Damn, I remember first encountering the correct identification in Battlefield: Hardline, ever since then however I will always see it as AKM unless it has that round short muzzle tho......
there is a reason though. the ak-47 is simply just the more recognizable name. plus not enough people know a game has a chinese akm-74 ripoff or something like that modeled instead of a regular ak-47
I'm a big gun nerd, but I'll turn a blind eye to games that call their Norinco XYZ-123's "AK-47". Pedantism is one hell of a drug, and winners don't do drugs.
1. Modern Revolvers are not recommended to flick the cylinder, as it would break the crane or joint parts 2. Some of the Early Era Revolvers (Fixed Cylinder, require eject rounds manually) either didn't use the ejector rod, or the developer lazy enough to directly make the rounds as caseless during reload
that second point is moot neither is true for some of games shown here as they have action in them were it would require you to be in an encounter usually fighting more enemy's then just one or 4 people put your self in developers position and then realize how slow and annoying the game would be if it had 1-1 gun physics they want to players to feel like they are holding a gun and playing a game at same time its been shown time and time again sometimes guns had to be nerfed because how powerful it made the player feel with its movements and sound
1- No trigger discipline (unless the game is set before the 1980s) 2- Did not press mag release button when reloading the G11 3- Did not press the carrier latch button when loading shells into the SPAS-12 4- Kriss Vector has uncontrollable recoil when in reality it is the most "easiest to handle" SMG and recoils downwards. Only Insurgency Sandstorm depicts it correctly. 5- Did not cock hammer for RPG-7 6- Did not flick the tube switch or only load one tube when loading shells into the KSG-12. Only Far Cry 6 did it correctly.
@@munanchoinc Sounds great! In addition, like what toufusoup had mentioned: labeling everything that isn’t an AK-47 as AK-47. And optional ones - Maybe the heavily usage of anachronistic + inappropriate weapons (used by the wrong factions, wrong models, and such) as well, especially with COD games.
In defense of classic Counter Strike's AK-47 having wrong bolt position: The viewmodel was intended to be left handed (as one of the game's creator is left handed), but the models are flipped for right handed view, hence the AK bolt on the "wrong" side. This is rectified in CSGO with the viewmodel being right handed by default.
See I thought this as well as other quirks like the M4 forward assist was also due to I guess copyright or something. There is no AK-47 in the early cs games. There is the CV-47 or whatever its name is.
I remember a lot of people complained about this feature lacking in BF1 because they did not know open bolt or internal magazine guns cannot carry an extra round in the chamber.
Most people get their knowledge of guns from movies, TV shows, and videogames, so it's not hard to understand why there are so many mistakes or general issues with the weapons because most people have seen the guns but not actually know how they work
Well I mean it's also why put so much effort into a detail that is going to be missed by the majority of players and some decisions are made simply because they are cooler or for gameplay reasons.
@@jackmckeown7601 yeah i'd prefer a reload animation that looks hella awesome and sick then a realistic one also like fallout new vegas is a game where a mailman can take over vegas and run it as a city state after a nuclear war 200 years ago, and thats just the start of the crazyness. there are other unrealistic aspects of games that we don't care about because fun is fun and realistic gun animations takes resources away from the rest of the game, like story or AI.
It really doesn’t take much effort to learn how certain guns work. If anything, the programmers for the in game mechanics are putting More effort into making it incorrectly.
@@munanchoinc His hand being on the cylinder alone conveys that he is using the ejector which is on the back of the cylinder, like I said the animation isn't pretty or anything but compare that to other games where the cylinder just rolls out and the action is done with one hand.
Actually the first time you reload with the ak or ar after loading the game for the first time, at least on the 360 version, Niko will reload it correctly, the 2nd reload on he does only pull the bolt back though, so I think it’s a glitch.
@@marcowulliampopirers2216 I disagree with you 100%. That is not an excuse! check out Resident Evil 4, for example; one of the best animations available in 3rd person shooters.
From my knowledge, Hunt Showdown and Battlefield 1 are probably the only games that got double barreled shotguns right since in the player in both games either manually removes the spent shell with his/her hand or points the gun upward to ensure the spent shells actually fall
I actually spent a bunch of time modelling and animating accurate extractors onto the double-barreled shotgun in my game... and turns out that from the viewmodel position, it's almost impossible to see that they're there. I mean, at least *I* know they're there, but still.
Okay, ive shot 357, 44, and 22. most of the time you dont even >need< to press the ejection lever. HOWEVER, I often see games just... let the cylinder fall without pressing the release button. It drivers me insane.
For the Fallout games (3/NV) I think it's because their animation system was..... primitive at best, and you couldn't make unique animations for separate guns in a specific class, like pistols only have one reload for 1st person and 3rd person only, so on and so forth.
NV was on a time crunch so doing unique animations for every gun is/was out of the question, 3 not having unique animations for different pistols is inexcusable even in 2008
the pumping shotgun is, at least to me, acceptable. Because many games omit tactical reloading (reloading while there's still a bullet in your closed-bolt gun). Heck even CSGO (now known as CS2) omitted that.
Honestly, a lot of these “mistakes” especially in older games, and simply due to limitations in animation or engines, specifically the number of individual parts that can be animated, and engine/object constrains for unique animations.
