Nessus said:
If people want realistic guns in every game, then the gunshots should be louder than anything else, drowning out voices, background music, everything, and leave the character temporarily half deaf after every exchange. Muted gunshot sound effects aren't always a bad thing.
This has to be one of the best compromises any first or third person shooter could have in relation to realistic shooting mechanics. Most video game firearms don't even come across as loud as a .22, let alone anything they might be trying to depict on screen.
Gunplay obviously has different definitions to different people, potentially hampering reasonable discussion.
F.E.A.R. is a clear example of outstanding firearms mechanics; every weapon is unique and different, translating well to their real-world counterparts. Nothing has been nerfed, so the pistol can be just as deadly as the assault rifle; just the same, there's not really any gun that's blatantly overpowered, either.
While not trying to be realistic,
Gears of War also has fierce weapon mechanics. There was criticism that enemies don't react to being shot; this is bullshit, and anyone who has played Quantum Theory knows that. Locust recoil with a predictable amount of Lancer machine gun fire, they cower and stutter when pelted with the Gnasher shotgun, and get blown into satisfying giblets with the Hammer of Dawn. They give the impression of enemies with a thick leathery hide that's not easily penetrated, but there's no doubt they react when fired upon; much more "realistically" than human bullet sponges do. It's only when you play a spectacularly shitty game like Quantum Theory that you realize how much Epic got right. For those who haven't partaken, enemies in QT literally don't react to
any fire, and
disappear in a puff of smoke when thwarted. Simply breathtaking.
Guns in Gears have recoil like they're forty pound armaments held by muscle-bound linebackers. The Lancer recoils some, but it will never go haywire. The considerably smaller Gorgon Burst Pistol has a scattershot recoil one would expect from such a weapon. Within the context of the in-game environment, everything makes sense.
Another game worth noting is
Kane and Lynch 2: Dog Days. The game is built around heated exchanges under cover with wildly inaccurate weapons characterized by realistic recoil. People complained that they couldn't easily headshot people with a .38 snubnose at ten yards. Well, I've got news for you, those things are hard enough to aim and fire
period, let alone at something shooting back at you. Ever hear of police or gang shootouts where fifty shots are fired and maybe a handful actually hit their target? That's Dog Days for you. As to how this helps or hinders a game, that's debatable, but I suppose it's another example showing not everyone truly wants realistic firearms in their games.