I mean the physical design of the gun, not the projectile or effect.

  • somnuz@lemm.ee
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    10 months ago

    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.

    • skulblaka@startrek.website
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      10 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
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      10 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

    • stoy@lemmy.zipOP
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      10 months ago

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

      • somnuz@lemm.ee
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        10 months ago

        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?

        • stoy@lemmy.zipOP
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          10 months ago

          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

          • somnuz@lemm.ee
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            10 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…