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Oh hey there! Didn't see you come in. So you want to spread freedom? Well, you came to right place. I wanted to spread freedom too, so I went to a gun club with a few of my coworkers while I was in America. Here are my weapon reviews. In all seriousness, a lot of us make action games and it was actually really helpful to handle a few guns in real life. I can definitely recommend it - even if you are like me and don't necessarily want to make "realistic" games. I'll start with a handgun review and get back with the heavier artillery later. :cool:
Handguns
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From start to finish: P226 --- Glock 19 --- Beretta 92FS --- CZ75 --- S&W 357 Magnum --- Colt .45 Variant (don't know exactly... what am I, some nerd?)
What I learned: Handguns are much, much harder to fire accurately compared to rifles. A pistol is held in front of you and it is up to you as a shooter to keep it steady and pointed straight (easier said than done - you'd be surprised). In a lot of games, the iron sights of a pistol are just glued to the center of the screen - even when moving. If I designed handgun mechanics I would consider putting more emphasis on weapon sway (similar to Last of Us) and maybe include an option to hold breath - which is usually reserved for sniper rifles in games.
Review: Most of the pistols were very similar in how they handled. There are a few subtle differences. The Glock, which uses a plastic weapon slide where the other handguns have a metal one, had a very jerky kick after each shot - it was easy to get back on target though. The 357 revolver was a lot of fun to fire but you were reminded that revolvers are highly impractical, with a low capacity and slow reload (reload animations for revolvers in games are consistent and fast, something I think is hard to do in real life and under pressure). My absolute favourite was the Colt .45, it just felt right. It had an easily-loaded magazine, but only holds 7 rounds. The kick was hard but manageable.
I'll be back with: Assault Rifles, Battle Rifles and Other Weapons!