Call of Duty: Black Ops - 10 More Video Game Gun Concepts That Make No Sense
sometimes guns, weapons, and just general article game actions make absolutely no sense whatsoever. Even to your average person who isn't a weapons expert, these are all goofy examples, but we need to lighten the mood today, so we're going to talk about article game gun logic that makes no sense. We've talked about this in the past, but we're doing a part two now and we've got a lot, so let's get started with number ten.
We're going to start off super dumb here and ask the age-old question. Where does Grand Theft Auto character keep all his weapons, or max payne, or insert anybody with a massive inventory of weapons and no backpack to hide them? Video games are magical digital worlds created by talented article game developers where you can completely get lost in a new world, live out your own fantasies, and see a man pull a shotgun out of his ass.
That's what it always seems like. It's like the gun always instantly teleports right to them, and you just always ask yourself where you keep all those things. At least Resident Evil started to make that inventory management kind of seem like it had some logic to it, but at the end of the day, most article game weapons are completely pulled out of thin air.
Next, over at number nine, of course, we get to acknowledge reloading. So in games, people throw away their magazines constantly, because you're reloading constantly.
You know, you might be one of those people who fires two shots and has to reload. It's like an impulse right now. Interestingly enough, most of the time you don't lose the ammo. How does any of that work? It's not realistic, people will shout, but at the very least, it's less annoying to play, and it's more fun.
When you stop and think about it, even if somebody who barely knows what a gun is in real life, it's still pretty hilarious. I mean, if only life could be that convenient. Also, I think, as a side note, it's worth pointing out how funny it is that sometimes you can collect ammo just by walking over it.
How does that work? Are you absorbing the bullets into your feet? I'm not a comedian, and I apologize for that joke, but if you think about it, it is another thing where game design kind of makes things a bit more convenient. It's always interesting to see which type of game handles it which way.
There are some games with a ton of realism where you have to manually bend down, click on the ammo, pick it up, put it into your inventory, and then there are some games where jupp it's instant.
Next, over at number eight, let's talk about the concept of silencers in article games. Most guns are drastically weaker. Some games try to make this a bit more realistic by just making it so silencers lower the velocity of a bullet so it gets weaker at long distances. Rather than flat out making it weaker, in reality, the difference wouldn't be nearly as big in real life because if it was a real life silencer, or not like a gun and a bullet in somebody's brain, it's gonna be bad news whatever is attached to the weapon, right?
And while we're talking about this, I think the bigger thing, the thing that needs to be acknowledged more, is the fact that these things are whisper quiet. Again, we're not experts or anything, but you know, according to most examples, silencers and suppressor-type things in real life aren't a perfect fix and only reduce the sound of a gunshot, but they're still very present.
The other guy won't even notice; he won't even hear that doesn't make sense because even the most muffled Yeah, or not, somebody else nearby would definitely hear something and not just shrug their shoulders and walk away. Yeah, I don't know, it's still cool. Sam Fisher's job would be a lot harder if we just went for full realism .
Next, over at number seven, let's jump over from the gun and talk about the gun's best friend, the knife, who, apparently, according to article games, is 10 times more powerful than a gun. It's a article game, right? There's always going to be rules, there's always going to be certain logic to really make things fun, but that one's always kind of funny.
Next over at number six. Another silly nitpick is games where you always have your gun pointed up even in situations where you really shouldn't, especially in first person shooter games where the gun is held, where it's on screen where you can see it at all times, and if you think about where the view is, where the characters' faces and eyes are, and where the gun is, they're always holding that gun, sometimes very high, even when talking to npcs.
Yeah, they might make it so you can't shoot or the weapon slightly points downward, but still, it doesn't make sense for a guy walking around carrying a gun that's jacked up. If you think about it, in a first-person shooter, it kind of makes ad or aiming down the sights that much more fun because the character's already holding the gun high up and then they just hold the gun even higher up.
Not to mention. I mean, we haven't talked about viewing angles and stuff and how in a lot of games, someone holding a two-handed weapon is basically holding it right up against their face just so it can be on screen and look cool, but hey, it's just silly logic stuff, we could be forgiving .
But over at number five, if we're talking about the way guns are held, let's mention hip firing.
Whether you know it or not, in a lot of games, specifically first-person shooters, hip firing doesn't actually ever look like hip firing. One of the best examples is the TM from Resident Evil 4. You know, hip firing is definitely firing from the hip, but in most other games, not so much. You know, it's more like just not looking down the sights and firing instead, which is more akin to blind fire than anything else, but hey gungo boom, it looks cool whatever ).
There are so many games out there where you're dealing with extremely scarce ammo and limited inventory, and yet the bad guys are just firing endlessly at you, and it's really frustrating sometimes. Then, of course, you go and loot them, and they've only got like two or three bullets on them. It's like, what the hell did you waste them all on me?
Are they all on the wall behind me? Or is the game rigged to just give me a challenge while rewarding my victory with just a couple of bullets so that I can still feel the tension? That's definitely what it is, but it's really funny.