I'm surprised they didn't show more footage of the weapons when the slo-mo kicks in, they're really well modelled. The same developer made Red Orchestra and Rising Storm games which I'd recommend
Agreed. I appreciate the detail the game's weapons have in zed-time, with parts and furniture rattling and shaking. Usually in games the only parts shown to move are the trigger and charging handle.
I'd like to point out that mostly earlier weapons in game (closer to the release date) are well animated/modelled. Most are mocapped at CRAZY fps, which gives them such a nice feel in Zed-time, something that's lost in the newer guns. I believe they also increased the play on the connection points in gun parts, which is obviously visible in zed-time when the parts are flapping about everywhere, it's not realistic, but it's exaggerated just enough that it looks beautiful on camera, which i also appreciate. KF2 is arguably the best zombie shooter right now, only L4D2 rivaling it is some areas (though i don't know much about current zombie shooters). While KF1 is obviously outdated in a few aspects, if anyone haven't experienced it, i highly recommend, very fun game as well
@@yobrethren The detail and animations of the guns in the game are amazing. It's a shame that they decided to review a lot of the "fantasy" guns and not the "Real word" ones. The devs put so much time into the research of the weapons.
I feel like the people who put this showcase together completely misunderstood why this game was so requested. It wasn't for the wackiness of the fantasy guns, but for the slavish attention to detail, especially the animations, for the real ones.
definetly needs a part 2, the different loading animations between normal mercs and perked up/trained mercs is something id like for jonathan to at least mention.... thats excluding other reasons, one big one for jonathan in particular since the game features a stg44, which doesnt look too bad with skins aswell!
Not just a Stg44, a MKb 42(H), which is the prototype predecessor of the Sturmgewehr. Something tells me someone on KF2 team is a gun nerd. Also I'm surprised Jonathan didn't mention that the Frostfang shotgun has a rear sight from a Gewehr 98.
Surprised that he didn't comment on all of the details a lot of these have. The different reload types, the incredibly detailed and realistic zed-time firing of the guns, the shaking of the attached sights as guns fire.
Gamespot : Please upload raw footage of Jonathan's reaction without cuts. I don't care if it is +1hour long, we could appreciate more thorough explanations and ramblings from Him, which I find immensely entertaining PLEASE
The double 1911 actually has linked triggers because under us law full auto is more than 1 round per trigger action PER BARREL. That's why volley guns are fine.
I'd have to shoot it myself to like make up a proper opinion on it.. But... I would kind of want control over that right? Unless that would just be a problem for the weapon cycling or something to have a different round count in the magazines? If the slides are linked together though, that would be incredibly problematic though most likely if it didn't have a linked trigger.. also with how close they are to each other having the rounds go off at different times would be asking for trouble as well... That's actually kind of an engineering challenge now I think about it, like definitely a solvable one clearly.. and probably not a great achievement for mankind or anything other than just conceptually that you would take the time to solve that problem lol because you know.. humans.. sometimes could it is way more important than should.
The game also has a normal Thompson, the one we saw here was a reskin with explosive rounds. And KF 2 is one of those games that has the distance fuse of the M203 grenade and the RPG 7 modeled ingame (Unarmed projectiles cause 300% more damage to some enemies)
Unarmed projectiles don't do more damage. Projectiles that explode still do their physical damage before explosive damage, so decapping a scrake with a rocket is still possible even when the rocket explodes.
@@XenoSpyro Scrakes and Fleshpounds take 300% more damage from unarmed explosives - Scrakes have high resistance against explosions and are weak against bullets while Fleshpounds are resistant to bullets and weak to explosions. The game doesn't really tell those things to us players outside of the loading screen tooltips
Fun thing to note, even though many weapons and some handling techniques are fantastical the developers took great care to animate things in a realistic or at least plausible sense, even going so far as to have what is basically "amateur" and "professional" reloads for every weapon. For example, on the M9 pistol for "amateur" the player will slingshot the slide while for "professional" they will use the slide release. The perk describes a faster reload and rather than just make the animation faster they chose to animate an alternative method that was actually faster. If you reload with ammo still in the gun the player character will swap magazines, while when empty there will be more manipulation. The game is even smart enough that when you're dual-weulding pistols if one is empty and another is not it will emergency reload the one and tactical reload the other. Revolvers are done rather fantastically with every reload just emptying all cylinders and any remaining ammo magically going back into your inventory, but overall there's an impressive amount of detail and consideration for what is really just a zany horror shooter.
