@@clumsygarage1578 Would be an interesting exhibit at the museum, I imagine. If they got some kind of permission/deal anyway. It'd be cool to let people get "hands on" with some of the exhibits.
plus some of the tf2 guns to show him how anton managed to make the affront to firearms god, john moses browning, the scattergun work in a way that at least *kinda* makes sense (if you suspend your disbelief some)
Thanks for covering our game! I was a little nervous going in as maybe we were about to get ripped apart, but happily not the case haha. I might as well share some insight, as I setup a fair few guns that were shown in the video. Typically guns with special functionality may not have that specifically implemented as we use a kind of catch-all gun setup where one thing can cover most common weapon cases without lots of custom code for deeper implementation. Lots of the design choices made around them are usually for gameplay flow / smoothness (ex. magazine catching, mag-on-mag slap ejection, weapon operation, etc...) so that the player could say run through a level quickly and not typically have to worry about gun specifics / proper magazine handling during full sprint. With the entire game being built around the rule that "If it can move, it uses physics" we can make a lot of fun interactions like guns as melee weapons (ex. the M1 Garand with the bayonet, rifle as a club, pistol whipping, etc..) without a bunch of extra work / code. It also creates some interesting scenarios like you mentioned with having to be aware of your barrel length and make sure you don't clip corners while running. I've always watched all the past videos on other games but was not expecting BONELAB to be covered, quite a pleasant surprise for us!
Glad to see an slz dev react to this and give and insight. The only issue with bonelab weapons is sometimes grips are a little wonky. Otherwise they're the best vr guns I've ever used. Especially modded ones
They should rename it to: "Jonathan Ferguson, keeper of firearms and artillery at the Royal Armouries Museum in the UK which houses a collection of iconic weapons from throughout history."
Not only that, but I noticed trigger discipline as well, keeping the fingers well away from it when handling guns. rule#1: always assume the gun is loaded.
Into the Radius is another VR game with some really interesting gun mechanics that I haven't seen in any other VR game. I would definitely like to see you guys cover that game next
@@corvidconfidential8826 Scenery collision, degradation, safety switches, specific ammo types, modifications that may or may not even be possible? So much to discuss. How is it out of date for a VR game?
3:43 This is a really great summery about what makes VR shooters different from a non-VR shooters! As mentioned, a fair amount of it is just fun little details, but that's what helps to sell the illusion, which is what VR is all about!
More H3VR would be very good, there are so many small but realistic and VR-only mechanics in the game that I think Jonathan would like. There are also some very impressive H3VR mods (modulAR and modulAK where you can build your own AR/AK etc. are great examples)
After all the cursed guns this year, I hope they let Jonathan cover Hotdogs, Horseshoes and Handgrenades guns of the current meatmas event as a holiday gift. Lots of interesting historic oddities in there (a repeater rifle with an internal rotary magazine and a clockwork linked ammo indicator on the outside springs to mind, and that weird upside down australian ww2 smg) with a minimum of cursed guns (a desert eagle rifle), so far.
The guns added to H3Vr this month have amazing new high def sounds design, where you can hear the individual parts of the gun, such as the hammer resetting. I think it is time for a 3rd episode of H3VR, especially with the recent guns!
Would love to see an episode on bulletstorm. A great little underrated sci-fi game which models a lot of it's weapons after real life ones. But very over the top and powered up versions of them essentially. Revolvers, shotguns, assault rifles. It has everything.
One of the key game-play features/systems that was worked on for Bonelab was the ability for the player to use themselves as a third point of contact for aiming the weapons in game. this significantly changes how the user handles and perceives the weapons, and as Mr Ferguson mentioned introduces interesting problems for the user to overcome re: how the gun interacts or interferes with the environment. It would be extremely interesting to see if Mr Ferguson's opinion of the modelling and handling of the guns in Bonelab would change if he had an opportunity to interact with the models in their VR environment. I don't see why the Armouries couldn't invest in a VR set in order to continue this kind of video, but also in order to allow researchers to interact with modelled firearms to gain insight into their use. TLDR someone please send the Armouries a VR set and Bonelab, I want to see Jonathan explore more of this kind of content.
