I have way too little knowledge about the genre in general but there was something oddly satisfying about the Service Weapona.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.
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.
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?
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
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…
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.
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.
I can see that, though I have allways thought it was a bit too chonky
This guy has Trump hands
Why insult me?
Look at a screenshot of it, it is a chonky gun:
https://control.fandom.com/wiki/Service_Weapon?file=Service_Weapon_Trench_Form.png
I guess you could just be blind
Why keep insulting me?
And fully lacking any self-awareness
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?
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
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…
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