I never thought about a video like this, but now, I don't know how I never thought of looking up something like this before. Really useful resource for devs!
Ehh ima be honest, in terms of the "common mistakes" in their animation, it only exists in older games where most animations arent really made due to engine limitations, lack of interest or knowledge, or even a lack of talent, time, speed constraints or budget. Nowadays thou, most if not all of those mistakes are fixed in modern games post 2017-2018.
"Static/non-functional hammers" but the M9 from NMRiH which you shows for this does have a moving hammer, it's not great and it's only there for one frame before it clips into the slide but it is there
For the "Static/non-functional hammers" the 2nd example actually has movement in the hammer... If you look frame by frame you can see that the grooves on the hammer for the thumb to grip basically disappear and you can see them JUST under the slide and the "pivoting point" of the hammer is what's shown where the grooves were before. watching at the normal speed of the video it looks like the hammer isn't moving, but in reality there's visible movement in the hammer. The animation could definitely be improved (like the hammer clipping into the slide doesn't help show the hammer movement at all, but it is there). In case there's a misunderstanding of the double/single action of the M9, if you pull the trigger when the hammer is forward it will move the hammer back and release it to fire, which would be a very visible hammer movement, but after that the slide will automatically set the hammer back to the single action position until the safety is turned on (which decocks the hammer) or the trigger is pulled with the slide forward on an empty chamber. In single action it makes sense for there not to be an in between animation of the hammer dropping. Point being, while it's not an amazing representation, the "mistake" pointed out just doesn't apply to that specific gun in that game.
Since VR gets you get (literally) more hand-on with guns, I was given an appreciation for the details of how guns operate that I had no idea of, having come from regular games. Stuff like: *As in your video, shotguns only need to be pumped to chamber a new round, not after you've finished topping it up and there's still one in the chamber. Although, intentionally pumping it can be a great way to recover extra shells from a gun you otherwise have no use for! *Even when the magazine has been removed, pistols can still fire one more time if there's a bullet in the chamber, so mind that you don't shoot yourself trying to do a fancy reload trick. *After you chamber a round, you can then put one more bullet in the magazine for maximum capacity! *If you count your shots, you can put a fresh magazine in after chambering your last round, which means you won't need to cock it! *It's faster to already have your fresh magazine in your left hand, BEFORE you press the magazine release button. Ejecting the empty magazine then fumbling around for the spare mag makes you look like a goon. *If you want to check if there's a bullet in the chamber, you only need to pull the slide just a little bit. Don't yank it all the way back, you'll catch a bullet in the face. *If you're trying to do revolver tricks, make sure you return the cylinder before you tilt the gun backwards. Otherwise, the bullets will fall out and you'll look rather foolish having to drop to your knees to pick them back up. *MP5s don't use an eject button, you need to grip the lever near the magazine. There's no need to keep spawning fresh MP5s every time you run out because you can't work out how to remove the magazine. *Dual-wielding looks cool, but you look decidedly less cool when you empty them and have put each gun down on a nearby surface to gingerly reload and cock them one-by-one. *You can tell if your revolver is "empty" by looking for the dented primers on the bullets! *Even if it makes you look tacti-cool, cocking an AK by reaching under it with your left hand is really uncomfortable. I'll take the old "90 degree left tilt" any day! *Even if you can only equip a limited number of weapons on your body, there's nothing stopping you from carrying a two-handed gun in each hand and dropping one of them like it's a hot new track when someone starts shooting at you. Either that, or you pickup a nearby container of some kind and start carrying all the guns you find in that, like some kind of well-armed hobo. *You'd be better of mailing your enemy the bullet and requesting they eat it, rather than going through the full reload process of a flintlock gun. *Having a gun and bullets means nothing if you don't have the magazine that goes with it! *It really is faster to switch to your secondary instead of reloading. Especially when you've got some horrifying monstrosity bearing down on you, causing you to drop the magazine, followed by forgetting to chamber a round. Bonus style points if, while still holding your primary in your right hand, you draw your secondary using your left and drop the enemy in one smooth motion! *Guns don't go bang-bang when the safety is on.
It depends on the weight of the round. Doing this is very inconsistent as there's a tendency a round or two would still be stuck in the cylinder. Not to mention the direction of where the gun is pointed at. For instance, the Revolver in NMRIH as shown in 0:44 is always gonna extract it's casings regardless of what direction your aiming at.
A thing that always pisses me off is when they have an AR platform gun and for some reason they flip it to the side/lift it/move it excessively to reload it. I was always taught to keep weapon on target because moving it around too much from a distance is a dead giveaway you are out of ammo, also you can lose your target if you move around too much.
to be fair if you pull the trigger once you empty the mag or hold it down, on an open bolt gun there is a very real possibility that the bolt will try to slam forwards and get stuck on the mags hold open and either bind up to where you cant get the mag out as easily, or slam forwards when you pull the mag out. Or it can bypass the hold open entirely and still slam shut, forcing you to cock it again. This is a malfunction for sure, but its an extremely common one with old and wartime ww1/2 weapons that were pumped out as fast as possible with very lax standards.
@@munanchoinc yes but this is a exception , other games ( Battlefield 5 , Cod modern Warfare 2019 , and other ) the empty reload is different of partial reload
If you want to represent anything REALLY accurately in a game, you gotta pay license for using the likeness and the actual name. And nobody wants that. Same problem with car racing games.
