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[[Image:Ak47black.jpg|thumb|none|500px|Kellar uses his AK to attack the second level's Explosion Storage Depot.]] | [[Image:Ak47black.jpg|thumb|none|500px|Kellar uses his AK to attack the second level's Explosion Storage Depot.]] | ||
[[Image:Black-AK-2.jpg|thumb|none|500px|Reloading the AK leaves him wondering what those were doing in the chamber.]] | [[Image:Black-AK-2.jpg|thumb|none|500px|Reloading the AK leaves him wondering what those were doing in the chamber.]] | ||
[[Image:Black-AK-4.jpg|thumb|none|500px|''Black's'' AK is apparently on loan from ''[[GoldenEye 007]]'', featuring semi, burst and fullauto fire modes. The fire selector doesn't change position when the mode is changed; instead, Kellar mimes operating an HK-style selector mounted at the pivot of the actual one.]] | |||
[[Image:Black-AK-3.jpg|thumb|none|500px|Attaching a suppressor to the AK shows what appears to be a taclight mounted under the barrel.]] | [[Image:Black-AK-3.jpg|thumb|none|500px|Attaching a suppressor to the AK shows what appears to be a taclight mounted under the barrel.]] | ||
Revision as of 11:07, 1 March 2011
Black is a 2006 first person shooter by Criterion Games, better known as the creators of the Burnout racing series. The story is told in flashback by a former CIA black operative named Jack Kellar, recounting to an interrogator his recent actions against a shadowy terrorist group named Seventh Wave.
The following weapons appear in the video game Black:
Overview
Black is gun porn. The developers took an extremely methodical approach to this; the guns have been "Hollywoodized" during the transition to the game, and look and act as much like real guns as the average porn actress looks or acts like a real woman.
- Almost all guns have abnormally high magazine capacities. This is because Black is a game about the act of firing a gun, and you can't do that when you're reloading it.
- Some guns are shown with misplaced parts like charging handles, foward assists, fire selectors, magazine locations, and RIS rails. This is deliberate: the creators of the game commented that real guns aren't designed to look interesting to their user.
- All guns deal extremely exaggerated movie-style damage to scenery, breaking and shattering concrete and metal objects extremely easily, and frequently causing anything remotely flammable to explode in a gigantic fireball.
- Most guns are said to deal the same damage. Guns are generally distinguished more by rate of fire and accuracy.
- The game's weapon reloading system is similar to Battlefield: Bad Company, where the reload animation includes unnecessary flourishes, like slapping the magazine above the mag well before inserting the magazine into the MP5, or taking the time to check for bullets inside the magazine before loading it into the M16. These animations are sometimes skipped if the player character is in the thick of combat and doesn't have time for
foreplayadditional actions. - Gun sounds are designed from a sound rather than a realism perspective; the game is designed to alter the volume and pitch of gunshots so they sound distinct from each other. In addition, some use stock movie sound effects rather than realistic ones.
- Most rifles and sub-machine guns eject shells to the left, despite otherwise being right-handed models. This is most likely an aesthetic choice; it being visually pleasing to watch shell casings fly past when emptying an AK-47. The developers of S.T.A.L.K.E.R.: Shadow of Chernobyl commented regarding this after criticism of the same thing in their game, saying that ejecting brass across the screen looks more "dynamic."
DC3 Elite Pistol
The game's only real Frankengun, the development team have stated the DC3 Elite is a cross between the Beretta 92FS and the IMI Desert Eagle. It's the starting weapon in a few levels, including the first where it can be replaced with an assault rifle and shotgun within thirty seconds of the level loading.
Glock 19
The Glock 19 is featured in some levels as a starting sidearm, with an optional suppressor. Strangely, in a game full of overkill-inducing ammunition capacities, the 15-round Glock carries only 12 rounds. When Kellar picks it up or switches to it, he'll do a brass check. Unlike most shooter games of Black's time, the chamber will actually appear empty if the weapon needs reloading or if the player is carrying no pistol ammunition.
Colt Anaconda
This is the only one shot kill pistol in the game.
FN P90
The FN P90 is featured, with a doubled magazine. Of course, like many games, as a submachine gun it shares ammunition with the game's other submachine guns.
MAC-10
The Ingram MAC-10 appears in the game, with rails on top, what looks like ghost-ring sights (you can't use them) and a silencer that differs from the normal silencer model used on all the other guns. Also unlike the rest of the guns, the silencer is equipped by default when you pick it up or have it in your starting loadout. Its magazines are the model for submachine gun ammunition.
Uzi
The Uzi was given a charging handle on the left side. The original charging handle is still present on the top of the gun, but it is not used for anything, and indeed would be useless given the addition of an RIS rail surrounding the charging handle.
MP5A5
Surprisingly effective but, just to piss you off, they give it to you in the game's most difficult mission where an assault rifle would be highly welcome. The weapon's firing sound effect is sampled from Bruce Willis firing his converted HK94 during the movie Die Hard.
AK-47
The AK47 is the primary weapon used by Seventh Wave soldiers throughout the game, and comes with a doubled capacity of 60 rounds. The shells eject from the left and the charging handle is on the same side. Along with this the bolt stays open when the last shot is fired but when the user slides in the magazine it closes. Then to add in a bit of reality (of a real AK-47) the user then slides back the charging handle to load the next round. This is useless due to the fact that the first round would have been loaded when the bolt closed after the magazine was loaded.
HK G36C
The charging handle for the G36 is actually mounted on the top of the frame, underneath the carrying handle. The version in Black simply depicts it as an AK-style charger. The default weapon of Solomon and McCarver, even when Kellar is given only an Uzi sometimes. Manages to feed off of taped-up banana-style AK mags.
M16
Although the reload animation clearly shows a 20-round Colt magazine, the weapon carries an astounding 95 rounds. It's called the M16 in-game until the M203 is attached to it, when it suddenly becomes referred to as the M16A2.
Walther WA2000
Portrayed as a straight pull bolt action instead of a semi-automatic.
RPG-7
The RPG-7 is Black's only rocket launcher. The weapon's iron sight is shifted to the side of the tube rather than being mounted on top of it, though the empty bracket for mounting the top sight is still present. It fires a relatively slow-moving rocket with a thick smoke trail.
M249 SAW
Often referred to as the "BFG". Most powerful weapon in the game that's not an explosive.
Remington 870
SPAS-12
The Franchi SPAS-12 is the more common of the game's two shotguns, predictably shown as pump-action only and rather less predictably with the magazine size decreased to just six rounds.
M203 Grenade Launcher
Appears in the game as a stand alone weapon with its own pistol grip, or attached to the M16 after finishing the game.