibly well too. It made me replay the game several times just to use the flailgun and the shotgun, simply because they feel so awesome.

Oh, and Dark Messiah had the best melee combat ever, the power behind the earthfire sword was ridiculous, and you could feel it in every single strike.

And the enemies reacted too.

This reminds me of the first two metroid prime games. I always marveled at the little but significant details that made the power beam differ from the wave beam, which differed from the ice beam and so on. It was just little things like amount of recoil, the actual change in form of the arm cannon, and the impact of the beam when fired, but it seemed to give the combat system depth in a way that different colored guns in Halo can't convey.

I gotta agree with Yathzee here. This was a great article.

Any gun in Killing Floor is extremely satisfying...

Probably the best gun animation and sound I have ever witnessed in a game

Yep, Super Shotgun is a pretty awesome gun. Still have to give it to the BFG though. That nice wind up sound letting you know that there will be few enemies left standing in a few moments, so awesome.

Bayushi_Kouya:
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).

I know how you played them. It's how I still play them now because I turn that shit off: you played them with hands that weren't numb from the controller using its immersion breaking rumbling way too much. I'm just trying to figure out why this fad of vibrating controllers ruining immersion hasn't died yet. It shouldn't have made it into PS2/GameCube/Xbox, and yet it also got into PS3/Wii/360, and now it's getting into WiiU. Augh. They should at least default it to off so those who want that rubbish have to turn it on. Options should not be set to "make games suck a bit" by default so that I have to go change them to "make the games not suck".

Different genre but still on topic, anyone ever play Total Annihilation: Kingdoms? When it comes to tower defense the game easily beat out everything else at the time, and probably still holds true today, especially the gunpowder units. In at least this regard it really puts Blizzards RTS' to shame.

I totally agree. It's for this exact reason I only ever used the lincoln repeater in Fallout 3.

mjc0961:
you played them with hands that weren't numb from the controller using its immersion breaking rumbling way too much.

You said a key phrase there though: "too much".

I thought Braid's small jolts to the controller when you land on the ground were perfect.
I thought Shadow of the Colossus used the vibration well; increasing the rumble slowly as your grip meter ran down.

Both of these examples enhanced immersion (IMO), because they helped make the game more visceral.

Pretty much any game that goes from 0 to 100% in an instant will of course ruin immersion.

The Demoman's Stickybomb launcher. KA-BOOM!

I was thinking something like this when I was killing the poison headcrabs in HL2, and how important the screeching sound effect they make when the jump is. That sound makes them so much more satisfying to kill, esp. with a crowbar.

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....

I hate to get all 'when I was a lad' on you, but that's how we used to do things. My first few games were purely me. And then the NES came along and I had the luxury of having an artist alongside me.... I still had to do everything else though. Ah, those were the days.... ;-)

Seriously, though... it will actually be very beneficial to you to learn all disciplines so that you understand and appreciate them (even if you don't enjoy, say, the audio portion of it). The industry today is full of people from 'game development courses' (ugh) who have narrowly focused on one discipline and, even worse, a subset of a discipline - an example being a programmer who has *only* focused on shaders, and can't really do much else. A person like that is of limited value to my team.

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