Deathloop dev: *designs a few realistic guns with clear real-world inspirations* Boss: "I've just started watching GameSpot's "Firearms Expert Reacts" series and I need you to stop what you're doing and make some weird stuff so we can break Jonathan" Dev: "Say no more"
Well seeing as how we are slowly breaking his spirit may as go full throttle and show him borderlands. I would also love to see Payday 2 or the Titanverse which shouldn't break him too badly I hope.
@@onesandzeroes7390 He has not, but I ask about it on like every episode speaking of which, DO TITANFALL 2 I wanna see how he reacts to the Wingman Elite and Alternator XD
Yeah, the guns he gets to review are getting dumber and dumber. Didn't play Deathloop, but this looks cursed. It's one thing to have a gun that looks like a legit gun, but has magical powers - the other thing is to have a gun that doesn't look like it can work at all.
Oh damn, I thought that was set on the heritage gun. I'll have to see what others there are. I know most of the others have a pretty generic list of traits but the HG seemed specific enough that there wouldn't be others.
@@Brendedn I think poison gas comes as a standard perk on one of the Fourpounders dropped by Harriet. She has one she drops and one under her pillow. I think both might have static perks, or at least one is always poison gas.
On one hand I feel sorry for how Jonathan feels his mind decline; on the other hand, watching him react to every more crazy creation, is quite amusing. Almost like showing him "cursed guns" in second Tarkov episode :D
For the combining gyrojet pistols, they have two unused holes on the sides next to the barrels, and when you combine them they're at a 90º angle firing through those extra ports, that's how it gets the more then 2 shots in a burst.
first time looking at this game and the one thing that stood out was the world design and buildings - then i found out it was by the same developers as Dishonoured so it makes perfect sense.
I'd love to see Jonathan's opinion on the weapons in Titanfall 2 / Apex Legends, they are detailed quite well and some are even similar to real world firearms.
HOW would the Alternator feed, is just my biggest question. you have a double-barrel Bullpup SMG, but absolutely nowhere for the Bolt to go? Also, what Cartridge is the CAR using, cause that physical Magsize just...doesn't compute :D
Having worked in a hardware store, I can attest to the fact that finding the right size nails (with the right style of head) in the correct type of sleeve or wire (or glue) "clip" at the correct angle for any particular nail gun is a major pain in the rear! The boxes are generally well-labeled (and very heavy!), but the nail-guns themselves are invariably missing that important information. If you could dump a load of whatever nails into a hopper and have it just... work -- that would be amazing!
@@bird1233 mini-gun with stuby barrels, bulletstorm perk (infinite ammo for a bit after re-arming at an ammo bag), and a tiny crossbow as a secondary. Believe me, even in the context of the game that build is beyond stupid, but you can do it. The stuby .50 rifle is more traumatizing personally.
After seeing those two pistols transform into an SMG, I just realized something that would be fun to see him talk about. CoD Zombies wonder weapons, that would be kinda fun.
0:56 There is a historical example of the "topping up" automatic weapon concept, although not a magazine fed machine pistol. Japanese Type 11 Light Machine Gun uses a hopper where you horizontally place standard issue 6.5mm Arisaka stripper clips, with the idea of not needing to supply separate belts (mostly canvas at that time). It simplified logistics, made ammo carrying easier and allowed the MG to be topped up by regular infantrymen if need be, also allowed a lower volume, but continuous fire, with the idea that throwing in additional clips will dissipate the reload time, instead of having a continuous burst followed by downtime.
In defense of the Heritage Gun (the transforming lever action shotgun) something that gamespot seems to have not known/not told Jonathan is that the firing of the green goop is actually a randomized perk and isnt reflected in the gun's design whatsoever. By default, it switches between a buckshot and a single slug, which still wouldnt require the entire thing to transform, but my guess is that the smooth and sleek mode visually reflect a single precise shot and the fun techy mode has many bits poking out of hit to subconsciously convey how it shoots many pellets. Still isn't realistic but it makes more sense in terms of design language
I'd love to see GameSpot bring in Jonathan's pal and fellow firearm historian Ian McCollum for an episode or two of this series. I don't know that Ian has much time spent with games, so it'd definitely be interesting to see them bounce interpretations off of one another.
