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Black

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Black is a 2006 first person shooter for PS2 and XBox 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:

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Black (2006)


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 foreplay additional 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.

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Beretta 92FS, 9x19mm.
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Desert Eagle Mk XIX, .50 Action Express.
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DC3 Elite Pistol in game.

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.

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Glock 19, 9x19mm.
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Totally failing to realise what game he's in, Kellar attaches a suppressor to his Glock 19.
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Then, having come to his senses, blows up a giant propane tank attached to a tiny shack for reasons which escape him.
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Kellar reloads his Glock.

Colt Anaconda

This is the only one shot kill pistol in the game.

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Magnum in 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.

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The RIS rails are for mounting more RIS rails.

MAC-10

A heavily customised Ingram MAC-10 appears in the game, with rails on top; on these is mounted what is probably supposed to be a C-More sight but is actually a H&K-style front sight mounted on a riser. The weapon has 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.

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MAC-10 - .45 ACP
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MAC-10 in game. The best you can really say is it's in there somewhere.

Uzi

The Uzi is a full-size model, and is used later in the game by Seventh Wave, as well as being found as an "armament" objective in the first level. It is 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. It also features a fire selector with a burst mode, and a ridiculously gigantic 90-round magazine. The sound effect is, according to the developers, the sound of "Arnold Schwarzenegger firing his Uzi in True Lies." This presumably means it was sampled from the sound of the MAC-10s firing on the basis that every subgun Arnie fires is an Uzi.

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IMI Uzi - 9mm.
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Uzi in game.

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.

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MP5A5 in game.

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. Stock footage shown between levels also shows militia groups, presumably re-cast as Seventh Wave terrorists, holding AK-pattern weapons, though the shots are blurry enough to make identification of the specific type impossible. In game, 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 Kellar slides in the magazine it closes. Then to add in a bit of reality (of a real AK-47) he 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. The top of the receiver cover features some kind of mounting rail, and the rear sight is wider and shorter than it should be. The lever for detaching the gas tube and top of the handguard seems to be completely missing, replaced with tiny, useless rail mounts.

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AK47, 7.62x39mm.
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Kellar uses his AK to attack the second level's Explosion Storage Depot.
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Reloading the AK leaves him wondering what those were doing in the chamber.
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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.
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Attaching a suppressor to the AK shows what appears to be a taclight mounted under the barrel. The weapon correctly features a half-circle front sight, meaning it is not based on a Chinese AK clone.

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.

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Kellar holds a SAW as two allied soldiers hold G36Cs, one opening fire on a dangerous-looking wall.

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.

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M16 in game.

Walther WA2000

The Walther WA 2000 is the game's only sniper rifle, and is portrayed extremely inaccurately; the weapon is shown as a conventional rather than bullpup layout, with the 5-round magazine inserted randomly into the rear part of the front grip, and the weapon is a straight-pull bolt-action with a lefty bolt rather than a semi-automatic. The ejection port, fitted with an M16-style dust cover, is slightly to the rear of the new magazine location, with the original ejection port now part of a large hole right through the stock; the result resembles the stock of the Accuracy International AS50. The bipod is also missing. The crosshair is a precise replica of the Soviet PSO-1 scope reticle, though with all the numbers missing, and the scope is tinted green; it features x2 and x5 zoom settings.

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Walther WA 2000 - .300 Winchester Magnum.
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WA2000 in game.

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. In third person, the rocket is so exaggerately large and pointed that the launcher could probably be used as a lance. The RPG-7 can only be picked up from pre-determined locations; enemies with RPGs will collapse and blow themselves up with their final shot, apparently destroying the launcher in the process.

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RPG-7, 40mm.
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Kellar sights up an antique cannon (or possibly a statue of one). The RPG-7 is one of the few weapons to actually use its sight when zoomed, showing the front and rear sights are identical.
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Firing has the consequences one would expect. The reload has Kellar insert the new rocket and then twist it slightly.
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In the crazy world of Black, an RPG-7 warhead is roughly five feet long.

M249 SAW

Often referred to as the "BFG". Most powerful weapon in the game that's not an explosive.

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M249 Squad Automatic Weapon, 5.56mm NATO.
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M249 SAW in game.

Remington 870

Pump-Action shotgun. Can carry 8 rounds and seems to be better than the SPAS 12. Works better in close range.

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Remington 870 in game.

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. Kellar operates the pump whenever the weapon is switched to; this doesn't eject anything, or cost ammunition.

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Franchi SPAS-12, 12 gauge.
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Kellar sneaks up on some unsuspecting Seventh Wave terrorists, brandishing a SPAS-12.

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.

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M203 in game.

Hand grenades

Black's hand grenades seem to have a severe identity crisis; the grenade box pickup shows them as Mk 2 hand grenades, the HUD icon shows them as M67 hand grenades, and the actual model of a thrown grenade appears to be an M26 hand grenade. They appear to have an impact-primed fuze rather than a normal time delay, since they always explode just after impact no matter how far they have been thrown.