I can get that royal armories doesn't want to spring for fancy toys for Jonathan to play with but the fact that GameSpot hasn't yet is just criminal really XD
Definitely want to see more of H3VR shown to Jonathan, especially love hearing him talk about the physical mechanics and player interaction with the guns. They are machines after all. Perhaps once Meatmas is over, Dave could show him the weird new guns with more unusual mechanisms. And there's environmental bracing too like he mentioned, you can actually hold the guns up against the virtual surfaces to reduce recoil. Also still waiting for Receiver 2 to be shown as the epitome of gun interaction.
fun fact: when the only rifle in H3VR was an M4, it was set up that if you rode the charging handle forward, the gun wouldn't work until you hit the forward assist. This was changed and any attempt at modeling malfunctions were dropped after players assumed it was a bug that their gun wouldn't shoot.
I think it could be pretty cool to see the Royal Armouries adopt a virtual firearms exhibit, showing off iconic weapons from games and letting people try them out in vr!
The thing that bugs me the most about Bonelabs is that if you open the chamber of a shotgun when it is empty, put in a shell, and close it, you still have to prime it again
Guns in VR definitely "hit" differently, and the more complex your VR setup, the better it becomes (ie, bHaptics gear). An interesting thing about guns in VR is that suddenly, the ergonomics of a firearm become something you actually care about. I'd like to see Contractors show up here, that's a very popular VR game where guns play some significant role in gameplay.
It's a bit older at this point, but it would be interesting to see Jonathan's reaction to Receiver and Receiver 2 (both by Wolfire Games). No real crazy weapons, but supposedly Receiver 2 simulates all the moving parts of each gun. Receiver (1) was interesting enough in that the guns represented in it I felt like I would know how to use if I encountered them after playing the game.
4:35 In AvP Classic, if you were completely flush out of ammo for all guns, the player character turns the Pulse Rifle around and uses it as a beating stick. This is the only non-Vr game I can think of that lets you do this.
one thing about the pump action shotguns is that pumping them doesnt feel "analog" per say, but instead they're "digital". the pump doesnt slide with your hand, it just snaps
Loved the video, just wanted to say that many of the proportion differences are from the avatar switching mechanic, which would also explain why the skeleton on the shotgun was weird. Also the variable AKM firing speed was because they were tap firing, not holding the trigger
My thought for the changing pitch on the pulse rifle is that they have series of different rounds loaded in the mag much like the belts on an airplane cannon. Maybe Tracer, HP, FMJ, AP, HE, and reversed back over and over at an extremely high fire rate.
I wonder if he'd ever consider trying VR someday, if he hasn't already; it would be pretty interesting to hear some thoughts after a more hands-on experience
A good VR game for this series might be "Into the Radius". Not only lots of weapons for the expert to go over, but you also have to clean and take care of the guns in semi-realistic ways. And each magazine has to be loaded with bullets individually, there's no automatic reloads or anything. (You also gotta keep track of your magazines since they're all physicalized along with the weapons themselves and the individual bullets, it's really hands-on). Also various accessories and scopes that you can add to the weapons. The weapons are mostly Soviet and NATO weapons if I'm not mistaken.
I will echo the sentiment for more H3VR videos. I don't know how you guys choose the weapons to show, but since there are so many I think Jonathan using the wiki to choose some he finds interesting and would like to speak about the history of them, might be a good way to do it. Also, there are probably enough truly cursed guns in the game to get an April Fools video, too.
I've got an obscure one for you, there's a VR gun that has an arsenal of VERY detailed guns. It's called into the radius and you actually need to clean your guns and such and the sound overall that are related to guns are amazing.
So I know literally no one else is going to make this suggestion but it might be interesting for Johnathan to take a look at the guns of the free game SCP Secret Laboratory. It's guns were recently overhauled a few updates ago
The point about holding/firing a Remington 870 one handed, and it coming out of your hand, is something I can personally attest too. I have a shortened 870 Witness Protection (similar to the one in Book of Eli, or the Mossberg Shockwave) and I have tried to fire it one handed ONCE. Because the recoil drove the trigger guard into my knuckles and broke skin. After witnessing this my father then tried the ole' "this is how it's supposed to be done" thing and got the exact same results Regardless of how you hold it, firing any shotgun one handed will probably hurt. I've heard similar reports from owners of MadMax style sawn-off double barreled shotguns too.
