Fun fact, the reason why the Auto 9 became RoboCop's primary sidearm, is that before production started, the Desert Eagle was going to be the sidearm of choice but when Peter Weller put on the armor and picked up the prop weapon, the director saw it was too small, so the armorer went back and had M93R and built the Auto 9.
The other major issue was that the Weller`s finger in big RoboCop glove doesn`t fit in the trigger guard of Desert Eagle. The film`s armorer Randy E. Moore brough his personal car gun with pretty big trigger guard - Beretta 93R.
@@Djp2987 no. it was the black one Boddicker used. The "suppressor" that he uses was the first attempt to make gun bigger on screen (the similar compensator/barrel weight visually enlarged the Beretta 93R). And you actually can see Robocop with Desert Eagle - in few frames where he is crushed by metal scrap from crane. The doll has the Desert Eagle in his hand.
They got a proper gunsmith to convert the M93R the the functional movie prop. There was a mention on one of the commentary tracks when the gunsmith met with the production manager at a hotel in Dallas to show it before taking it to the set, they chambered a round and fired it in their hotel bathroom and black powder went everywhere and set off the fire alarm Good times
Unfortunately by the time I could get that gun the long reload animation made it objectively inferior to the upgraded Auto-9 in basically every way. ^^;
@@wasdwazd As the only weapon that can be upgraded...yeah basically nothing. Shotguns earlier on, rocket and grenade launchers later. Stuff with splash damage. Auto-9 can't provide that and it helps a ton in later stages.
@@Tourettes-syndrome-gaming It makes sense. That's how Robo moves. It's better than having ultra smooth tactical reloads in this context. Don't like it? Tough shit.
@@NorthernNorthdude91749 i’m not asking for like… last of us two level shit. i’m just saying that some of these animations look a bit too jerky for their own good. And we should just use the “he is a robot excuse” for any shitty animation to be completely honest.
@@a.k8185i guess they wanted a “upgraded” version for special forces, but i think the normal G11 is probably better than that fictional one would of been
Do you remember call of duty black ops cold war version? It had a bastardized version that looked similar but had the standard magazine at the back like normal bullpup in an extra slot lol.
1:20 Fun fact: The Desert Eagle was originally supposed to be Robocop’s weapon as it was a new gimmicky gun at the time. However, even with its size it looked too small in his hands so they designed the Auto-9 for him instead. The Deagle still turned up in the hands of several other characters in the film.
Just like in first Terminator, where usual 1911 was too little for Arnie hands, so in film he using longslide variant (or it was something like replica, I don't really remember)
The shooting, the reloading, the stiff robotic movements are all so fitting for the setting and very true to the old 90s film. Incredible. Edit: Animation experts and Industry level experienced animators in the comments. Would not recommend reading them, just enjoy the game.
@@SlipScope It looks intentional. If the franchise started in the 2010's, the movements are gonna be smoothened out (maybe because the generic robotic movement design improved over time) But then again, the reloads looks janky even by janky standards, comparable to Arma 3's stuff ig.
@@triforcegaming2678whaaaaatttttt ? The sounds are loud and extremely satisfying like you rarely see in shooters. A part the explosion sounds of rhe grenade launcher every other sounds are insane. For someone who looks deep the sound design of a game this one nailed it very badly. The robocop gun fron the movie doesn't have the same sound but this one is just much better.
Those are some nice looking firearms. I didn't even know the G11 existed if it weren't for the comments but it seems to fit into the pseudofuture setting of Robocop and what made me smile was the "state of the art bang bang" Cobra Assault Cannon.
It would have been cool if the .50 cal sniper rifle were depicted as the Pauza P50 as seen in Robocop 2. It would have distinguished itself from the Cobra Assault Cannon rather than just be a slightly altered variant.
KH-21 is kinda more like the CETME C but with some tweaked features, the G3 has a distinctive rotating drum rear sight instead of the single notch rear sight here, and wooden furniture is a staple of the CETME C. Some features seem to be changed from the real gun slightly though.
