I love how the devs just went "Ay how do we name the shotguns" "something italian because their shotties are great" "okay what's the name?" "G i o v a n n i"
Idk man, the animations feel really clunky and the sound effects personally feel generic to me. I’m not saying the game should be perfect but this feels like a downgrade from contracts 1.
@@epilepsykid3537 I can understand that. If you wanna hear a more generic sound effects watch this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-HpvNQjoXK30.html
@@mistertililing5933 and even games back then still did this just as much as games now. But hey that's ignoring the fact that this is a petty complaint anyway
@@557deadpool Yes, it is a minor complaint. But if I fire a gun, I expect a muzzle flash. If it is belt-fed, the belt should ought to move. Simple. Care to give an example of these 'modern games' that don't bother with that aspect? Also the source of your 90% of FPS doing it?
The Origin-12 ("Giovanni MK12 Auto") shows a full mag regardless of how many shells you used. Probably don't want to wave the gun right in the face of the player while reloading a magazine with visible rounds if you're not going to bother accurately tracking those rounds...
I also liked how the VSS Vintorez, an integrally suppressed rifle chambered in 9x39mm and is so quiet you'll probably hear the bolt easier than the actual report, has a this beefy, bass-filled punch as it fires
Some flaws I noticed (DETAILED): - 1:08 FNP-45's gets an empty mag inserted which is visible for a second as he grabs the slide. - 1:56 Deagle has an empty mag inserted. - 2:17 MPX has an empty mag inserted. - 2:36 Mag inserted very fast into the Vector .45 right after it dropped out. Way too noticeably fast making it obvious it spawned in his hand. - 2:55 AK platform reload is very awkward. Also notice he inserts the mag almost straight like an AR. - 3:17 this AR in general is a flaw = 1. No bolt sound when it chambers a round 2. Can't even see the damn gun. Horrible POV. 3. Very lazy work. No real animation just gun bobbing to make it look like a reload. - 3:30 pause. AK-12 Prototype's mag clips through the lower receiver. New mag is also empty. Why is he charging the weapon on the right if it's ambidextrous? -1 Style points. - 4:00 TAVOR List = 1. Weird rail system design. Very rectangle. 2. From my knowledge, .45ACP by IWI does not exist. However, a 9mm version does. 3. 5,56x45 NATO MAGPUL mag for a .45ACP like the way the Civilian versions designed for some AR's. Weird for a military FPS. 4. Fire rates really slow. 5. Way too much recoil for a .45ACP. - 4:37 Benelli M4 style shotgun does not get a shell chambered after a full reload. No charging handle animation of any kind. (Pointed out by @Jeremiah Lozano ) - 5:38 The sights are not aligned properly. - 6:04 PKP? The reload is weird. He perfectly lands the belt where it needs to be which is cool, what ever, But no animation of the belt when firing? - 7:15 MRDS canted to the left is awkward for me (Preference is usually canted sights/optics to the right) - 7:52 Still hate that you always hold the snipers at ease. Hated it in the previous Ghost Warrior games as well. - 11:00 He just emptied a semi-auto then pulled the charging handle back to release a shell from the chamber. Should have auto ejected after the last round was fired. - 11:50 Looks weird how the character reloads every sniper without putting the gun to there shoulders. Especially an M107A1. - Speaking of the M107A1, it should actually be the M82A1 variant since it's barrel is shorter. I missed some for sure but here is what I noticed. This does NOT mean I hate the game in any way. Game itself looks fun and I only nitpick because I am a gun nut. I do this all the time for FPS games from this channel or others. Great video as always keep it up!
I'm a gun nut too, I especially don't like that he doesn't rack the charging handle or press the bolt release on the Benelli M4 when he reloads after an empty mag.
@@jeremiahlozano8484 Oh good call out on that I completely missed it. Re-watching it now and yeah, that is quite bothersome. I'll add that to the list. Thank you.
It's really weird to see a modern game not have bullets showing up in reloads. A not insignificant amount of the animations give you a good glimpse into the chamber and not only are there no bullets in the mag, but you don't see a bullet getting chambered. It doesn't even have to be super detailed animation, just show a bullet ready to be chambered.
makes you wonder if someone who actually knows anything about guns made this game. It's a pretty stupid detail to over look. A game that people who obviously have a thing for guns will buy and they didn't think to make it look authentic. lol
It's made by a company who notoriously cuts corners, that being CI Games, formerly City Interactice. I'm not surprised by the animations, the stiffness in some, or the lack of or odd details here and there. All of their games are made considerably lower budgets, and you don't need a source to even know, you can always tell. That's all of course not to say they make bad games... at least anymore. I've enjoyed the recent Contracts games, and SGW3 was... okay...