Week 7 of asking Jonathan to take a look at the weapons of Deep Rock Galactic, great mix of the grounded in reality, to less plausible action movie staples, to total sci-fi.
Would love to see Jonathan review the h3vr meatmas(Christmas) advent calendar guns this year. Lots of odd and unique guns being added would love to see what he thinks.
That is really exciting. But I do think that in addition to being a ways out in building the engine for realistic VR firearm simulators, like to the point where people can train on them, the hardware has a big hurdle to get past yet which is haptics. Without haptics, you're still just grabbing the air or waving a controller about. There's a tremendous amount of freedom and a lot more options that have to be taken into account when designing and programming, but the lack of a physical world to interact with will always be a limiting factor for simulation and training realism. But that's why I'm always excited to hear news about haptic systems, systems that use a variety of methods to try and simulate tactile and kinetic feedback. If you can grip the firearm in VR and the glove you're wearing makes you feel like you're actually holding a solid object, it will be more feasible to simulate more accurate weapon handling and more precise actions.
I recommend Phantom Forces. It may be a roblox game but it has a large vast weapon system. Many obscure stuff aswell as funny stuff like you guys did with Splatoon, you can also get very cursed with some of the attachments aswell as possibly fry Jonathan's brain with the conversion kits like turning a Saiga-12 shotgun from shooting 12 guage shells to shooting rifle cartridges.
Another vr game and a game i tought about when johnathan talked about the ak bolt is into the radius. It makes wepon malfunction into a good part of the game play an has a rudementary gun cleaning system.
i think that variation in firing rate is the Framerate, vr depending on system can chug more than other games cause its simulating a lot of things, so you may hear a varied firerate cause of that.
i want to see some more of the hotdogs horseshoes and handgrenades reaction because there are 100s of guns in that game and i think its realy fun watching it
God there are SO MANY new guns in H3VR since the last time he looked at it, I'd love to see you do a Holiday Special where you went through the current H3 Advent Calender map and looked at all the new and really odd guns they're adding up until Xmas Day! Also you should still check out Killzone some day, I'll never stop saying it lol.
I hope this reaches Jonathan: When reloading dual wielded firearms in Pavlov, the drill I did was to, in order - Hit the mag release on both guns simultaneously. I know this would not be possible one-handed on a fair few firearms in real life, but in Pavlov, it's always available on any weapon you would reasonably dual wield. - Place one weapon in my pocket, and, in the same motion, bring up a fresh magazine to the other gun and insert it. If applicable, release the catch to put the weapon in battery. - Stuff my hand into the same pocket and swap the guns. The free hand should be going for another magazine. - Insert the magazine, release the catch, retrieve the remaining gun. I now have a ready-to-fire gun in each hand. For (hopefully) very obvious reasons, do not attempt this in real life.
Another episode on Killing floor 2, if you please! I REALLY want to see him wrap his head around the caseless shotgun, the “HMTech-301”. That and the Vlad-1000 Nailgun.
That shotgun isn’t an 870. Or a Mossberg 500, it’s some kind of nightmarish mix of both. Mostly 500 but with the push button safety of an 870 and thumb safety of the 500 series.
I’m not going to lie, he is the only British person I’ll listen to about firearms. I’d like to just spend a week with him at the museum and pick his brain about their stock!
I would really like to see Jonathan react to a classic I really like: Commandos Strike Force. Pretty forgotten, wasn't too successful when it came out, but it's a pretty good game and it's an FPS so it would fit this series.
other games i dont think him playing the game would add much to his experience with it but with bonelab i think he might actually be able to inspect the guns in vr himself that might be really cool
Condemned is an old game that let you use guns as clubs. They got damaged pretty fast that way, but you could still shoot them if they weren't completely broken. I liked clubbing people with the shotgun until it was all bent and scratched and then using it as an actual firearm. It worked perfectly fine but it looked really silly.