@@mylastaccountgotdeletedtha6936 the AKM mag is completely straight, like if it was a Zastava M77 or one of the .308 VEPRs, the AK-74 magazine is still curved just less severely than the 7.62x39 AKM mag
With my level of passion for firearms, it's hard not to notice at least 1 thing wrong with each of these firing animations, but I'm just really glad they did a really good job with the game overall and didn't ruin another movie game like everyone else usually does.
The shooting mecanic are extremely impressive especially for the robocop gun ( I don't remember the name) the recoil mskes you feel each shot very badly. The sounds are insane the game is actually good cuz of the shooting and gore though the sniper look like shit
I find it odd that sometimes the casings appear further up the weapon when aiming. The AUG in this one is a particularly good example since the casings appear in front of the scope when aiming in spite of it being a bullpup.
I’m so disappointed that the weapon models look so amazing, but several of the reload animations are just… ack… Johnathan Ferguson is going to need his emotional support Uzi for when the inevitable Gamespot video is filmed…
I mean, not really. From what I can see, all they did was slap a high tech optic on an G11 and called it day. I mean it still works even with basically nothing done with it.
I think the G11 hit the mark perfect with how robocop reloads his weapons, although a lot of these just look too jerky and not robot stiff like how it should be. The most egregious example being the Sterling, thats too smooth for a robot but still isn’t human smooth either and that landed it in this sort of nauseous middle ground where its just look weird all around
The G11 confuses me because I can distinctly hear casings clinking on the ground when you fire it despite the fact that it fires caseless rounds and what’s more is they even went thru the effort of having it not eject any casings because of this
Without an Abso-fraking-lute doubt that I've enjoyed watching this weapons showcase of RoboCop:Rogue City RoboCop is Most Definitely one of my Most favorite movie series of All Fraking Time!!!!!
The G11 with the full hand twist is awesome. My only gripe, it drops shell casings. I’d they removed the audio, it would be perfect. Still prob the coolest reload animation in the game tho.
For the Animation nerds I see: Fellas, this isn’t 2014 RoboCop, this is the stiff and slow RoboCop from the 80s. go and enjoy the tacticool reloads of your call of duty games
Some times you have to remember the fact that he's a robotic character. So his reloads are going to be and feel robotic and stiff. Which honestly really nice detail and fitting.
Every Pistol's hammer should rest in the cocked position. Not uncocked after letting go of the trigger, as they are in single action mode once cocked. This applies to The Deagle especially, though the Auto-9's source material as well as the P226 do have a double action mode if you leave it decocked or decock it manually and pull the trigger. The Uzi's Charging handle does not reciprocate when firing as it is both an open bolt machine gun, and the charging handle only connects to the bolt near the front. Hence why it springs back forward when the bolt locks back and you let go of the charging handle.
Nerd please stop. The shooting mechanics are extremely insane and satisfying in this game like we rarely see and let me tell you something you already know nerd, the game isn't a real life based type of game just like COD it's not made to be the most realistic but still are incredibly well made and insanely satisfying. The recoil is extremely precise and makes you feel each shot very deeply. The fire detonation could be a little more cloudy but aside that it's really well done.
@@renaudlemieux1 you mean MW 2019 and post MW 2019 is realistic. The devs were clearly rushed on this, and while the impact on the wall behind is satisfying, the action of firing itself is anything but in my opinion.
@@crimzonplays1134 It is normal that the shooting mechanics of recent COD are much much better because the more we advance in time the better the shooting mechanics of video games become like the majority of other aspects as well. That said Robocop rogue city has very impressive and super satisfying shooting mechanics. We feel the weight of the Auto 9 and the recoil is strong, heavy and precise as rarely seen. The blowback is what makes it so good. It couldn't be better than this and sayin it's rushed is madness. Not liking the game is ok ( I'm not sayin it's your case ) but to say that the action of firing itself is not good great cuz of an insignificant hammer problem is pretty stupid in my opinion.
@@renaudlemieux1I'm with crimson on this one. As a real-life combat veteran and firearms instructor, seeing open bolt weapons operate in a closed bolt manner (like the Uzi, KG9, and Sterling) is absolutely immersion breaking.
I wish we had the cool sideways muzzleflash on robocops auto 9 from the movie, the barrel was specially designed to direct the gas to have a crazy sideways muzzleflash, but it would obscure the screen probably too much to be honest.