Big shout out to the devs over at Darkest Hour, the mod for Red Orchestra. They have been modding the game for 10 or so years now, and are constantly updating guns, their performance, and their models so they can maintain historical accuracy and realism. They just released an update yesterday that revamps all the AT weapons in the game, so now the bazookas and panzerschreck all have beautiful new reload animations that even include the wire. On a game thats from the mid 2000s. It really shows you what people who put their all into something can do in gaming.
I'm all up for criticising modern games where theres no excuse, but a lot of the games here like fallout just didn't have the capacity to use that many animations. Fallout 3 was a very big game for it's time and was an RPG and seperate animations for empty and partial just wasn't that important. Even today Fallout 76 doesn't have seperate animations. Bugs the crap out of me but I've just gotta accept the choice.
The pc version of ghost recon advanced warfighter 2 did a really good job on the reload animations, you have the normal empty and non empty, firing the bullet on the chamber during a reload animation triggers a third one and a few different reloads depending of how many bullets are left on the belt of the lmgs
TO BE FAIR on the contact pin and wire problem with rocket launchers, most situations when you're trying to play anti tank in games you need that shit going as fast as possible, the added animation for contact pin and wire usage, to properly model the rocket to fire, would make it too slow
In Day of Infamy the bolt hold-open on the tommy gun works as it should with regular magazines, but when you're using drum mags it stays open until you go to reload, at which point it magically slides forward on its own.
people who make video games know these things about guns, 1) you pull a trigger, 2) you put a box full of bullets into it, 3) you pull a thing back after you put that box in, 4) it jumps when you fire it, 5) shell casings come flying out if it somewhere. Everything after that depends on how much or often little homework they did on the weapon, hence why Half-Life 2 has an invisible SMG grenade launcher and the magazine tube of a Franchi SPAS is assumed to be a second barrel for double fire XD
1. Reloading guns that are clearly meant to have 2-person operation or being notoriously heavy and cumbersome, being uncannily weightless (numerous LMG, AMRs) 2. Large caliber rounds being depicted to have manageable recoil (most notably Desert Eagles in numerous games) 3. Game's continuity with supersonic rounds and subsonic rounds which leads to wondering if quick swapping/attaching suppressed weaponry would make sense 4. Ammo diversity. Although understandable through a game-design aspect, still wouldn't make sense shoving the same "Assault Rifle Ammo" into both an AK and AR platform interchangeably 5. Magnetic back holsters for 3rd person video games. 6. Revolvers dumping unspent ammo. The clinking noises below imply that they literally just threw away unspent ammo. Same goes for tactical reload animations where the rounds magically appear back into your ammo pool
Apart from 6, and 5 being a bit nitpicky as animating your character to realistically holster their weapon can be quite tricky. Most of these are excusable by saying "it's for balancing reasons" depending on the game.
Far Cry 5 currently has a wrong detail in Far Cry 5 D50(Deagle) uses the .50 ammo which is correct but the D50 and .50BMG sniper rifles uses the same ammo pool which makes things awkwars having both of them equipped since the Deagle is supposed to shoot .50AE not .50BMG even though it sounds amazing
2:48 The FAMAS rifle grenade system have a system of "Bullet trap" where you can shoot live ammo BUT its also come with a special bullet for rifle grenade
You don't need a weapon-expert. You just need to do five-minutes of research into the basics of how a gun works, before you, you know, make a game about them.
Fallout new vegas has a ton of sins with how guns are represented, but I still love the gunplay the hell out of it. Something about that jank just gets me.
The fire selectors on the UMP45 in csgo are absolutely screwed! They are in different, yet still invalid positions on both sides! Also deagle slide catch shows up as a black void on the side the player usually doesn't see
Theres also full auto always busting your in game spine as if the gun was attached to you and your whole upper body was rigid and can only pivot upwards
The biggest one is guns repeatedly clicking when empty, almost every gun out there (other than double actions) do not click if you keep pulling the trigger, they click once then you have a dead trigger until you re-cock the hammer or manipulate the chamber via racking slide, using the pump bolt or lever, or using the charging handle. I also see a lot of people saying striker fired guns like the Glock will click but no...striker fired guns do not click more than once. And games with double action semi automatic pistols like the M9 don't have the hammer moving most times.
So for the final one, we’re gonna ignore how the user inserts and removes the ak mag incorrectly, has the ak on the wrong side and instead focus on the selector switch
3:34 for the cs:source clip if i remember correctly i think its because its mirroed ? The delevoper was left hand user back in 1.6 and of course happen again in source (wich for some reason didn't did a model for the right hand side user) if i remember correctly
I think a better alternative for the rocket wire problem would be the FAR more common mistake with games that include the RPG-7 also a far more common weapon, which the character never spins the rocket when inserting it in the launcher, nor pulls the hammer behind the trigger, also the mistake that Rocket Launchers have recoil, in almost every game.
It also kills me when they "swing shut" revolvers. That can hurt them and causes unnecessary wear. Ideally you use your thumb to firmly push the crane back into place, and index the cylinder before you fire.
