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What's "gunplay"?

dark10x said:
Really? FEAR?

Guess it shows how subjective this really is. For me, the way they handled gun movement was just terrible. It looked as if the guns were made of plastic. Simply running around felt terrible as a result.

Now, the AI and the effects the weapons had on the environment were awesome, but the gun models, the animation of those guns, and the way they moved with the view were really bad.
The only gun I didn't like the look of in FEAR was actually the shotgun. It looked like a weird mini-SPAS 12. Other than that I thought they looked great, and obviously the environmental reactions are pretty much unmatched in ridiculousness. The sound effects are also incredible. Everything popped with force.

I'm surprised anyone would be surprised of someone mentioning FEAR in a thread like this. It always seems comes up in gunplay threads.

dark10x said:
Well, that just touches on the brilliance of Crysis. You can play the game in a very close quarters fashion, if you choose.
Yeah, I mean, if I can find a way to grab dudes by the neck to toss at other guys on a fairly regular basis, I don't see how a shotgun would be useless. :lol

I use it a fair bit in Crysis, but I do like to take my fights into their faces.
 
Legendary Warrior said:
See, maybe it's just video game thinking at work, but I never use the shotgun in Crysis (or any game where I can help it, for that matter). A close-range weapon like a shotgun never struck me as the optimal choice in Crysis's open-world, long-range engagements.

Stealth up, sneak near an enemy, blow them away. It works extremely well if you've been discovered and you're standing around cloaked waiting for an enemy.

Not to mention it feels good. :lol
 
dark10x said:
Well, that just touches on the brilliance of Crysis. You can play the game in a very close quarters fashion, if you choose.
I remember one guy I knew saying he went through the whole game just running up to people and knocking them out with the power armor.

Truly, Crysis doesn't get the recognition it deserves.
Marrshu said:
Stealth up, sneak near an enemy, blow them away. It works extremely well if you've been discovered and you're standing around cloaked waiting for an enemy.

Not to mention it feels good. :lol
I just started a Delta playthrough last week. I think I'll try it :lol
 
Marrshu said:
Stealth up, sneak near an enemy, blow them away. It works extremely well if you've been discovered and you're standing around cloaked waiting for an enemy.

Not to mention it feels good. :lol
It might even be a better option to sprint up to them in speed mode. Usually the AI reacts with shock and looks at you like a deer in the headlights. I always found that satisfying, and if you run into them you can actually knock them down. The shock thing also happens if you jump over their heads.
 
Gear of War? Really? Gears of War is almost the very definition of bad gunplay.

As already pointed out the enemies are bullet sponges. That's the first problem. But the gun sounds are pretty flat and recoil is almost non existent. I know its really hard to handle recoil on guns with a controller, and Gears is a console franchise so that has to be considered, but the guns in Gears of War have no recoil at all.


However Gears of Wars worst offense is that the guns have the bullet hose effect.

r21088.jpg


You see that picture? You can imagine what happens to the water if you move the hose up and down. The water will come out in a looping flow. Thats what happens in Gears of War with the fully automatic weapons. It's shameful. It happens because the bullets travel so slowly and with so little recoil that they will trace your exact movement. There is a vehicle mounted weapon in Crysis Warhead that has the bullet hose effect too.
 
I think of GunPlay as others stated is just an overall term for weapon usage. The feel, look, style, different perks associated it with are the sub-categories, but fully round out to a simple term "GunPlay"

Resistance Fall of Man, had basic gunplay weapons, from carbines, shottys, snipers, but the Auger added a new gunplay element of shooting through solid substances, completely changing the game up
 
gunplay isnt just variation of weapons. to put it at it's simplest gun play is really about giving feedback to the players.
 
dark10x said:
Well, that just touches on the brilliance of Crysis. You can play the game in a very close quarters fashion, if you choose.
Sure, if you want a hardcore challenge. The game really punishes you for it.
 
Chinner said:
gunplay isnt just variation of weapons. to put it at it's simplest gun play is really about giving feedback to the players.

Yeah, it's the 'handling model' of a game that involves firing guns. It's only mildly less subjective than 'fun factor', since what players generally want is a hugely exaggerated representation of shooting or being shot, but oh god how many more 'quoted terms' can I get in this 'post'
 
alr1ghtstart said:
really? Gunplay in the game was one of the weakest points in an otherwise awesome package.
Then I think you two have different opinion of gunplay, because I cannot imagine the game would be fun without.
 