Imagine being a terminator that weights a few hundred kilos and has metal arms, yet still recoil hits you like a man of mere flesh, who can barely hold a gun tight. I assume Desert Eagle recoil was made comically strong to give you a feel of power from that gun, yet idk, feels a bit too much.
Probably make the game too easy, but Robo, with his machine-level ballistics computation and strength, doesn't seem too great at controlling recoil. He's basically a walking weapons platform.
A shockingly large amount of weapons available. Just wonder why only certain weapons have "ADS" but others don't. Also really appreciate the inclusion of the G-11, not a gun that shows up in video games often.
Wonder why recoil in some weapons is so strong. Shouldn't robotic arms compensate it better even to the point, when it's almost non-existent(i know, i'm picky)??
How did they get the details of the non-recipricating charging handle on the AUG and the recipricating magazine on the G11 right, but make the Uzi's charging handle recipricate and the Sterling and Tec-9 closed bolt?
Наверняка тему с отдачей оружия уже обсосали все кому не лень, но её действительно странно видеть в руках робота. Мне кажется, что по хорошему тот же Дигл должен на столько крепко держаться в руках Робокопа, чтобы и речи не было о подбросе ствола после выстрела.
Handguns: AM-9, XM-9, Sig Sauer P226 (sounds like a pellet gun), (no .44 Magnum?), IMI Desert Eagle .50AE. SMGs: IMI Uziel (full, not micro), TEK-9, Stirling Mk.VI, (no MP5?). ARs: Heckler&Koch Gewehr HK21, Avtomat Kalashnikova 47 (not 74; ROF and report fit a 7.62, not a 5.45 - can you tell I'm a gun nut yet?), Steyr AUG, Heckler&Koch Gewehr 11. Shotguns: Ithaca M47a/Benelli M1014 mashup (shaking my head), Franchi SPAS-12, mashup of a Pancor Jackhammer and an ArmsCor Mauler (I think?). MGs: US M60 with...a Browning HB barrel shroud. (Why?) Snipers: Barrett M82A1, Cobra Assault Cannon (little clipping with the magazine there). Launchers: Hawk 37mm Antipersonnel Munitions Launcher (an LAPD favorite for tear-gas rounds), and...a HÄKKE M102 HERL from Destiny 2. ...wut o.O
OK, here's a question. Why does Robocop have to deal with recoil. I mean, outside of like a 20mm straight blowback rifle or something. His limbs are pure robotics, weighs something like 400-600 lbs, and can punch through steel security doors. What gun meant for human hands is going to affect him with recoil?
The other guns would get used, if they didn't have the Auto-9 infinite ammo, and most of the enemy rarely wore armors and can get slaps easily with 9mm.
the OCP Shotgun is actually the Mossberg 500 bullpup, and I wished they have featured the Benelli M2 because it can go Semi Auto and Pump action, All and All, I love the Game's Depiction of RoboCop and the Game screams 80s to 90s action sci fi films
After working on weapons for abit its funny to see how they are represented in games with recoil and reloading. But it's a game based an iconic 80s movie. Looks fun I wanna get it
I think the only thing I am disappointed about is the 50 cal sniper robocop uses in robocop 2 doesnt make an appearance here, that would have been fucking amazing to see here
Один крупный недочет от разработчиков. Робокоп робот! У него от человека только голова и немного ЖКТ. Все остальное это сервоприводы и гидравлика. У него в принципе при стрельбе из легкого и среднего стрелкового оружия не должно быть никакой отдачи! А тут отдача при стрельбе, как у любого оружия в руках любого персонажа. В фильмах, где главные герой/злодей (Терминатор, Робокоп, Робот-Полицейский) они тоже стреляют из огнестрельного оружия без отдачи.
In dlc, I hope they had a cowboy era revolver where Murphy can spin it and pull off rescue hostage shots etc. Also a 50rd tommy gun and 20rd bar gun would kick @$$. Finally, a WW2 stinger machine guy heavy for human but for robocop would be 30cal machine gun at minimum speed.
Fun fact, the reason why the Auto 9 became RoboCop's primary sidearm, is that before production started, the Desert Eagle was going to be the sidearm of choice but when Peter Weller put on the armor and picked up the prop weapon, the director saw it was too small, so the armorer went back and had M93R and built the Auto 9.