True, but I think the difference is in Condemned, the club functionality needed to be specifically added to the game (i.e special animations need to be made, "switch to club mode" functionality needed to be coded in etc). While in Bonelab, this is a natural result of VR allowing the player to hold guns in different positions in 3D space, combined with physics simulation.
the main reason for simplified reloading in VR games is the lack of tactile feedback. IRL you can press your magazine against the magwell and if your angle or position is slightly off you can feel that and correct, experienced shooters can reload entirely by feel and muscle memory. In VR you don't get that feedback; you need to rely on vision to see when your magazine bumps the magwell, and making those fine adjustments is made even more difficult by the less than perfect depth perception afforded by VR. I think a good compromise for more realistic reloading would be to have the magazine snap to the mouth of the magwell and then require the player to push it all the way in.
He should check out Into the Radius, it has alot of diffrent weapons and attachments like Silencers and Flashlights. It also has a realistic way of reloading
@gamespot Jonathan, we can see @10:39 that the receiver has the third pin for an autosear. So I think that would make this an M16A4 with sights installed by a novice.
Would absolutely love at least one more episode on H3VR, particularly to cover a lot of the game's historical oddities not in other games.
I still wish they would do a video where they let Jonathan play H3VR
@@clumsygarage1578 Would be an interesting exhibit at the museum, I imagine. If they got some kind of permission/deal anyway. It'd be cool to let people get "hands on" with some of the exhibits.
plus some of the tf2 guns to show him how anton managed to make the affront to firearms god, john moses browning, the scattergun work in a way that at least *kinda* makes sense (if you suspend your disbelief some)
@@JMFe95 Fa
I came to the comments just to say this. It's such a labour of love game and there's so many guns that they could cover.
Jonathan is the best thing to ever happen to this channel
Agreed
So true.
He is literally the only thing I watch on this channel!
Sure am grateful for David Jewitt, Jonathan Ferguson, etal
the ONLY thing...
Yes. It would be fun if they review modded guns
Thanks for covering our game! I was a little nervous going in as maybe we were about to get ripped apart, but happily not the case haha.
I might as well share some insight, as I setup a fair few guns that were shown in the video.
Typically guns with special functionality may not have that specifically implemented as we use a kind of catch-all gun setup where one thing can cover most common weapon cases without lots of custom code for deeper implementation.
Lots of the design choices made around them are usually for gameplay flow / smoothness (ex. magazine catching, mag-on-mag slap ejection, weapon operation, etc...) so that the player could say run through a level quickly and not typically have to worry about gun specifics / proper magazine handling during full sprint.
With the entire game being built around the rule that "If it can move, it uses physics" we can make a lot of fun interactions like guns as melee weapons (ex. the M1 Garand with the bayonet, rifle as a club, pistol whipping, etc..) without a bunch of extra work / code. It also creates some interesting scenarios like you mentioned with having to be aware of your barrel length and make sure you don't clip corners while running.
I've always watched all the past videos on other games but was not expecting BONELAB to be covered, quite a pleasant surprise for us!
Glad to see an slz dev react to this and give and insight. The only issue with bonelab weapons is sometimes grips are a little wonky. Otherwise they're the best vr guns I've ever used. Especially modded ones
"This is Jonathan Ferguson, and this week is the happiest I've seen him in a very long time"
They should just rename their channel at this point, the man is solo carrying it
They should rename it to: "Jonathan Ferguson, keeper of firearms and artillery at the Royal Armouries Museum in the UK which houses a collection of iconic weapons from throughout history."
@@Teto-kasane28
The Bob Ross of firearms.
@@Red_Neck fr
Honestly, I have no idea what gamespot does aside from these anymore. Are they still writing awful reviews, and political op eds?
The Royal Armories channel is a great one to subscribe to if you want more of him talking about cool guns. I highly recommend it!
13:34 I appreciate Johnathan not pointing the barrel directly at us. Truly a professional
Not only that, but I noticed trigger discipline as well, keeping the fingers well away from it when handling guns.
rule#1: always assume the gun is loaded.
@@Dung30n its almost like he is a gun expert.
@@Dung30n Trigger discipline is bare minimum when it comes to this stuff
@@ShapBro ikr, the museums should employ him
Into the Radius is another VR game with some really interesting gun mechanics that I haven't seen in any other VR game. I would definitely like to see you guys cover that game next
Hello yes I second this message
Agreed, ITR has some super fun mechanics
Would love his commentary on the stats of the different ammo types
Other than the maintenance, the mechanics are clunky and out of date. What mechanics does it have that others don't?