1:45, slight addendum Jonathan, Cobalt Kinetics actually developed a system called C.A.R.S. (Cobalt Advantage Reloading System) for the AR-15 pattern which would drop the magazine from the rifle after the final round had been fired and the bolt locked open, as well as drop the bolt when a fresh mag was inserted. This was marketed towards 3-gun competition shooters to allow for faster reloads in an environment where mag retention doesn't matter. I don't know if this was ever put into large-scale production, but I believe their prototypes worked quite well.
Frankly I don't see any reason why a magazine can't be ejected like the clip of an M1 Garand, and I think you could probably come up with an elevator that can articulate to load from two different magazine wells? It would end up looking like a swiss clock in there, but it's at least conceptually feasible, unlike the rest of these guns.
2nd try, the guns from Valkyria Chronicles, i would love to see Jonathan's reaction to the guns from it's alternate WW2 derived setting. 1 and 4 are on the Nintendo Switch and are probably the best for gun models.
I'd love to see Jonathan react the... interesting weapon upgrade system in Rise of the Tomb Raider/Shadow of the Tomb Raider. Man... that's a lot of random leather wraps.
After the wacky guns of Deathloop, maybe he should do something more accurate, like Totally Accurate Battlegrounds especially the Really Big Barret, Glockinator, and the (surprisingly literal) Handcannon
I don't normally question how guns work in games, but the nail gun reload had even me wondering how it would ensure the nail was pointing the right way.
Johnathon is the best thing on RU-vid, period. What about a commentary about one weapon being depicted across multiple games? Which is the most realistic, how it should work. That way he can get one example from the collection to demo for us?
As much as I love the games like death loop that Jonathan reviews I would prefer more games like squad arma, payday, GTA and other games that use realistic models and firearms as it gives jonathan a motive to dissect the little details of the guns rather than just pointing out that they're obviously wack as fuck, maybe even possibly mods. I feel like when it's about the nitty-gritty details it educates us more and opens our eyes to the level of detail that goes into making a videogame firearm.
Honestly i kind of prefer it when he reviews the more wacky guns every once in a while, so you can see if the people who designed these guns actually put any thought into how they might functionor give insight into what references they may have pulled from
15:54 The two handguns are actually inserted at a 90° cant to one another. Each handgun actually has 4 barrels. 2 fire the actual round and the other 2 are simply extensions. So the rear handgun barrels dock into the extension barrels of the front handgun and the front handgun barrels dock into the rear extension barrels. Combined, looking at the ammo counter, each burst fires 4 rounds.
The only other game I can think of with a multi-magazine weapon that automatically ejects empty ones is from the "Hideous Destructor" GZDoom mod, though there the automatic ejection makes slightly more sense. The "Vulcanette" is a 4.26mm caseless man-portable minigun firing from 50 round magazines. These are the same magazines as the ""standard"" assault rifle, the ZM66, but the vulc loads FIVE of them. It's not really explained how it works, nor can you really see it ingame, (despite the level of complexity and immersion, it still remains mostly-faithful to the visuals of the game its built on) but as you empty one magazine, it ejects, the vulc loads from the next, and continues until its totally empty. The reason it makes some sense in-universe that the magazines automatically eject is due to the flaws of caseless ammo. Each 4.26mm magazine is vacuum-sealed and that seal is broken when inserting one into a gun, but it still remains 'sealed' with the gun its inserted into until its ejected. This is to help avoid reliability issues with the caseless ammo (note: the ZM66 is still notoriously prone to jamming in ideal circumstances) and also make it very clear that YOU SHOULD NOT TRY TO REPACK CASELESS AMMO. (you can do it, but you have to be very careful, the 4.26mm rounds might just pop in your character's fingers) Since magazines are not meant to be retained, straight-up dumping them out of the gun automatically to allow new ones to be loaded faster does actually help a little in practice.