I would love some more of this, particularly I would love to see more of the regular weapons as the zed time animations are so much fun, and it would be interesting to show footage of the different reload animations, depending on your perk setup you get different reload animations.
Bit disappointed that they didnt address the reload animations at all. When you get the specific skills for it, it does faster reloads that still work irl cause they had experts mocap them. The weapon animations are also at insanely high framerates so that you can see all the details in slowmo.
Y'all really need a part 2 for this one that talks about the more grounded conventional weapons like the ak-12 and others, animation details on zed time, and reload animation
The Space Tommy Gun has me hankering for a reaction to Far Cry Blood Dragon's arsenal. The fight between neon greeblies and homages to specific 80's action movie weaponry.
Not showing jonathan the normal version of the tommy but instead the hrg variant??, also it's a missed opportunity to not show him the tons of different reload aninations depending on skills. Also keep in mind that dlc weapons don't have the attention to detail that base weapons do, this could really benefit from a part 2!
not only that, there's cool details like shotguns will fire one-handed with more recoil if you shoot too quickly, since the left arm didn't reach the weapon yet xD
One thing that came up in this video about "weapons in sci-fi and space always have knuckle bows" and knuckle bows in real life guns only usually being used to accomadate bulky snow gloves: At least in the "in space!" concept, it makes perfect sense, as in sci-fi space settings almost everybody is going to be wearing a bulky space suit of some sort on and off. Knuckle bows as standard to accomadate for a universe where soldiers may or may not be wearing heavy duty space survival gear at any given time actually makes a lot of sense.
I noticed this too! The handguard (instead of a triggerguard) on sci-fi firearms was always something I poked fun at, but I think Jonathan has it. Vacuum-capable and presumably reinforced gloves on space suits would prevent one from inserting their finger into most trigger guards, that would explain the full knuckle bow handguards! It's at about 15:40 that it's discussed.
How about revisiting Hunt: Showdown? They've added few new weapons sice last episode and it's less visited time period in games so it could use some spotlight.
I'd love this, too! It encapsules some of the biggest evolutions in firearms history. And the most recent addition to the armory was most definitely inspired by Jonathan. He could also look at the bullet grubber perk with different guns, and the different ammo types (winfield terminus beautifully shows off the flechetye ammo for example).
A close look at the glock-and-shield animation in slow-mo actually shows that it's the _front_ of the slide that's being caught on the shield to rack the slide, not the rear sight.
Am disappointed no regular guns(apart from the AA12 and Mosin) were shown. There is no no showcase of the reloads which I believe play a huge part in enjoying KF2. Also as others have pointed out, no clips of ZED time as well. Edit: Just want to say that I think they dropped the ball on this one.
Part 2 please! I would like to see the AR-15 Varmint rifle covered. It is interesting to see a 9mm AR instead of a .223 or a .308 being used in a video game
It's like an AR.. But with no purpose for life.. it's the Walmart AR.. wait no.. worse than that, the big 5 AR... We have MP5 at home AR? We were going to put this in 22 but only had enough shame for 9 mm? The how tacticool do my attachments have to be to compensate for running around with a 9 mm AR.. AR? The I was going to get a submachine gun, but My TMI index required a minimum size of intermediate... These are terrible I could have done way better.. I'm just.. I've never heard someone say a 9 mm conversion is cool when It gets leveled down to do so in performance and function by significant margin lol.. and could be attained and better for much less by selecting the actual weapons that are actually designed for the cartridge that actually fulfill that role and actually exist in large quantities.. Even adorably tiny versions of intermediate cartridge weapons like the MTAR where you get all the 9 mm of 9 mm.. without The shame of a converted or halfway filled magazine well that everyone in public is going to know and think the moment they see it..