@@corvidconfidential8826 Scenery collision, degradation, safety switches, specific ammo types, modifications that may or may not even be possible? So much to discuss. How is it out of date for a VR game?
Really hope to see Jonathan examining the guns of Killzone someday! Methinks he'll have a lot of fun breaking down the real world inspirations
Killzone has a nice mix of scifi guns based on or similar to real world firearms so would be nice for them to cover!
Killzone is such an underrated game
The PP-19 Bizon esque SMG was my favorite
I really like the boltless, bufferless bullpup ar15 in killzone
Here for a killzone comment as well. lets gooooo
Games with aesthetic options on the guns should have a charm that's just an ID tag like the ones in the collection as a fun thing for Jonathan.
Bonus points if they actually go to the Royal Armories in order to copy the actual tag on the IRL example.
Might be fun to fly Jonathan over and have him play some firearm focused games in VR.
Or just buy him a vr setup lol I think he's done enough for gamespot
@@Blindmin Im pretty sure he has played some resident evil games in VR
or more fun have an actual range day with another creator
3:43 This is a really great summery about what makes VR shooters different from a non-VR shooters! As mentioned, a fair amount of it is just fun little details, but that's what helps to sell the illusion, which is what VR is all about!
More H3VR would be very good, there are so many small but realistic and VR-only mechanics in the game that I think Jonathan would like. There are also some very impressive H3VR mods (modulAR and modulAK where you can build your own AR/AK etc. are great examples)
You can’t cover it all
After all the cursed guns this year, I hope they let Jonathan cover Hotdogs, Horseshoes and Handgrenades guns of the current meatmas event as a holiday gift. Lots of interesting historic oddities in there (a repeater rifle with an internal rotary magazine and a clockwork linked ammo indicator on the outside springs to mind, and that weird upside down australian ww2 smg) with a minimum of cursed guns (a desert eagle rifle), so far.
I would love to see Jonathan take a look at Receiver 2's guns. I bet the fully modelled weapons will prove to be interesting to dissect
The guns added to H3Vr this month have amazing new high def sounds design, where you can hear the individual parts of the gun, such as the hammer resetting. I think it is time for a 3rd episode of H3VR, especially with the recent guns!
More episodes covering H3VR would be wonderful, given how much has been added since those videos and also been improved.
Would love to see an episode on bulletstorm. A great little underrated sci-fi game which models a lot of it's weapons after real life ones. But very over the top and powered up versions of them essentially. Revolvers, shotguns, assault rifles. It has everything.
I love watching Jonathon in these videos, they're full of such awesome knowledge about these cool firearms!
One of the key game-play features/systems that was worked on for Bonelab was the ability for the player to use themselves as a third point of contact for aiming the weapons in game. this significantly changes how the user handles and perceives the weapons, and as Mr Ferguson mentioned introduces interesting problems for the user to overcome re: how the gun interacts or interferes with the environment. It would be extremely interesting to see if Mr Ferguson's opinion of the modelling and handling of the guns in Bonelab would change if he had an opportunity to interact with the models in their VR environment. I don't see why the Armouries couldn't invest in a VR set in order to continue this kind of video, but also in order to allow researchers to interact with modelled firearms to gain insight into their use. TLDR someone please send the Armouries a VR set and Bonelab, I want to see Jonathan explore more of this kind of content.
I can get that royal armories doesn't want to spring for fancy toys for Jonathan to play with but the fact that GameSpot hasn't yet is just criminal really XD
Think of it as Johnathans Christmas present!
Definitely want to see more of H3VR shown to Jonathan, especially love hearing him talk about the physical mechanics and player interaction with the guns. They are machines after all. Perhaps once Meatmas is over, Dave could show him the weird new guns with more unusual mechanisms. And there's environmental bracing too like he mentioned, you can actually hold the guns up against the virtual surfaces to reduce recoil. Also still waiting for Receiver 2 to be shown as the epitome of gun interaction.
Love this series so much. Coming to the UK for the first time this spring and will be visiting the Museum.
ive been waiting for this FOREVER
Yes, was Looking forward to this episode!
