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Talk:Black
the glock is glock 19 because while reloading and pause the game when the pistol is close to the screen you can see it's model number 19 - gunnut1988
i can see why criterion basically doubled the ammo capacity on most of the guns because with some enemies you have to stick 20 rounds into them and thats the standard guys
Why does the Vietnam Era 20-rounder in the M16 hold 95 rounds? That's 5 away form the Beta-C magazine!... Why didn't they just use that? Here's to a game that made for player's that know nothing about weapon performance. But I must say, the constant explosions are satisfying, it let's me know I'm doing a good job. --Camden Hennis 22:06, 13 May 2010 (UTC)
(Moved from page) 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."