Would certainly like to see Jonathan react to the original ps1 Resident Evil games and their firearms. Didn't expect Jonathan to mention Rise of the Triad in one of these videos. Now we need to see him react to the original ROTT and the remake
Should've put more focus on reload animations, especially in slow-mo. I'm sure Jonathan would appreciate the focus on detail Tripwire did there. Also the chamber 'check' animations when your mag is full. Show him the .500 Magnums, Railgun, FAMAS with Masterkey next time too!
I remember trying to turn the crisis grenade launcher into a master key... For some reason I remember it being not as straightforward as it seemed or something cuz I don't remember what should have been the joy of having a shotgun underneath my regular gun.. I just remember trying to do it at one point when when adjusting some of the parameters and seemingly finding something that seems like it would allow it or something.. My whole point to all that... I feel like I've tried to do this several times and not succeeded.. and that cannot stand! We should all have semifunctional shotguns, potentially with self-loading magazine attachment.. at the very least a grenade launcher that shoots giant buckshot clouds.. or fire.. or lasers? Like stuff you know! Whatever happened to us gamers!? Like when did we lose the ambition for the ultimate multifunctional platform, and replace it with weird dangly gas station keychains and bottom shelf FPS banana skins that look like they were made in MS paint, sold for money usually... Like yeah everybody wants to up their stats and like do weapon modding from stats or coolness or whatever but.. let's add functionality? That used to be the goal.. and I know.. both in real life sometimes and in game life.. Just using a different weapon that's designed around the thing is probably better... Especially in game life sadly as one doesn't have to take into account inventory weight in a metric that usually matters behind a number limit. I remember the Ghost recon I think had a key master attachment.. curiously I remember using it as a actual shotgun, in a game that would probably have not made it an actual shotgun by its nature.. But who knows maybe that was my imagination that I used to have back then. Seriously, I probably know the answer already.. anything that involves extra button presses.. or being able to do multiple tasks like looking around and hitting buttons.. let alone multiple buttons in the 20-year time warp of the dual analog controller that loses a good chunk of its functionality in order to use a good chunk of its functionality.. and doesn't really have that much functionality to begin with lol.. Both the necessity for the game to play for you in order to feel comfortable.. and just the general difficulty with the medium of having to give up your camera controls to use a good section, or your movement controls to use a good section and how much of game design has centered around reducing that friction.. Like with Deus ex invisible war, yeah they couldn't fit the levels into the RAM, and ram had a huge influence on how game design was at the time in terms of what you could do and what you had to do which previously did not really apply on the PC especially back then when they were designed for the PC. But but what made me feel utterly baffled and mostly unable to play it.. how it was designed and how it controlled.. because it's one thing to be moving in a smaller space.. it's another thing to be moving badly in a smaller space being able to do less things and a space that is much less interesting because of it... Give me my underslung lasgun, My bicycle kick, my corner leaning, my regular leaning that has nothing to do with corners, my crouching my crawling, My jumping, and pretty please if you don't mind.. maybe make it look like I'm doing it? Something this game isn't terrible at, but at this point most games are getting worse instead of better for some reason.. like.. I have a hard time believing no one at arcane Austin looked at the prey pistol and we're like.. nailed it! It's perfect! If you were shooting at that crosshair.. you would hit that crosshair as it would continue on to the top left of the screen.. But I also have a hard time thinking someone didn't.. and given how easy that would have been to adjust by anyone involved who had access to code or uncompiled build.. including the user if they hadn't locked out the c bars in cry engine as you could in crisis.. Several patches later.. and they were like.. what there's nothing wrong here.. This this is perfect This is fine.. If it wasn't coming from arcane who absolutely nailed it and near every way in dark Messiah and have increasingly managed to not nail it in bizarre and disappointing ways.. I just don't have hope for the future anymore.. And the funny thing is.. I would totally be fine with being able to shoot doors open with the key master and just having that be a thing.. I want my bicycle kick to kick open doors as well.. I'd like people to get smacked on the other side if they're standing too close.. But modern games don't even let the plates move when you shoot them.. and I'm pretty sure everything gets purged from behind the door until it opens.. so you know... Since we're spending all our resources modeling the cavities and people's teeth.. It just can't be done.