I’m still waiting the day Jonathan reviews more H3VR guns again simply because there is so much wacky stuff and new guns added since the last episode.
fun fact: when the only rifle in H3VR was an M4, it was set up that if you rode the charging handle forward, the gun wouldn't work until you hit the forward assist. This was changed and any attempt at modeling malfunctions were dropped after players assumed it was a bug that their gun wouldn't shoot.
I mean it is a bug
But it’s not the game devs fault
Definitely would love to see more of this.
I think it could be pretty cool to see the Royal Armouries adopt a virtual firearms exhibit, showing off iconic weapons from games and letting people try them out in vr!
That's an excellent idea!
The thing that bugs me the most about Bonelabs is that if you open the chamber of a shotgun when it is empty, put in a shell, and close it, you still have to prime it again
Ohhh man, I was wondering if you could do that. Such a cool thing to do.
Guns in VR definitely "hit" differently, and the more complex your VR setup, the better it becomes (ie, bHaptics gear). An interesting thing about guns in VR is that suddenly, the ergonomics of a firearm become something you actually care about. I'd like to see Contractors show up here, that's a very popular VR game where guns play some significant role in gameplay.
another episode featuring jonathan ferguson, keeper of firearms and artillery at the royal armouries museum in uk. this day couldn't get better!
First notification on my Phone: Firearms Expert Reacts to Bonelab's Guns. Day is complete now!
It's a bit older at this point, but it would be interesting to see Jonathan's reaction to Receiver and Receiver 2 (both by Wolfire Games). No real crazy weapons, but supposedly Receiver 2 simulates all the moving parts of each gun.
Receiver (1) was interesting enough in that the guns represented in it I felt like I would know how to use if I encountered them after playing the game.
4:35 In AvP Classic, if you were completely flush out of ammo for all guns, the player character turns the Pulse Rifle around and uses it as a beating stick. This is the only non-Vr game I can think of that lets you do this.
one thing about the pump action shotguns is that pumping them doesnt feel "analog" per say, but instead they're "digital". the pump doesnt slide with your hand, it just snaps
Jonathan and loadout is the only reason I’m subscribed.
Loved the video, just wanted to say that many of the proportion differences are from the avatar switching mechanic, which would also explain why the skeleton on the shotgun was weird. Also the variable AKM firing speed was because they were tap firing, not holding the trigger
Please do Receiver 2 next! I love that game and I would love to see if they really nailed gun mechanics
My thought for the changing pitch on the pulse rifle is that they have series of different rounds loaded in the mag much like the belts on an airplane cannon. Maybe Tracer, HP, FMJ, AP, HE, and reversed back over and over at an extremely high fire rate.
I absolutely love the VR episodes. I'd love another one on H3VR :D
I wonder if he'd ever consider trying VR someday, if he hasn't already; it would be pretty interesting to hear some thoughts after a more hands-on experience
A good VR game for this series might be "Into the Radius". Not only lots of weapons for the expert to go over, but you also have to clean and take care of the guns in semi-realistic ways. And each magazine has to be loaded with bullets individually, there's no automatic reloads or anything. (You also gotta keep track of your magazines since they're all physicalized along with the weapons themselves and the individual bullets, it's really hands-on). Also various accessories and scopes that you can add to the weapons.
The weapons are mostly Soviet and NATO weapons if I'm not mistaken.
I will echo the sentiment for more H3VR videos. I don't know how you guys choose the weapons to show, but since there are so many I think Jonathan using the wiki to choose some he finds interesting and would like to speak about the history of them, might be a good way to do it. Also, there are probably enough truly cursed guns in the game to get an April Fools video, too.
I've got an obscure one for you, there's a VR gun that has an arsenal of VERY detailed guns. It's called into the radius and you actually need to clean your guns and such and the sound overall that are related to guns are amazing.
I still want to see Jonathan’s mind melt with the guns of Returnal
So I know literally no one else is going to make this suggestion but it might be interesting for Johnathan to take a look at the guns of the free game SCP Secret Laboratory. It's guns were recently overhauled a few updates ago
The point about holding/firing a Remington 870 one handed, and it coming out of your hand, is something I can personally attest too. I have a shortened 870 Witness Protection (similar to the one in Book of Eli, or the Mossberg Shockwave) and I have tried to fire it one handed ONCE. Because the recoil drove the trigger guard into my knuckles and broke skin. After witnessing this my father then tried the ole' "this is how it's supposed to be done" thing and got the exact same results
Regardless of how you hold it, firing any shotgun one handed will probably hurt. I've heard similar reports from owners of MadMax style sawn-off double barreled shotguns too.