The concept of the ammo belt for the lmg being thrown over and landing in place as the box is attached is actually really cool. I want to see this more. Also lol at the shotgun shell inserting itself for the first few frames at 4:57
Good on you, mate. I can't seem to wrap around on how did the operator get it to perfectly land on the chamber every time. It just feels unrealistic to me.
@@bushmonsterwilhelm6716 The lack of realism doesn’t really bother me since being perfectly realistic is clearly not this game’s animation style. I’m just more interested in the throwing up of the ammo belt as a motion concept for lmg reloads. Never really seen that before and it’s nice to see new ideas in viewmodel reloads. Could be done more realistically too if the belt flopped up and over shot the chamber so the character needs to shift it into place.
Compaired to the older title i seen some nice improvements. Still some wacky strange animations here and there, meh model fov and the meh sniper rifle idle animation. But still better, GJ City Interactive.
Those are some ankwardly deliberate animations. I guess whoever created those assumed that PC tries to be quiet while reloading. And I can not understand why you need to lower your SR all the time. It just makes you waste time to bring it back up. Plus, staring mostly at scopes is boring and does not help when trying to identify what gun you are using. Also, do you choose to un-scope and show bolt being cycled after every shot or game makes you do that?
0:19 Where’s the fire selector on the slide? 4:10 Uh… Why does it still feed on the PMAG M3 30-Round Magazine, which was meant for 5.56 bullets, if it’s supposed to be .45 ACP? 4:44 The M1014 needs to have a round chambered inside the bolt in order to be able to fire.
You know, one of the advantage of the bolt action over lever action rifle is that you can keep you sight picture with operating the bolt. They even have a straight pull bolt in game that is better at that than bolt action and still wont let you keep the sight picture. Also why would they limit the amount of ammo in weapon to such arbitary numbers. Just let people play the game how they want.
I see all the firearms experts are out on force. Bare in mind this is a budget brand game, and the weapons are loosely based off of real life counterparts. If you're looking for robust weapons customization and accuracy of handling, stick to Tarkov. This game fills a niche role in the stealth genre. It's decent for what it is.
These animations and sounds are so bad, it’s such a shame. If they would be better the game would be way more fun. It’s just really hard to feel immersed with this.
Serviceable animations, i've seen worse but it's better than Valorant that's for sure (the animations are an eyesore in Valorant). The animations reminds me of those M9K weapon packs from GMOD. At least some sniper rifle reloads lets you actually see the reload in action (like the JIC and Marcus Tactical 8) instead of reloading it off-screen (such as the Defender 888, especially since Sniper Rifles are the selling point of the game but at this point, i'm just old man yelling at cloud). The weapon models are amazing on the other hand (especially because unlike one specific game where they alter the weapon design to make look ugly asf like what they did with the Kriss Vector, at least the weapons are almost identical to the real life counterparts) and the SFX is decent (not bad but not too impressive). The Shotgun sfx is amazing but honestly, games can't screw that up as I can't think of a game where they screw up the shotgun sfx. Some Sniper Rifle sfx and the bolt action also have satisfying sfx. I might get this just for the gore because looking at gameplay footage, the gore delivers and gore makes killing enemies very satisfying.
Kinda weird that the Ruger Security-9 here, which they called the Sturm Bodyguard in the last game, is now renamed to the Prescot SR-9 - which is actually the name of the Ruger handgun that came BEFORE the Security-9. Also it looks like it has some kind of removable backstrap on the grip which as far as I'm aware neither the SR-9 or the Security-9 have.
Wait a fuckin minute, that first gun is the Kel-Tec CP-33. It should hold 33 rounds, not 12. Its quad stack magazine of 22lr is insane. Very disappointed they missed that.
The non-sniper guns range from barely competent to not that competent with several small issues. The sniper rifles remain frustratingly awful. What kind of gun is it? No way to tell, you never actually see it!
I dont think putting bells on your sniper rifle is a good idea if your being stealthy but good concept.Honeslty would have been better if the last three or four rounds in the mag did that noise so it doesnt annoy the player.