Thanks Jonathan!!! Please can we do: Predator Hunting Grounds Payday 2 Killing Floor 2 Bioshock series Halo series (infinite is soon!) Rage Series Titanfall 2!!!
Hilariously you can Reload the Nailgun while sprinting. And when you do instead of steadily feeding the nails into the "Tray" he just flings the gate open And throws a handful of nails in with a lot of them just falling onto the floor.
Depends, the Vanilla Arma 3 has done this to some extent, but also mixed weapons from all diffrent kinds IIRC. But the cDLCs are mostly accurate and with Good reloads like in GM or in S.O.G PF.
I would love to see a review of Metal Gear Solid V: The Phantom Pain's weaponry. The weapons can be seen in 3rd and 1st person view as well as the model viewer which offer a close look at the highly detailed & realistic models. It would be interesting to see what Jonathan thinks of them as there are a lot of guns that are a combination of existing firearms as well as a selection of more fantastical weapons. Thank You for your work! I get a vast amount of entertainment from these videos.
I watched video frame-by-frame to understand how shotgun with 2 drum mags works. So, each mag is a full circle with a cutout slot from side to center. It's inserted using this cutout and rotates around its center. So far so good. Each chamber in a mag has tiny door that probably opens to allow the shell out or some other operation way, who knows. But that allows carridge to fire. So not so unrealistic as it can look at first glance.
I will say one interesting fact. When an m4 jams it can occasionally get live rounds stuck behind the bolt. We were shown in order to get this (forward assist wont work) to clear you would slam the buttstock into the ground until it spat the round out. Definitely can break the stock fyi.
@2:42 mark. We care Jonathan. I know nothing of this kind of thing but I can practically feel your pain through the screen. Thank you for your sacrifice.
With over 400 guns in it, H3VR deserves another shake. Especially with the modular attachment system where you can make a 1911 into a sniper rifle if you want.
Suggested it a few times but I really think receiver 2 would be an amazing game to show off. I love when Gun Jams are looked at, and the little details that go into games, and Reciever 2 has that in spades.
after learning about some of the real world counterparts of guns in cruelty squad I would love a video on that! really hope he has a zip 22 in the collection to show off
Sepulchra, coming from Latin, meaning "Tomb" or in more colloquial English "grave" is probably given to that sniper rifle as a meaning of giving the people you're firing at an early grave.
Worth noting the gas from the Heritage Gun is from the weapon's perk. The perk makes the slugs spawn gas and the pellets detonate it. Not every heritage gun has that perk
Wow, he's really in pain over this one :) Incidentally, looks like the merging handguns aren't interlocking barrels. Barrels of the rear gun are attaching to the ports on the sides of the front gun. So, not 3 rounds simultaneously, its 4. Still a bonkers design.
Ahahah! I do know of an AR15 design that had an auto ejecting magazine when the bolt locked back on empty. I can’t remember what company it was, but it was at SHOT sometime in the last ten years. Set up as the ultimate 3gun rifle or some such. As he said, impractical for combat but it does exist.
13:15 Also nailgun nails don't really have the nail head at all. It's just enough to stop it from digging into the material too much, but it's almost just a straight rod of metal.
I'd love a video on Apex/Titanfall's guns. The R-series of rifles and their modular designs. The Wingman. The L-Star. And a good look at Shelia as well as perhaps the difference between the Rampart reload and the other characters
For those double-barrel pistols, you can see all four barrels from the back - it looks like the idea is that in each pistol, two are functional, and then because they are open-backed, the forward gun's vestigial barrels become extensions for the first's, and the rearward gun's act as exhaust pipes for the forward. At that point they are just firing the two pistols in sequence to get the four-round burst. The rest of it (loading, ejection, etc.) doesn't make much sense mechanically, especially since these four tubes are dumping the exhaust in your eyes.
Jonathon is singlehandedly raising awareness about impractical gun design in video games. If enough people watch this, I expect he might begin to have an influence on the industry. I for one really appreciate games with high attention to detail.
