I mean the physical design of the gun, not the projectile or effect.

  • somnuz@lemm.ee
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    11 months ago

    I have way too little knowledge about the genre in general but there was something oddly satisfying about the Service Weapon a.k.a. Director’s Gun from the Federal Bureau od Control

    But I am guessing the part of using it as a game mechanic makes a big difference, there were plenty cool looking things in movies or series — but this one just jumped first to my mind.

    • stoy@lemmy.zipOP
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      11 months ago

      I can see that, though I have allways thought it was a bit too chonky

      • somnuz@lemm.ee
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        11 months ago

        6 different guns in a such compact form factor for a price of not dying while being chosen to actually use it, with a tiny little perk on the side of automagically becoming the Director of the Bureau with the side hustle of talking with Paranatural Entities/The Board — how’s that too chonky?

        • stoy@lemmy.zipOP
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          11 months ago

          We are just talking about the visual design, not the functionallity, and from the perspective, it looks very chonky, I like the game, and the gun is cool, but it is a chonky gun

          • somnuz@lemm.ee
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            11 months ago

            That’s what I meant — it has six different designs depending on the mode you are in — for me that’s the definition of a functional design in action…

            Sidenote, this was the first game, while playing, I felt like they actually figured out a solid idea for fixing the regular overkill artillery in so many games. I remember you, Max Payne with 10 guns in pockets, grenade launcher plus nades and molotovs…