Some of these, like shotgun shells auto-ejecting, or revolvers easily dumping their rounds, are probably just done for the sake of speeding up the animation. Similarly, having the same reload animation for empty / partial mags is probably just saving the labor of extra animation and coding. But stuff like pumping every round for the shotgun, or not even using the ejector rod for revolvers when you're ejecting the rounds... that's harder to forgive. It would not have been difficult to animate one thing versus the other, but the animator simply didn't demonstrate knowledge of the function of parts they actually included in the model of the weapon.
I don’t mind static hammers as long as they’re shown as cocked back. What I mind more is decocked hammers. Especially when it’s a gun that animates it by having it go back with the slide but then returns forwards again when the slide goes forward. Also, having partial reload animations but no +1 in chamber mechanic always really bothered me. Especially for a game like COD which is not only a competitor to BF but also it’s known for having really good reload animations (or at least the ones that aren’t cursed lol).
the partial and empty reloads isnt a mistake that is constantly made anymore,in fact ever since the mid to late 2000s a lot of games begun doing this and a lot of games do this nowadays with the ocasional exception so much so it feels weird when they dont
The UMP’s select fire receiver made me laugh the notch that locks into place when you switch fire modes is way off to the left there’s no way to fire that gun with the switch in that position
3-shot burst never works like real life. It caps the shots fired in a single trigger pull it doesn’t force a minimum of 3 shots. That would be absurdly wasteful of ammunition. Ironically defying the point of a burst selector on a rifle.
You missed a big one: labeling everything that isn’t an AK-47 an AK-47
Yes, one example is from MW remastered the model of the AK-47 is actually AKM yet they somehow just named it AK-47
It's either an AKM Mislabeled or a Frankenkalash that has parts sourced from at least two separate guns, with or without aftermarket parts.
Damn, I remember first encountering the correct identification in Battlefield: Hardline, ever since then however I will always see it as AKM unless it has that round short muzzle tho......
there is a reason though. the ak-47 is simply just the more recognizable name. plus not enough people know a game has a chinese akm-74 ripoff or something like that modeled instead of a regular ak-47
I'm a big gun nerd, but I'll turn a blind eye to games that call their
Norinco XYZ-123's "AK-47". Pedantism is one hell of a drug, and winners don't do drugs.
1. Modern Revolvers are not recommended to flick the cylinder, as it would break the crane or joint parts
2. Some of the Early Era Revolvers (Fixed Cylinder, require eject rounds manually) either didn't use the ejector rod, or the developer lazy enough to directly make the rounds as caseless during reload
that second point is moot neither is true for some of games shown here as they have action in them were it would require you to be in an encounter usually fighting more enemy's then just one or 4 people put your self in developers position and then realize how slow and annoying the game would be if it had 1-1 gun physics they want to players to feel like they are holding a gun and playing a game at same time its been shown time and time again sometimes guns had to be nerfed because how powerful it made the player feel with its movements and sound
Doesent mean people dont flick them
@@alexanderscout Make the ammo rarer, decrease its fire rate. It's not like games are balanced.
@@LordTrashcanRulez again that would scarfice gameplay which is why difficulty exists
1- No trigger discipline (unless the game is set before the 1980s)
2- Did not press mag release button when reloading the G11
3- Did not press the carrier latch button when loading shells into the SPAS-12
4- Kriss Vector has uncontrollable recoil when in reality it is the most "easiest to handle" SMG and recoils downwards. Only Insurgency Sandstorm depicts it correctly.
5- Did not cock hammer for RPG-7
6- Did not flick the tube switch or only load one tube when loading shells into the KSG-12. Only Far Cry 6 did it correctly.
i'll be sure to add these in the next part.
@@munanchoinc oh yeah I forgot:
Left handed bolt action rifles used by right handers. Fallout 4, Black Ops 4, and Cyberpunk 2077 are guilty of that
@@Jayalen although uncommon, people did make left handed rifles. Especially Remington 700s.
@@Jayalen the kriss is somewhat right in EFT, but was changed abit bc of. Issues. But single player T mods can fix it
@@munanchoinc Sounds great! In addition, like what toufusoup had mentioned: labeling everything that isn’t an AK-47 as AK-47. And optional ones - Maybe the heavily usage of anachronistic + inappropriate weapons (used by the wrong factions, wrong models, and such) as well, especially with COD games.
In defense of classic Counter Strike's AK-47 having wrong bolt position:
The viewmodel was intended to be left handed (as one of the game's creator is left handed), but the models are flipped for right handed view, hence the AK bolt on the "wrong" side.
This is rectified in CSGO with the viewmodel being right handed by default.
The afformented creator then began a trend of left handed guns across the entire industry and caused many to hate left handed people for this reason
He never said anything about this, he was talking about the fire selector.
See I thought this as well as other quirks like the M4 forward assist was also due to I guess copyright or something. There is no AK-47 in the early cs games. There is the CV-47 or whatever its name is.
I got another one: never taking into consideration the +1 round in the chamber on a partial reload (unless the game is a milsim)
I remember a lot of people complained about this feature lacking in BF1 because they did not know open bolt or internal magazine guns cannot carry an extra round in the chamber.
This one is pretty good but whenever I play games with this mechanic, i always reload twice lol
Surprisingly enough every Crysis had it, don't really know why.
Fun is more important than realism in this scenario.