there is 1 trivial thing that close to be reviewed but until the end it wasn't mentioned. almost every weapon in KF 2 have 2 reload animations, 1 for empty mag and 1 for half or non empty mag, Jonathan almost got this on Glock part. either way this is fun review
10:09 The reload animation with the shield is actually the character pushing the front of the slide against shield to release the slide. The character isn't using the rear sight. This is a much more valid reload method than using the rear sight to release the slide.
Yeah I was wondering about that as well, given the extra oomph they were emphasizing with the Gucci Glock to indicate that's what was happening. Going to watch it again now that you mentioned it.. I wonder if it was just a clipping issue.. either way.. thinking on it.. you'd still want to use The front sight post as your target to avoid accidentally just poking your gun into your shield in an emergency.. which I would totally have mad respect if at some point they did an animation f up if you get hit or something where he does that.. It's always a little less straightforward cuz just like jamming or weapon breaking mechanics in a lot of games.. it's it's the idea but the implementation and what it adds... If it exists just to maintain an additional series of busy works... Better to not bother. If it adds actual gameplay or an actual aspect of depth etc to the actual form and function.. and more importantly has a way to mitigate, so the player isn't subject to chance unless they actively wish it when they could choose more reliable options depending on the situation, or possibly with different trade-offs.. otherwise you'd be punishing the player for actions that they are controlling but are not controlled by them which is always an issue and something that we're going to see a lot more of and already are with the return of the full motion video game in full consolidus form.. cough... Calysto... Cough...
Would be really cool if Jonathan made a video on *METAL GEAR SOLID 3* weapons. So many weapons in that game to comment on like the patriot, the EZ gun, Snake's M1911, Ocelot's SAA and Eva's chinese mauser clone. Want to know your take on the Boss disassembling Snake's 1911 without removing the slide stop and many many more...
One thing I also think worth mentioning, basically every gun (with a small handful of exceptions iirc) has a regular reload and a faster "tactical" reload you can unlock at a certain level.
The style of akimbo aiming I like is when your character changes the gun they aim with. I mean- they aim with right while shooting the right one and aim with left when they shoot with left one. So far I saw it done in one Gmod addon
@@masterzoroark6664 only reason I've played 2 myself was anyone that preordered The Bureau from EB Games at the time it was a bonus, it's an interesting concept though I don't know how it got past Australian censorship with the brothel stage.
In reference to the knuckle bow guards on sci fi guns I think it’s to a point referencing the Steyr aug being the “futuristic” gun for a long time in movies and such I think die hard was one of the first to use it but certainly not the only one. As for the practicality of the knuckle guard itself well it seems to not negatively impact the use of the rifle in any way. The ADF has done an indigenous redesign of the rifle to fit australian conditions better and they kept the knuckle guard and it’s not like the ADF does much in the way of Arctic or sub zero operations. I do note that I’ve seen quite a few diggers use the knuckle guard as a sort of front grip as well which is interesting given the fact all Austeyrs have a front grip, maybe it’s a comfortable hand placement for firing?
I recently got possession of an Aug and am learning how it functions in comparison to more traditional firearms. The ‘knuckle guard’ is useful to rest the palm on when gripping the stock behind the foregrip. I can see why the IDF incorporated a similar technique with their Tavor rifles. The one disadvantage is that the lack of a trigger guard makes it difficult to safely pick up the rifle one-handed by its balance point, which happens to be right where the trigger sits.
