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The small details in shooters matter.

Super Shotgun technically does
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Also, the switch-mod animations are fantastic.
 
Mafia 1 does this, I believe.

I thought it added a small layer of strategy that really made the gunfights more engaging. I wish more games would try it, even if it obviously wouldn't fit the overall design of games like Quantum Break and Uncharted.
 
Some small details are really unnecessary though. The gun jamming in Far Cry 2 was annoying as hell.
Gun jamming in FC2 was made it interesting for me, because it got to the point where it was more fun to gamble with a near broken AK while fighting for your life because you have nothing else to use.
 
Any reason to dig this up:

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Although this is a cut-scene, I'd appreciate if shooters actually had this kind of long, realistic and complex reloads in-game, and maybe have them be more than just a button press. Make the actual gunplay a bit more involving. GeoW was kind of the right track with active reloading. There's this VR game/tech demo that has you actually doing things like physically removing magazines or cocking the hammer of a revolver, it's one of the neatest things I've sen in shooter. I don't remember the name.
 
Any games that have wasted ammo if you reload too much or too often?

There's a few. First game I remember playing with it as a noted mechanic was Neotokyo, but that game's long dead.

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This is what a dump pouch is for, but combat in the game was fast paced enough that you can forgive Neotokyo for it.
 
Battlefield 1942 and Battlefield Vietnam had this feature iirc.

Reloading in Hardcore mode in BF4 (and maybe 3) causes you to lose the rounds left in the magazine you take out.

The Firearms mod for Half-life was one of the first I remember doing this. I think you kept half-empty mags to be used after you had gone through all of your full magazines.
 
Any games that have wasted ammo if you reload too much or too often?

I actually don't like this feature in games. No sane person would actually throw away an entire magazine of ammo.

However, I actually did like it in Advanced Warfare. You have the choice of a regular reload or tossing the entire magazine to load the gun faster. I actually wish more games would use this feature. I thought it was pretty damn cool.

Swat 4 is the only game I can think off where you actually had a limited amount of magazines and were the player was just switching between all of them. Basically If you reloaded early you'd put that half full magazine back in your pouch and eventually use it when the other magazines were gone

ARMA definitely does that. I think all of the SOCOM games had that feature as well. It's definitely a cool tactical detail that I wouldn't mind seeing in more slower paced games.
 
Swat 4 is the only game I can think off where you actually had a limited amount of magazines and were the player was just switching between all of them. Basically If you reload early you'd put that half full magazine back in your pouch and eventually use it when the other magazines were gone
 
Lol Wat @ the QB animation. The game is all about high fidelity graphics and performance capture. How did that happen?

You've spent how long making this game, ship it soon. We spent so long deciding what outfit he should wear and let's do Iceman now. Can we spare the cycles to fit in more detail or will we need to go to 600p. :p

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While people are shitting on quantum break in this thread for the reload animations, which are admittedly bad, it does plenty of other things with physics that make the world feel great to move about in. For example, and I am sure someone else could provide a gif, but if you bump into a chair that is on wheels it actually just pushes the chair on its wheels rather than flipping over like you hit it with a bull. Lots of things feel properly weighty in the game in a way that most other games fail to emulate.
 
But he only puts in 3 bullets. The ammo count says 6.

I don't recall what the base ammo count for that specific weapon is, but you can upgrade ammo capacity of guns, the animation and gun models don't change.

Given that it's a revolver tho, it would be weird if 3 was the default ammo count.
 
Shamelessly stolen from this guide from Red Orchestra 2 (also not a reload animation but a small detail that's really cool):

Pan Magazine
The most distinctive feature of the DP-28 is its circular 47 round magazine, which is the butt of many jokes.

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You'll notice at about the 6 o'clock position near the rear sight there's a ring. This is the DP's fabled ammo counter, and is accurately modeled in-game. As you fire your DP-28, you'll notice the ring will move clockwise. This means the spring within the magazine is loading new rounds into the weapon and informs you of approximately how many rounds you have left. This is extremely useful as it allows a player to know their ammo count at a quick glance without having to hold the R key and perform a mag check. I believe this is the biggest saving grace of the DP-28.