@@Monk3y_C What I do is trying to leave only one bullet so I can get the quicker reload lol
You missed a big one: All m79 grenade launchers in all games don’t have the cocking arm and lever.
Max Payne has the funniest depiction of a M79 I've ever seen.
Most people get their knowledge of guns from movies, TV shows, and videogames, so it's not hard to understand why there are so many mistakes or general issues with the weapons because most people have seen the guns but not actually know how they work
Well I mean it's also why put so much effort into a detail that is going to be missed by the majority of players and some decisions are made simply because they are cooler or for gameplay reasons.
@@jackmckeown7601 yeah i'd prefer a reload animation that looks hella awesome and sick then a realistic one
also like fallout new vegas is a game where a mailman can take over vegas and run it as a city state after a nuclear war 200 years ago, and thats just the start of the crazyness. there are other unrealistic aspects of games that we don't care about because fun is fun and realistic gun animations takes resources away from the rest of the game, like story or AI.
It really doesn’t take much effort to learn how certain guns work. If anything, the programmers for the in game mechanics are putting More effort into making it incorrectly.
I miss the time were people had fun playing games and not be butthurt about historical inacurracies etc.
In New Vegas the revolver animation actually does use the ejector, the animation isn't pretty but it is there.
No actually, he just pulls out the cylinder (yes i went frame by frame)
@@munanchoinc His hand being on the cylinder alone conveys that he is using the ejector which is on the back of the cylinder, like I said the animation isn't pretty or anything but compare that to other games where the cylinder just rolls out and the action is done with one hand.
Ak-47 reload in GTA Iv is literally just pulling the bolt back and the Ar-15 as well. they didnt even try to pull out the mag
yeah but that is an exeption because its a 3rd person game
Actually the first time you reload with the ak or ar after loading the game for the first time, at least on the 360 version, Niko will reload it correctly, the 2nd reload on he does only pull the bolt back though, so I think it’s a glitch.
@@marcowulliampopirers2216 I disagree with you 100%.
That is not an excuse! check out Resident Evil 4, for example; one of the best animations available in 3rd person shooters.
It's glitched, full reload animations starts working if Niko is crouched for whatever reason, iirc.
@@Web720 niko reloads it correctly when taking cover/crouching to slow the reload speed
1:50 The Thompson's "bolt hold open" is more like a safety in form of a trigger disconnect.
From my knowledge, Hunt Showdown and Battlefield 1 are probably the only games that got double barreled shotguns right since in the player in both games either manually removes the spent shell with his/her hand or points the gun upward to ensure the spent shells actually fall
And Cod WAW
I actually spent a bunch of time modelling and animating accurate extractors onto the double-barreled shotgun in my game... and turns out that from the viewmodel position, it's almost impossible to see that they're there.
I mean, at least *I* know they're there, but still.
Okay, ive shot 357, 44, and 22. most of the time you dont even >need< to press the ejection lever. HOWEVER, I often see games just... let the cylinder fall without pressing the release button. It drivers me insane.
For the Fallout games (3/NV) I think it's because their animation system was..... primitive at best, and you couldn't make unique animations for separate guns in a specific class, like pistols only have one reload for 1st person and 3rd person only, so on and so forth.
NV was on a time crunch so doing unique animations for every gun is/was out of the question, 3 not having unique animations for different pistols is inexcusable even in 2008
Flicking revolvers
the pumping shotgun is, at least to me, acceptable. Because many games omit tactical reloading (reloading while there's still a bullet in your closed-bolt gun). Heck even CSGO (now known as CS2) omitted that.
Honestly, a lot of these “mistakes” especially in older games, and simply due to limitations in animation or engines, specifically the number of individual parts that can be animated, and engine/object constrains for unique animations.
I never thought about a video like this, but now, I don't know how I never thought of looking up something like this before. Really useful resource for devs!
Can I suggest a sequel to this video that shows mistakes then shows games that get it right
Ehh ima be honest, in terms of the "common mistakes" in their animation, it only exists in older games where most animations arent really made due to engine limitations, lack of interest or knowledge, or even a lack of talent, time, speed constraints or budget.
Nowadays thou, most if not all of those mistakes are fixed in modern games post 2017-2018.
"Static/non-functional hammers" but the M9 from NMRiH which you shows for this does have a moving hammer, it's not great and it's only there for one frame before it clips into the slide but it is there
Agree
I doubt most video game designers have picked up a gun, let alone fired one
For the "Static/non-functional hammers" the 2nd example actually has movement in the hammer... If you look frame by frame you can see that the grooves on the hammer for the thumb to grip basically disappear and you can see them JUST under the slide and the "pivoting point" of the hammer is what's shown where the grooves were before. watching at the normal speed of the video it looks like the hammer isn't moving, but in reality there's visible movement in the hammer. The animation could definitely be improved (like the hammer clipping into the slide doesn't help show the hammer movement at all, but it is there). In case there's a misunderstanding of the double/single action of the M9, if you pull the trigger when the hammer is forward it will move the hammer back and release it to fire, which would be a very visible hammer movement, but after that the slide will automatically set the hammer back to the single action position until the safety is turned on (which decocks the hammer) or the trigger is pulled with the slide forward on an empty chamber. In single action it makes sense for there not to be an in between animation of the hammer dropping. Point being, while it's not an amazing representation, the "mistake" pointed out just doesn't apply to that specific gun in that game.