@@AnonEMus-cp2mn just a tip the general practice for picking the rifle up safely at least as I was taught from the ADF personnel I learnt it from was to always pick up the rifle in essentially a C clamp grip between where the grip and mag well is, not perfect it is to the rear of the balance point but it’s close enough that I got comfortable with it pretty quick. But yeah I’m not entirely sure the benefit of gripping the knuckle guard instead of the foregrip is, seeing as the foregrips entire purpose is to provide good hand placement for control of the rifle but I’ve seen enough people do it so there must some advantages I just obviously haven’t fired the rifle enough to figure them out
from the glock 18´s reload, it seems the character uses the front of the slide, not the rear sights, just something ive noticed. also yes, the entire HM line of weapons in the game uses caseless ammunition.
I just realised when Johnathan was talking about the knuckle-bow trigger guard on the microwave gun - the design appears so often in sci-fi because the weapons are designed to be used while wearing a spacesuit! It's probably not a conscious decision every time but someone must have made a sci-fi gun that you can fire with a spacesuit gauntlet and everyone's been copying that. Also, the Spitfire is using flares not rockets, so the bare bones design doesn't make much sense but it explains the flamethrower style muzzle device. The HMTech grenades are loaded with some kind of sci-fi healing gas, which is why there's a not-red-cross on there.
6:03 there is also another thing like this called the Mexican Hammer from an exploding hammer festival. Basically its a sledge hammer with a shotgun shell on the end that works off the same principles as a slam fire. Here they just added a magazine to it for added spectacul
Just gonna add my voice to the mix: We need a part 2 with the realistic guns. KF2 has some of the best handling and modeled guns in video games, especially when looking at the realistic ones like the 1911s, and I'd love to see Jonathan react to those as well. The weird ones are fun, but the realistic ones are where the focus should be for something like this
Fun little note about the Mosin's bayonet: the chisel tip served a secondary purpose. It was a standard screwdriver used to service the weapon in emergencies/field conditions. All the screws, including the bolt, used a standard tip.
Something it seems Ferguson misinterpreted was the character using the rear sight off the shield to pull back the slide. It looks more when they slow the footage down that he's actually using the front corner of the slide off the shield to pull it back
Jonathan is correct that Rise of the Triad was the first game to have dual wielding, but it does share that honor with Marathon which also released on December 21, 1994 and also had dual wielding
I can think of one reason futuristic guns tend to have full handguards: spacesuits and environment suits. If you're wearing a spacesuit/environment suit, you are wearing very big, bulky gloves, meaning you can't reasonably get into a normal trigger guard; anyone who needs to wear either of those and needs to use a gun would probably want a knuckle guard instead of a trigger guard.
So now that Jonathan mentioned him, can we have a guest appearance by Jonathan's counterpart in the armor department reacting to various game armor suits?
So a note on the difference in reload animations(in case Jonathan reads through these comments): it's based on the levels of whatever Perk the player is using. There's a choice of two trees, and in one of them for almost every Perk there's an option for tactical reloads which are a fair bit faster, but only for the weapons that the Perk affects. Say, assault rifles for the Commando perk, and handguns for the Gunslinger perk. But rather than just being a percentage increase like it was in the game's predecessor, they have completely separate animations. The most obvious differences are the tactical reloads using flicks to unseat the magazines, and utilizing the bolt/slide release instead of manually pulling them back to slingshot the bolt or slide. And as an additional note: the HmTech series of firearms are all based around a modular system, where the Grenade Rifle is the outlier. All of the other Medic guns work around a single chassis, whether that be a pistol, SMG, shotgun, or assault rifle. They also all use caseless ammunition.
The pulverizer is also reminiscent of the classic Bullet Powered Sledge Hammer, which is used to drive nails into concrete. There's a standard type, which is just more like a gun that holds a nail at the end, but there's also a sledgehammer type that is used for large poles or deep driving into concrete
There are plenty more guns in the game, reason enough for a part 2, but it is definitely worth it to try and show off the different reloads based on the perks and the visual details seen in slow motion Zed Time.
Ive been a fan of Killing Floor since 2012 and I have been really itching for a review on KF2's Pulverizor which has gotta be my most favorite weapon concept ever.
Funny thing about the knight character - he's actually just a LARPer who pretty much saw the whole zombie thing as the perfect opportunity to live out his greatest fantasy lol.
lol He's the best character imo (better than the Loadsamoney DLC character in KF1). Only obtainable if Chivalry is owned, so only a benefit for fun if it was bought when the game was still popular and not filled with people roundhousing with greatswords.