Week 7 of asking Jonathan to take a look at the weapons of Deep Rock Galactic, great mix of the grounded in reality, to less plausible action movie staples, to total sci-fi.
Would love to see Jonathan review the h3vr meatmas(Christmas) advent calendar guns this year. Lots of odd and unique guns being added would love to see what he thinks.
That is really exciting. But I do think that in addition to being a ways out in building the engine for realistic VR firearm simulators, like to the point where people can train on them, the hardware has a big hurdle to get past yet which is haptics. Without haptics, you're still just grabbing the air or waving a controller about. There's a tremendous amount of freedom and a lot more options that have to be taken into account when designing and programming, but the lack of a physical world to interact with will always be a limiting factor for simulation and training realism. But that's why I'm always excited to hear news about haptic systems, systems that use a variety of methods to try and simulate tactile and kinetic feedback. If you can grip the firearm in VR and the glove you're wearing makes you feel like you're actually holding a solid object, it will be more feasible to simulate more accurate weapon handling and more precise actions.
Boneworks' modded guns are beyond cool, Jonathan needs to see them!
I recommend Phantom Forces. It may be a roblox game but it has a large vast weapon system. Many obscure stuff aswell as funny stuff like you guys did with Splatoon, you can also get very cursed with some of the attachments aswell as possibly fry Jonathan's brain with the conversion kits like turning a Saiga-12 shotgun from shooting 12 guage shells to shooting rifle cartridges.
Saiga shooting rifle catridges? Well that's just an AK with extra steps
@@thecommunistloli1042 you can make a ks23m shoot a harpoon
Give this man a proper Camera to film with, i feel like I'm watching a Video from 2010
Still want a follow up episode for H3VR with just how much content keeps getting added weekly
Another vr game and a game i tought about when johnathan talked about the ak bolt is into the radius. It makes wepon malfunction into a good part of the game play an has a rudementary gun cleaning system.
i think that variation in firing rate is the Framerate, vr depending on system can chug more than other games cause its simulating a lot of things, so you may hear a varied firerate cause of that.
John should look at more H3VR. A lot of things have changed and there are a ton of new guns that were added
i want to see some more of the hotdogs horseshoes and handgrenades reaction because there are 100s of guns in that game and i think its realy fun watching it
ive been waiting for this.
He did MGSV, but seeing his opinion on MGS3, particularly the moment where Ocelot messes up the chambering of a live round, would be very interesting.
Jonathan is the GOAT, always look forward to these videos. When's Post Scriptum!
i send love to sir Jonathan
13:13 Pretty cool to see Jonathan pull out a weapon identical to one I own.
Would love to see Jonathan have a look at the weapons of Deep Rock Galactic
God there are SO MANY new guns in H3VR since the last time he looked at it, I'd love to see you do a Holiday Special where you went through the current H3 Advent Calender map and looked at all the new and really odd guns they're adding up until Xmas Day!
Also you should still check out Killzone some day, I'll never stop saying it lol.
Gun club would be a good game for another video like this it is all about guns and they all work realistically in terms of how it functions.
I hope this reaches Jonathan:
When reloading dual wielded firearms in Pavlov, the drill I did was to, in order
- Hit the mag release on both guns simultaneously. I know this would not be possible one-handed on a fair few firearms in real life, but in Pavlov, it's always available on any weapon you would reasonably dual wield.
- Place one weapon in my pocket, and, in the same motion, bring up a fresh magazine to the other gun and insert it. If applicable, release the catch to put the weapon in battery.
- Stuff my hand into the same pocket and swap the guns. The free hand should be going for another magazine.
- Insert the magazine, release the catch, retrieve the remaining gun. I now have a ready-to-fire gun in each hand.
For (hopefully) very obvious reasons, do not attempt this in real life.
Another episode on Killing floor 2, if you please!