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Any games that have wasted ammo if you reload too much or too often?

Red Orchestra 2/Rising Storm, Insurgency, Arma, and funnily enough, Helldivers. All of them except Helldivers use a magazine system - if you reload without finishing your magazine your partially filled magazine gets put back in your inventory. If you reload enough times, you'll eventually reach that partially-filled magazine again and use that.
 
Is no one going to post how Max Payne actually holds a shotgun between his elbow and his waist so he can juggle reloading his handgun while he has a shotgun equipped in his other hand. Max Payne 3 has some of the best attention to detail in this regard.
 
Even the example you posted from Uncharted is way too fast. There's no tension to reloading when you can do it in .5 seconds and while running around at full speed. It's not so much about the animations as it is about the consequences. That's what really sells it for me.

Gotta balance fun and realism. Would get really tedious in fast action games.
 
QB was great but man those reload animations were disappointing, especially coming from Remedy in 2016.

Alan Wake's weren't all that impressive either, but all of the guns in that game had to be loaded bullet by bullet, and it also had that neat little "tap to reload faster" mechanic.
 
is OP familiar with Receiver from some 7 day FPS game jam? Tried to model all the working parts of different guns and player mechanics to reload.
 
There's a few. First game I remember playing with it as a noted mechanic was Neotokyo, but that game's long dead.

rftfGy9.jpg


This is what a dump pouch is for, but combat in the game was fast paced enough that you can forgive Neotokyo for it.

I think the first shooter to do it was Rainbow Six but it's been so long since I played it so now I'm not sure. There was also the Infiltration mod for Unreal Tournament which might actually have the most realistic weapon mechanics, even today. That game even had weapon collision with the environment, so using a long rifle indoors was a hassle because it'd bump into stuff.
 
There's a few. First game I remember playing with it as a noted mechanic was Neotokyo, but that game's long dead.

rftfGy9.jpg


This is what a dump pouch is for, but combat in the game was fast paced enough that you can forgive Neotokyo for it.

This is what I want out of every shooter. OMG, I want more realism.
 
There was also the Infiltration mod for Unreal Tournament which might actually have the most realistic weapon mechanics, even today. That game even had weapon collision with the environment, so using a long rifle indoors was a hassle because it'd bump into stuff.

That's actually pretty standard in a lot of games. Red Orchestra 2/Rising Storm, Insurgency, and Arma all have it.
 
Have you heard of Receiver, OP?
the shooting itself is pretty shallow- only 2 enemy types - but it has a ton of nifty gun handling mechanics. for example you can find loose ammo on the floor and you have to load them into a magazine, you can rack the slide partway back to check if there's a round in the chamber, you have to disengage the slide catch after you reload, stuff like that.
with a revolver, you can load rounds into whichever chamber you want, and spin the cylinder around.
i keep hoping they'll put stuff like that in big-name shooters, but there's probably not enough desire for it.
 
I love a good reload animation.

A lot of my favorites have always been posted but my favorite is still the M82 reload from KZ2.

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Any reason to dig this up:

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This is beautiful!!

I'm not trying to be excessively nit-picky but something that just kind of stood out to me after watching it loop is that it looks like the bolt is chambering two rounds instead of one in what seems to be a pretty standard bolt action rifle (I've not played the game).
 
Shamelessly stolen from this guide from Red Orchestra 2 (also not a reload animation but a small detail that's really cool):





Red Orchestra 2/Rising Storm, Insurgency, Arma, and funnily enough, Helldivers. All of them except Helldivers use a magazine system - if you reload without finishing your magazine your partially filled magazine gets put back in your inventory. If you reload enough times, you'll eventually reach that partially-filled magazine again and use that.

RO2 (and Rising Storm) have a lot of passion put into making the weapons all function accurately. Still one of the few games I can think of that lets you do a brass check and makes you switch out your machine gun's barrel.

RO2 (Sound's a bit messed up)
Rising Storm
 
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