SapientWolf said:
Sure, if you want a hardcore challenge. The game really punishes you for it.
In a way it rewards you for it because its so much more awesome.
 
I interpret gunplay as the 'feel' of the guns. I don't consider enemy A.I. being part of the gunplay. The most important thing is how they feel, I.E. recoil, weight, impact, sound etc. As has been mentioned, FEAR is really great in this department. The shotgun in HL2 is another great example, and the physics in that game just contributed to the great feel.
 
How the gun looks when it's being fired, how it sounds when it's being fired, how it sounds when it's being reloaded, how it looks when it's being reloaded, how it looks when you shoot an enemy.

A couple examples of games with good gunplay would be Rainbow Six Vegas and GRAW 2. A couple of games with weak gunplay are Dead Rising and Splinter Cell (all of them).
 
Gunplay is a feeling. Feelings are often hard to explain in words. Basically, play something like Fallout 3 without V.A.T.S and then play something like the first F.E.A.R or BF: BC 2, Killzone 2/3 or Crysis.

It just feels tighter and more satisfying. Stuff like particle-effects and how the enemy reacts to your shots enhances the gunplay feel as well.
 
SapientWolf said:
Sure, if you want a hardcore challenge. The game really punishes you for it.

Not in my experience. I almost always had a shotgun in my hand on Delta. Of course I can't resist using the Gauss sometimes because it's fucking sweet.
 
Gears Of War has such terrible gunplay. The guns feel so weak.

There is only one good gun in that game and it's that semi-automatic firing rifle in Gears 2. The Lancer in particular feels like crap to shoot. Enemies are complete bullet sponges too.

Killzone 2 has the best gunplay IMO. Every weapon feels meaty. The animations, feedback and recoil all add to the effect.
 
-viper- said:
Gears Of War has such terrible gunplay. The guns feel so weak.

There is only one good gun in that game and it's that semi-automatic firing rifle in Gears 2. The Lancer in particular feels like crap to shoot. Enemies are complete bullet sponges too.

Killzone 2 has the best gunplay IMO. Every weapon feels meaty. The animations, feedback and recoil all add to the effect.

KZ2 gunplay isn't great. It has a really terrible sense of distance - from long range, aiming from the hip should never be more effective than aiming down the sight. Certain LMGs are also unusable thanks to the recoil. And of course let's not forget the input lag.
 
Lion Heart said:
NOTHING touches CSS though.
Counter Strike Source? Heavy random circular recoil is just awful. The appearance and animations of the guns are frequently wrong (nothing is correct on the M4 and it drives me crazy).

Lostconfused said:
Edit: Also enemies in gears are supposed to be bullet sponges, that is entirely intentional.
Just because it is intentional doesn't mean it is fun or a good idea.
 
Chairman Yang said:
I've heard the term a lot, but I'm still not sure exactly what it means. When people say Mass Effect or Alpha Protocol have bad gunplay, or that Uncharted 2 or Halo Reach have good gunplay, for example, are they referring to the controls? The feel and sounds of the weapons? The absence or presence of various small glitches? Or something else?

I would say its how gun battles play out, for example the gunplay on Halo is TOTALLY different on CoD. On Halo you tend to have smaller battles 1v1 where you try to outaim and manouvre your opponent, wheras on CoD the gunplay revolves around flanking and just making sure you spot the enemy first.

I dont see it as how guns 'feel' but meh im not an expert.
 
Wallach said:
Not in my experience. I almost always had a shotgun in my hand on Delta. Of course I can't resist using the Gauss sometimes because it's fucking sweet.
I was playing on one of the harder difficulties and I guess it gave the Koreans ESP because all it took was one shotgun blast to put the whole platoon on me, and cloaking was worthless if you got spotted before you cloaked. And on top of that they were bullet sponges. So I changed my strat to soften up installations with long range sniping before doing any close range wetwork.

Speaking of gunplay, the particle effects mod made the gauss gun look beastly. Same for the rocket launcher. Good sound effects and particle effects go a long way.
 