A few of those were likely inspired by common American guns like the ruger mark IV and the M3 smg. Maybe a tiny blind spot for Mr. Ferguson? It looks like the designers kind of mash two guns together, like the Lewis gun and an over under shotgun, or the M3 and Cz Scorpion, or the Whitney Wolverine and a Mark IV.
Hi Jonathan! Next game GameSpot and you should give indie developers some love too! I suggest Wolfire Games' Receiver 2. It's a game where only pistols are the weapons in the game, and you need to manually do every step of the reload (eject mag, insert mag, pull slider if your chamber is empty). The VR games may have more and more games requiring you to reload manually, but Receiver 1 is one of the earliest (probably the earliest I know) PC non-VR game that explores such reload mechanics. It also does have negligent discharge ... yes, if you un-holster your Glock too quickly while it is chambered you can shoot yourself in the leg. 2 shots and you die (1 for Deagle). Same goes for not using safety switches/decocking lever and then un-holstering quickly too. Other milsim games you can consider includes Ready or Not, Arma III, Zero Hour, Ground Branch, and Tactial Squad SWAT Stories (some of which are early access)
Goofy yes, but I'd hardly call these guns horrendous, they fit that exaggerated 60's style perfectly. I think absurd features in guns can be over looked if the game they're in is also absurd, because it's not trying to be serious or hyper-realistic. Now COD: Vanguard on the other hand, that's a perfect example of horrendous video game guns
Id like to see him talk about Titanfall 1 or 2 weapons and their real world counter parts. I know personally some of them do such as the G2 being a counter part to the M14 or MK14 EBR
The constancy dual mag SMG could function with some sort of segmented bolt like those old wooden toy snakes, using some sort of shifting camming surface that redirects the bolt into each chamber each cycle. So it fires one, recoils and shifts the camming surface in the process by interfacing a lever in the bolt track then when it returns the cam guides it into the other chamber. I cant think of anything that works like that but in theory it should be mechanically possible.
Also the fourpounder could have a functional action as well. Assuming the toggle lock isnt the bolt it could actually be a lever for manipulating a rising platform like a lever action rifle. That would account for the barrel and magazine disparity. When the toggle is resting the platform would be in line with the barrel, then an internal bolt could activate the lever when it shoots which would raise it up and backwards so it's over the mag, then it would feed a bullet onto the lever which would be fed into the chamber when the toggle returns to the resting phase. It would be difficult accounting for the geometry of an internal bolt but it could just have a large cutout down the middle for the lever to move through. This would make a single action mechanism where you need to cycle the first shot into the chamber with the toggle lock, then when it fires the internal bolt would recock the toggle while reloading the chamber similar to how a 1911 is single action yet semi auto.
The 4 pounder could be using an electronic firing mechanism, which wouldn't need the trigger to be lined up properly since it's just a stylized electric switch for the igniter. The power supply could be contained in that bulbous metal part over the barrel.
Poor Jonathan Ferguson, that first gun was that one assault rifle from the late sixties/early seventies that had a hexagonal mag on top famous for being a blaster in star wars. It was the first gun on this episode.
I think the double magazine automatic pistol thing is magazine mechanic thing is inspired off i think its the hotchkiss light machine gun as it has a 30 round brass strip of bullets as as one 'clip is done, the assistant gunner slots in a new one
6:53 the curved barrel kinda gives me TEC-9 vibes actually, it's not quite the same but the TEC-9 and the Skorpion both have a similarish form so I wonder if the design for this was literally just "smash them together and see what we get"
The recoilless pistols have barrels at 12:00 and 6:00, but they also have empty tubes at 3:00 and 9:00. They’re attached at 90 degrees, so each barrel lines up with an empty tube and you get 4 shot bursts. That being said, i’d imagine you’d need a good mask to fire this without burning your face, and I have no clue how it feeds
I would love to see Jonathan react to the guns featured in the Netflix adaptation of 'Altered Carbon'. I think he would get a kick out of seeing the guns in that show; gotta restore some of the sanity he's lost from being exposed to the guns in Deathloop. 😆