this post was submitted on 16 Jan 2024
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I mean the physical design of the gun, not the projectile or effect.

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[–] [email protected] 28 points 8 months ago (3 children)

I have way too little knowledge about the genre in general but there was something oddly satisfying about the Service Weapon a.k.a. Director’s Gun from the Federal Bureau od Control..

But I am guessing the part of using it as a game mechanic makes a big difference, there were plenty cool looking things in movies or series — but this one just jumped first to my mind.

[–] [email protected] 14 points 8 months ago

The Service Weapon was awesome. It's got an intense sort of gravity around it. Hell, the first interaction with it is fighting a battle of wills in order to not shoot yourself in the head with it. The gun itself doesn't look all that impressive but I do think it's neat enough, and if you look at it from the perspective of the Service Weapon being a character in the story of Control, it's really, really cool.

[–] UNWILLING_PARTICIPANT 3 points 8 months ago

Came here to say this. Somehow looks brutalist in a hard sci-fi way, while also giving Eldritch vibes.

The entire game just oozes style

[–] [email protected] 1 points 8 months ago (2 children)

I can see that, though I have allways thought it was a bit too chonky

[–] [email protected] 7 points 8 months ago* (last edited 8 months ago) (1 children)

6 different guns in a such compact form factor for a price of not dying while being chosen to actually use it, with a tiny little perk on the side of automagically becoming the Director of the Bureau with the side hustle of talking with Paranatural Entities/The Board — how’s that too chonky?

[–] [email protected] 1 points 8 months ago (1 children)

We are just talking about the visual design, not the functionallity, and from the perspective, it looks very chonky, I like the game, and the gun is cool, but it is a chonky gun

[–] [email protected] 1 points 8 months ago

That’s what I meant — it has six different designs depending on the mode you are in — for me that’s the definition of a functional design in action..

Sidenote, this was the first game, while playing, I felt like they actually figured out a solid idea for fixing the regular overkill artillery in so many games. I remember you, Max Payne with 10 guns in pockets, grenade launcher plus nades and molotovs..

[–] [email protected] 5 points 8 months ago (2 children)
[–] [email protected] 1 points 8 months ago (1 children)
[–] [email protected] -2 points 8 months ago (1 children)

I guess you could just be blind

[–] [email protected] 1 points 8 months ago (1 children)
[–] [email protected] -3 points 8 months ago

And fully lacking any self-awareness