The one thing that they didn’t showcase, was in one of the Dev diaries, they showed how the Medic weapons build on top of each other. How it all reloads through the same pistol grip, and just adding or subtracting parts to it makes the SMG, the Shotgun, and the assault rifle. They even mention that the medic isn’t a warrior by trade, so to make the weapons and the class lighter, it uses caseless ammunition
Think with that last one it looks like the “grenade” is a gas dispenser, dispensing some sort of healing agent or painkiller perhaps to keep them in the fight
Please PLEASE have him do a video on the weapons from Homefront: The Revolution, Jonathan would have an absolute field day ripping the entire game apart.
Funnily enough, Jonathan mentioned artic warfare and thick gloves when talking about the whole sci-fi knuckle bow trend, which when you consider it's sci-fi makes sense, cause most people are usually wearing some kind of armoured environment suit
Need a part 2 for the weird guns, like the caulk'n'burn, eviscerator, Grenade Pistol, Seal Squeal, Vlad-1000 nailgun, Hemogoblin, Seeker Six, Husk Cannon, or the killerwatt
The Italian company FAMARS actually makes a four barreled shotgun, but it is chambered in .410 or 28 gauge as opposed to the Doomstick which is likely supposed to be a 10 or 8 gauge to justify that much mass.
The sledgehammer reminds me of one of the more fun weapons from the Mutant Chronicles/ Warzone universe. It was called the Neraphite Hammer, and it was a massive two-handed warhammer with a shaped-charge in the head. It was ridiculously over the top.
By far one of my favorite games I own it on two different systems with almost 1000 hours between both (I need a life I know) but the game is great and it has fun little seasonal updates all the time
Suggestion if you do part 2 of kf2 you should show jonathan slo mo (zed time) animations of some guns, because they are extremely detailed. For example when shooting some rifles, parts like magazine, barrel and sights shakes independently from gun Edit: 4:16 also it doesn't go out of screen with certain perks wish you showed him that gameplay
This was an absolute treat, thanks! Altho video should be named "reacting to kf2 meme guns", where's my famas, fal, and of course bullpulp? so many real guns and we've only got the memes :D
An AF2011A1 is in Deadpool 2. In the scene where Deadpool is recovering from being ripped in half by Colossus, his bartender friend, Weasel, is wearing one on an OWB holster.
Please make a part 2 of this one. There's too many great weapons in this game with awesome levels of detail to only leave it at this. Hope to see a bit more focus on the slo-mo detail of the animations next time.
The Pulverizers firing action is more closely related to a bang/boom stick that people use to hunt alligators/crocodiles and sharks too I believe. The Pulverizers design in game though reminds me of the jet maul Doc Ido uses in Battle Angel Alita.
Now that hes finally covered a Killing Floor game, can we get him to do a short recreation of Harry Enfield's character from the first game? The way Jonathan said money during the Doshinegun clip is exactly how he says money in the music video.
This needs a part 2 focusing on the original firearms in the game. I'm personally most curious if the semi auto-pump action mix shotgun would be a practical gunsmithing gimmick.
The pulverizer is also a lot like hammer that are used in I believe Mexico. If I haven’t been lied to they use sledgehammers with blank cartridges in them, and when they strike the blanks go off basically giving them a really hard hitting sledgehammer.
The knuckle bow is important on a bullpup because the magazine cant act as a stop for setting the rifle on a barricade. Ones hand is much more exposed to hitting objects and cover.
2 things I've noticed about killing floor 2 that make the guns feel real. First on reloads, if you don't have any perks that increase reload speed you get a realistic reload speed and animation just check out the belt guns reload. Second this I haven't fully confirmed but from primitive testing, as you move or run your gun barrel sways. Well the bullet is fired the minute of angle moves with the gun (spread), ie if the barrel sways to the left side when your rounds impact left of your aim. Right for right, and centered for center. For me these little mechanics are really make the game.