And the infamous: Flicking the revolver isn't recommended as it would damage the crane
looks dope as hell though ngl
Since VR gets you get (literally) more hand-on with guns, I was given an appreciation for the details of how guns operate that I had no idea of, having come from regular games. Stuff like:
*As in your video, shotguns only need to be pumped to chamber a new round, not after you've finished topping it up and there's still one in the chamber. Although, intentionally pumping it can be a great way to recover extra shells from a gun you otherwise have no use for!
*Even when the magazine has been removed, pistols can still fire one more time if there's a bullet in the chamber, so mind that you don't shoot yourself trying to do a fancy reload trick.
*After you chamber a round, you can then put one more bullet in the magazine for maximum capacity!
*If you count your shots, you can put a fresh magazine in after chambering your last round, which means you won't need to cock it!
*It's faster to already have your fresh magazine in your left hand, BEFORE you press the magazine release button. Ejecting the empty magazine then fumbling around for the spare mag makes you look like a goon.
*If you want to check if there's a bullet in the chamber, you only need to pull the slide just a little bit. Don't yank it all the way back, you'll catch a bullet in the face.
*If you're trying to do revolver tricks, make sure you return the cylinder before you tilt the gun backwards. Otherwise, the bullets will fall out and you'll look rather foolish having to drop to your knees to pick them back up.
*MP5s don't use an eject button, you need to grip the lever near the magazine. There's no need to keep spawning fresh MP5s every time you run out because you can't work out how to remove the magazine.
*Dual-wielding looks cool, but you look decidedly less cool when you empty them and have put each gun down on a nearby surface to gingerly reload and cock them one-by-one.
*You can tell if your revolver is "empty" by looking for the dented primers on the bullets!
*Even if it makes you look tacti-cool, cocking an AK by reaching under it with your left hand is really uncomfortable. I'll take the old "90 degree left tilt" any day!
*Even if you can only equip a limited number of weapons on your body, there's nothing stopping you from carrying a two-handed gun in each hand and dropping one of them like it's a hot new track when someone starts shooting at you. Either that, or you pickup a nearby container of some kind and start carrying all the guns you find in that, like some kind of well-armed hobo.
*You'd be better of mailing your enemy the bullet and requesting they eat it, rather than going through the full reload process of a flintlock gun.
*Having a gun and bullets means nothing if you don't have the magazine that goes with it!
*It really is faster to switch to your secondary instead of reloading. Especially when you've got some horrifying monstrosity bearing down on you, causing you to drop the magazine, followed by forgetting to chamber a round. Bonus style points if, while still holding your primary in your right hand, you draw your secondary using your left and drop the enemy in one smooth motion!
*Guns don't go bang-bang when the safety is on.
shotgun confused me for a good minute until i realized they weren't completely empty
Loading a revolver with the cylinder pointed upwards. All your rounds would fall out before you ever closed the cylinder.
It depends on the weight of the round. Doing this is very inconsistent as there's a tendency a round or two would still be stuck in the cylinder. Not to mention the direction of where the gun is pointed at. For instance, the Revolver in NMRIH as shown in 0:44 is always gonna extract it's casings regardless of what direction your aiming at.
dear god, finally someone knows about NMRIH.
This is why I instinctively aimed at the ground when reloading weapons like that
@@hamsi1792 quite a sizable community, there is a discord for it
Call of duty despite many years in the gaming industry they never done the one in the chamber mid reload right.
A thing that always pisses me off is when they have an AR platform gun and for some reason they flip it to the side/lift it/move it excessively to reload it. I was always taught to keep weapon on target because moving it around too much from a distance is a dead giveaway you are out of ammo, also you can lose your target if you move around too much.
I've always liked the charging handle reload on the Thompson. It just looks cooler, so I'm fine if developers keep doing that.
to be fair if you pull the trigger once you empty the mag or hold it down, on an open bolt gun there is a very real possibility that the bolt will try to slam forwards and get stuck on the mags hold open and either bind up to where you cant get the mag out as easily, or slam forwards when you pull the mag out. Or it can bypass the hold open entirely and still slam shut, forcing you to cock it again.
This is a malfunction for sure, but its an extremely common one with old and wartime ww1/2 weapons that were pumped out as fast as possible with very lax standards.
Metro last light
this game is very nice to practice shooting
Using the same reload animation in OLD games !
You do realize that this still happens to newer games to this very day? Fallout 4, Cyberpunk, CSGO, Valorant to name a few.
@@munanchoinc Cyberpunk 2077 have half empty and empty reloads for all 3 of their animations per gun
@@munanchoinc yes but this is a exception , other games ( Battlefield 5 , Cod modern Warfare 2019 , and other ) the empty reload is different of partial reload
@@theterminator5319 but still his point stands, there are still games to this day that use the same reload for wet and dry reloads
@@munanchoinc CSGO and Fallout 4 are not new games lol
If you want to represent anything REALLY accurately in a game, you gotta pay license for using the likeness and the actual name. And nobody wants that. Same problem with car racing games.
Big shout out to the devs over at Darkest Hour, the mod for Red Orchestra. They have been modding the game for 10 or so years now, and are constantly updating guns, their performance, and their models so they can maintain historical accuracy and realism.