I REALLY want to see him wrap his head around the caseless shotgun, the “HMTech-301”. That and the Vlad-1000 Nailgun.
You could use guns as a club in the game Condemned. Ammo was usually just what was found in the gun so you could swing it when empty till it broke.
It's cool to see some VR stuff. I recommened Jonathan reacts to Pavlov / Pavlov Shack's guns next - they're quite accurate and detailed.
id love if you took a look at the guns in h3vr, including the cursed ones
Jonathan has got to review Into The Radius because it’s gunplay is the best you’re going to get in VR right now
now we need to have an episode of jonathan wearing a vr headset
playing the game and testing its guns while he mentions all the things that are wrong
I recently bought an m4 shotgun and it's amazing
you're a lucky man to afford and have that piece of kit
16:12 “Listen up, you primitive screwheads! This… is my BOOMSTICK!”
the 1911, glock (eder22), and p350 (sig p250) all have the barrel tilt up as you rack the slide
That shotgun isn’t an 870. Or a Mossberg 500, it’s some kind of nightmarish mix of both. Mostly 500 but with the push button safety of an 870 and thumb safety of the 500 series.
I’m not going to lie, he is the only British person I’ll listen to about firearms. I’d like to just spend a week with him at the museum and pick his brain about their stock!
The skeletal shotgun wielding, couldn’t help but think of spooky scary skeletons. XD Ping! Oh Garand needs a new clip.
You have the option to drop the mag on most guns manually either with your hands or with the mag release.
I'd love to see him judge Into the Radius, which has one of the best modeled guns in a VR game (except for like, H3VR).
Loadout is actually really good guys I recommend it.
I would really like to see Jonathan react to a classic I really like: Commandos Strike Force. Pretty forgotten, wasn't too successful when it came out, but it's a pretty good game and it's an FPS so it would fit this series.
you really need to review H3VRs guns.. they are so well done
you should take a look at reciever 2, its so well made
Is the Polish method of reloading an AK, the tactical reload we see in so many games??? Because that would be really amazing for me, a polish person
well i wasn't expecting this
other games i dont think him playing the game would add much to his experience with it but with bonelab i think he might actually be able to inspect the guns in vr himself that might be really cool
can't beleive they didn't show poor johnathan any mp5s, probably the most fun ive had with one in a game
Condemned is an old game that let you use guns as clubs. They got damaged pretty fast that way, but you could still shoot them if they weren't completely broken.
I liked clubbing people with the shotgun until it was all bent and scratched and then using it as an actual firearm. It worked perfectly fine but it looked really silly.
True, but I think the difference is in Condemned, the club functionality needed to be specifically added to the game (i.e special animations need to be made, "switch to club mode" functionality needed to be coded in etc). While in Bonelab, this is a natural result of VR allowing the player to hold guns in different positions in 3D space, combined with physics simulation.
Jonathan is best guy!!!
With the amount of views Jonathan brings you should bring him out for a firing range day and shoot the craziest guns with some cool info on it.
Please do Bulletstorm next!🙏🏻
the main reason for simplified reloading in VR games is the lack of tactile feedback. IRL you can press your magazine against the magwell and if your angle or position is slightly off you can feel that and correct, experienced shooters can reload entirely by feel and muscle memory. In VR you don't get that feedback; you need to rely on vision to see when your magazine bumps the magwell, and making those fine adjustments is made even more difficult by the less than perfect depth perception afforded by VR. I think a good compromise for more realistic reloading would be to have the magazine snap to the mouth of the magwell and then require the player to push it all the way in.
"We have mark 1 and mark 2 coming out of our ears" 😂😂😂
HE DID IT!!!
He should check out Into the Radius, it has alot of diffrent weapons and attachments like Silencers and Flashlights. It also has a realistic way of reloading
@gamespot Jonathan, we can see @10:39 that the receiver has the third pin for an autosear. So I think that would make this an M16A4 with sights installed by a novice.
The “Remington 870” is confusing. It has a Remington style receiver and trigger group, but a Mossberg 500 style tang safety. What an odd combination.
Im a simple man, I see Jonathan in the thumbnail, I click the video
It was a great video. Will there also be a video about Warframe weapons? I'd look forward to him reviewing a bunch of cursed guns