The last shooter that I played having really good gunplay was RE4. The guns were just plain ol' fun to shoot and the visceral gore of seeing someone's head blow up like a melon was just satisfying. I haven't really played many other shooters since then so I suppose I'm probably missing out on a bunch of games this gen having solid gunplay.
 
SapientWolf said:
I was playing on one of the harder difficulties and I guess it gave the Koreans ESP because all it took was one shotgun blast to put the whole platoon on me, and cloaking was worthless if you got spotted before you cloaked. And on top of that they were bullet sponges. So I changed my strat to soften up installations with long range sniping before doing any close range wetwork.

Speaking of gunplay, the particle effects mod made the gauss gun look beastly. Same for the rocket launcher. Good sound effects and particle effects go a long way.

You can cloak after you get spotted. You just have to remember that they are going to both converge and often spray automatic fire in the place they saw you last. Moving perpendicular to where you re-entered cloaking makes it easier to handle multiple guys like that. Also just remember to never fire while actually cloaked, but I imagine people figure that out real fast when they realize it drains their entire power reserve (I always switch to strength coming out of cloak unless there's more than three within reasonable firing range).

Can't say I experienced any bullet sponge effect in Crysis when I was hitting good gunfire. A silenced weapon when not in strength mode will definitely have issues putting a target down if it isn't a clean headshot, but that's intentional. Nobody's a bullet sponge to a close range shotgun, though!
 
I won't mention some of the titles already brought up, but firing a weapon in Killing Floor is pretty gratifying.
 
Marrshu said:
Uncharted 2 has some fantastic gunplay as anyone who's ever fired the Pistole can attest to.
I thought the gunplay in Uncharted 2 was pretty average compared to other TPS.
 
Legendary Warrior said:
IThat's the case for most games. Headshots were really effective in Crysis as well, but I'd still argue that Crysis enemies were kinda bullet-spongey.

Besides, I can't reasonably be expected to consistently get headshots without a mouse and keyboard! *grumbles*
I never played Gears 2, but I remember in the first one even when getting headshots it took quite a few bullets to take down enemies.
 
BobsRevenge said:
I'm going to go ahead and strongly disagree with this one. They felt oddly light in that game. Now, FEAR... that's a game with class gunplay. It doesn't really get any better than FEAR.

Also: Id games.
bob always tell the truth.
FEAR and Crysis have the best gunplay out there.
but there are some amazing games with mediocre gunplay like half life 2 but the game itself is great as well.
 
Wallach said:
Why? That doesn't make any sense to me.
Cloaking is really really effective, so draining all your suit energy and leaving you in a vulnerable state after shooting someone out of cloak seems like a fair counterbalance to me.

I don't mean to say that you're playing it wrong or anything, that's just the way I see it.
Yeef said:
I never played Gears 2, but I remember in the first one even when getting headshots it took quite a few bullets to take down enemies.
Well, okay. Like I said, I haven't played Gears, so I can't really say much about it.
 
Legendary Warrior said:
Cloaking is really really effective, so draining all your suit energy and leaving you in a vulnerable state after shooting someone out of cloak seems like a fair counterbalance to me.

I'm pretty sure the intention is more that it is a punishment for not managing your suit correctly, given that suit power management is pretty much the focus of the gameplay.
 
Wallach said:
I'm pretty sure the intention is more that it is a punishment for not managing your suit correctly, given that suit power management is pretty much the focus of the gameplay.
The game never really punishes you like that in any other way, though.

I mean, if it's more effective to shoot people in strength mode when coming out of cloak, then isn't not benefiting from strength mode punishment enough?
 
Marrshu said:
They still die faster then the BOOLET SPONGE enemies in Gears. x_X

And they react to the bullets. In gears why are indeed sponges, just running along when you shoot at them.
 
Legendary Warrior said:
The game never really punishes you like that in any other way, though.

I mean, if it's more effective to shoot people in strength mode when coming out of cloak, then isn't not benefiting from strength mode punishment enough?

The game punishes you constantly for inappropriate suit management. It's not always in the same fashion because the different suit elements simply do different things.

It's pretty obvious to infer that shooting while cloaked should be avoided by the player, because they punish you for doing so. It's not like they just didn't realize people were going to turn off cloak before they fired, they want players to do that.
 
Wallach said:
The game punishes you constantly for inappropriate suit management. It's not always in the same fashion because the different suit elements simply do different things.
Really? Like how?
 
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