They just released an update yesterday that revamps all the AT weapons in the game, so now the bazookas and panzerschreck all have beautiful new reload animations that even include the wire. On a game thats from the mid 2000s. It really shows you what people who put their all into something can do in gaming.
Spa Man, what the hell are you talking about?
Not cocking the hammer on an RPG is another big one it seems
One of the biggest sins are having a mirrored guns or their charging handles on the left side
old cs and stalker games lol
Far Cry
I'm all up for criticising modern games where theres no excuse, but a lot of the games here like fallout just didn't have the capacity to use that many animations. Fallout 3 was a very big game for it's time and was an RPG and seperate animations for empty and partial just wasn't that important. Even today Fallout 76 doesn't have seperate animations. Bugs the crap out of me but I've just gotta accept the choice.
The portrayal of the spas 12 in games could be its own video.
Nice video man, I always notice these, for me what bugs me the most is probably mirrored guns
The pc version of ghost recon advanced warfighter 2 did a really good job on the reload animations, you have the normal empty and non empty, firing the bullet on the chamber during a reload animation triggers a third one and a few different reloads depending of how many bullets are left on the belt of the lmgs
Pfft, what the hell are you talking about bro? Ofcourse you can fire rifle grenades with live ammunition!
Once.
I was surprised, when in BF3/4 character ACTUALLY used ejector rod on .44 Magnum revolver back there in 2011/13.
TO BE FAIR on the contact pin and wire problem with rocket launchers, most situations when you're trying to play anti tank in games you need that shit going as fast as possible, the added animation for contact pin and wire usage, to properly model the rocket to fire, would make it too slow
Just wait til this dude sees the shell ejection on the TF2 shotgun.
In Day of Infamy the bolt hold-open on the tommy gun works as it should with regular magazines, but when you're using drum mags it stays open until you go to reload, at which point it magically slides forward on its own.
3:42
This is probably because the models and textures are usually based off of reference images, which would most likely have the safety on.
people who make video games know these things about guns,
1) you pull a trigger,
2) you put a box full of bullets into it,
3) you pull a thing back after you put that box in,
4) it jumps when you fire it,
5) shell casings come flying out if it somewhere.
Everything after that depends on how much or often little homework they did on the weapon, hence why Half-Life 2 has an invisible SMG grenade launcher and the magazine tube of a Franchi SPAS is assumed to be a second barrel for double fire XD
This is why I love Insurgency sandstorm.
One missing one that stuck out for me is the CS M4 using the forward assist as a charging handle.
1. Reloading guns that are clearly meant to have 2-person operation or being notoriously heavy and cumbersome, being uncannily weightless (numerous LMG, AMRs)
2. Large caliber rounds being depicted to have manageable recoil (most notably Desert Eagles in numerous games)
3. Game's continuity with supersonic rounds and subsonic rounds which leads to wondering if quick swapping/attaching suppressed weaponry would make sense
4. Ammo diversity. Although understandable through a game-design aspect, still wouldn't make sense shoving the same "Assault Rifle Ammo" into both an AK and AR platform interchangeably
5. Magnetic back holsters for 3rd person video games.
6. Revolvers dumping unspent ammo. The clinking noises below imply that they literally just threw away unspent ammo. Same goes for tactical reload animations where the rounds magically appear back into your ammo pool
Half of these reasons are just micromanaging depending on the game.
@@rioyr6210 in the aspect of game-design, sure
Apart from 6, and 5 being a bit nitpicky as animating your character to realistically holster their weapon can be quite tricky.
Most of these are excusable by saying "it's for balancing reasons" depending on the game.
the shells ejecting from the left side always made me sigh
M1 Carbines depicted FPS games set in WW2 often have the Korean War era iron sights and bayonet lug sometimes.
Far Cry 5 currently has a wrong detail in Far Cry 5 D50(Deagle) uses the .50 ammo which is correct but the D50 and .50BMG sniper rifles uses the same ammo pool which makes things awkwars having both of them equipped since the Deagle is supposed to shoot .50AE not .50BMG even though it sounds amazing
00:52 with some games I thought about it, bullets are magical and they understand they have to get out
The lack of a sufficient rock of an AK mag should be here.
With the same reload one the only weapons that don't suffer from that are grenade launchers from what I have seen in Titanfall 2 and Killing floor 2
It bites my balls in far cry 3 that the suppressed Makarov has the safety and decocker on safe at all times
In some games they also have the stripper clip on a bolt action loaded in the magazine instead of being ejected
ey yo I've never seen a video like this, really cool! You should do more common gun mistakes in the future
2:48 The FAMAS rifle grenade system have a system of "Bullet trap" where you can shoot live ammo BUT its also come with a special bullet for rifle grenade
The hammer on pistols and revolvers are very hard to implement.
How csgo made it, they made it somewhat right
Most game don't use weapon expert to help know how gun work .
You don't need a weapon-expert. You just need to do five-minutes of research into the basics of how a gun works, before you, you know, make a game about them.
You forgot how in fallout 4 almost every ballistic gun is left handed yet the character model uses it right handed
I can understand having the same animation for partial reloads. Keeps it simple for the sake of gameplay
0:35 How could you miss the opportunity to add RDR2 gameplay footage? It is THE revolver game (aside from RDR1 and Red Dead Revolver)!
Ejector rods are used in RDR2 thought.
Fallout new vegas has a ton of sins with how guns are represented, but I still love the gunplay the hell out of it. Something about that jank just gets me.
The fire selectors on the UMP45 in csgo are absolutely screwed! They are in different, yet still invalid positions on both sides!
Also deagle slide catch shows up as a black void on the side the player usually doesn't see
Theres also full auto always busting your in game spine as if the gun was attached to you and your whole upper body was rigid and can only pivot upwards
i will never unsee the revolver ejector rod one
1 could possibly be underloaded magazines
The TEC-9 is often classified as a SMG in some games, i guess that's because of movies that depict that way and how it looks.
when the law is involved firearm classification looks like a very fuzzy venn diagram
It's also probably because the original was open bolts and easily converted into a fully automatic weapon
Shotguns that have a range of two steps and an absurdly huge spread
The biggest one is guns repeatedly clicking when empty, almost every gun out there (other than double actions) do not click if you keep pulling the trigger, they click once then you have a dead trigger until you re-cock the hammer or manipulate the chamber via racking slide, using the pump bolt or lever, or using the charging handle.
I also see a lot of people saying striker fired guns like the Glock will click but no...striker fired guns do not click more than once.
And games with double action semi automatic pistols like the M9 don't have the hammer moving most times.
So many of these wind me up in games
3:20 Which game features realistic reload of bazooka or Panzerschreck?
No one in the chamber.
So for the final one, we’re gonna ignore how the user inserts and removes the ak mag incorrectly, has the ak on the wrong side and instead focus on the selector switch
3:34 for the cs:source clip if i remember correctly i think its because its mirroed ? The delevoper was left hand user back in 1.6 and of course happen again in source (wich for some reason didn't did a model for the right hand side user) if i remember correctly
Even if it was mirrored, the fire selector is still stuck in Semi-Auto mode despite firing in Full Auto
@@munanchoinc touche
Don't forget about depicting guns with non-reciprocating charging handle to have reciprocating ones.
Wow just wow how are we supposed to know those mistakes on these
Anyway great video thanks
I think a better alternative for the rocket wire problem would be the FAR more common mistake with games that include the RPG-7 also a far more common weapon, which the character never spins the rocket when inserting it in the launcher, nor pulls the hammer behind the trigger, also the mistake that Rocket Launchers have recoil, in almost every game.
It also kills me when they "swing shut" revolvers. That can hurt them and causes unnecessary wear. Ideally you use your thumb to firmly push the crane back into place, and index the cylinder before you fire.
Some of these, like shotgun shells auto-ejecting, or revolvers easily dumping their rounds, are probably just done for the sake of speeding up the animation. Similarly, having the same reload animation for empty / partial mags is probably just saving the labor of extra animation and coding.
But stuff like pumping every round for the shotgun, or not even using the ejector rod for revolvers when you're ejecting the rounds... that's harder to forgive. It would not have been difficult to animate one thing versus the other, but the animator simply didn't demonstrate knowledge of the function of parts they actually included in the model of the weapon.
Seriously underrated video!
That hammer was moving on the second game.
I swear on the WAW 357 they are pressing something to make the cylinder come out
I don’t mind static hammers as long as they’re shown as cocked back. What I mind more is decocked hammers. Especially when it’s a gun that animates it by having it go back with the slide but then returns forwards again when the slide goes forward.
Also, having partial reload animations but no +1 in chamber mechanic always really bothered me. Especially for a game like COD which is not only a competitor to BF but also it’s known for having really good reload animations (or at least the ones that aren’t cursed lol).
the partial and empty reloads isnt a mistake that is constantly made anymore,in fact ever since the mid to late 2000s a lot of games begun doing this and a lot of games do this nowadays with the ocasional exception so much so it feels weird when they dont
Idk for other weapons but on the FAMAS you can fire grenades using normal ammunition thanks to a bullet trap system
Suprised “using left handed guns, right handed” isnt on here so many damn games from the early 2000’s and 2010’s do that
My personal pet peeve is mounting grenade launchers on a FAMAS instead of using the rifle grenade mount that's included on most barrels
From the games you showed you have great taste lol
The UMP’s select fire receiver made me laugh the notch that locks into place when you switch fire modes is way off to the left there’s no way to fire that gun with the switch in that position
statics hammers really make me uncomfortable
I have sometimes wondered if some of these mistakes weren't intentional to appease the 'video games teach kids how to use firearms' concern crowd.
Some games use the same reload animations for simplicity, but it's still a bit infuriating to see it.
3-shot burst never works like real life. It caps the shots fired in a single trigger pull it doesn’t force a minimum of 3 shots. That would be absurdly wasteful of ammunition. Ironically defying the point of a burst selector on a rifle.
It should be mentioned that there are actually some burst mechanisms that work as depicted in video games - It's just that most of them _don't._
Not sure if this counts, but a large number of FPS developers use airsoft replicas or firearm models with the safety on.
The worst sin a game can do, in my opinion: mirrored ejection ports. Why would I want to see spent shells flying all over my face?
Another one: the spas 12 only being used as a pump action shotgun
some of game like gta vc, gta sa, and far cry 2 actually have spas 12 that is full auto
I love when I see the metros games included