The other major issue was that the Weller`s finger in big RoboCop glove doesn`t fit in the trigger guard of Desert Eagle. The film`s armorer Randy E. Moore brough his personal car gun with pretty big trigger guard - Beretta 93R.
yes the chrome desert eagle kinney used was the original robo gun
@@Djp2987 no. it was the black one Boddicker used. The "suppressor" that he uses was the first attempt to make gun bigger on screen (the similar compensator/barrel weight visually enlarged the Beretta 93R). And you actually can see Robocop with Desert Eagle - in few frames where he is crushed by metal scrap from crane. The doll has the Desert Eagle in his hand.
They got a proper gunsmith to convert the M93R the the functional movie prop. There was a mention on one of the commentary tracks when the gunsmith met with the production manager at a hotel in Dallas to show it before taking it to the set, they chambered a round and fired it in their hotel bathroom and black powder went everywhere and set off the fire alarm
Good times
Deagle is overused and became bored already
The twist of the entire hand a full 360 degrees was phenomenal 4:36
Unfortunately by the time I could get that gun the long reload animation made it objectively inferior to the upgraded Auto-9 in basically every way. ^^;
@@jamesfowler3015 From what I've seen, what isn't inferior to the Auto-9?
@@wasdwazd As the only weapon that can be upgraded...yeah basically nothing. Shotguns earlier on, rocket and grenade launchers later. Stuff with splash damage. Auto-9 can't provide that and it helps a ton in later stages.
@@jamesfowler3015Nothing beats the Auto-9
@@jamesfowler3015auto-9 is for business, shotguns and other shiny toys are for pleasure
except for when the auto-9 is also for pleasure
the only time where robotic and stiff reloads make sense
No
@@Tourettes-syndrome-gaming Yes.
This guy's a literal cyborg with all limbs that move in a stiff, robotic fashion. So it's excusable.
@@RoseSupreme Me when I explain that the feature that sucks more is actually great because it is lore accurate
@@Tourettes-syndrome-gaming It makes sense. That's how Robo moves. It's better than having ultra smooth tactical reloads in this context. Don't like it? Tough shit.
@@NorthernNorthdude91749 i’m not asking for like… last of us two level shit. i’m just saying that some of these animations look a bit too jerky for their own good. And we should just use the “he is a robot excuse” for any shitty animation to be completely honest.
4:19 Awesome to see RoboCop of all franchises show the G11 some love. And RoboCop twisting his wrist as he chambers a round on it is an awesome touch!
And the gun is actually recognizable unlike cod cw.
@@blaze_alt3240 I don't know what they were thinking that time.
@@blaze_alt3240
I remember being confused about it. Like... it's lacking most of it's unique aspects for no reason.
That’s actually sick
@@a.k8185i guess they wanted a “upgraded” version for special forces, but i think the normal G11 is probably better than that fictional one would of been
4:33 That G11 reload is so inventive, I can't think of a better way they could've done it, it's really sick!
Do you remember call of duty black ops cold war version? It had a bastardized version that looked similar but had the standard magazine at the back like normal bullpup in an extra slot lol.
@@Spendingryan Cold War was a weird COD tbh
- the fact he dose not press the mag release.
@@googoobarman the arm spin tho
@@santi-37919 ya that part is dope as hell but he dose not hit the mag release
1:20
Fun fact: The Desert Eagle was originally supposed to be Robocop’s weapon as it was a new gimmicky gun at the time. However, even with its size it looked too small in his hands so they designed the Auto-9 for him instead. The Deagle still turned up in the hands of several other characters in the film.
Yeah. I know Clarence Boddicker used as his main sidearm. Slapped a suppressor on it when killing Bob Morton
Now Robo can use the Desert Eagle like originally intended…
@@NineOneTwenty hell yeah!
How big do you have to be for desert eagle to seem small in your hands?
Just like in first Terminator, where usual 1911 was too little for Arnie hands, so in film he using longslide variant (or it was something like replica, I don't really remember)
CLICK THE "LIKE" BUTTON QUIETLY OR THERE WILL BE... TROUBLE...
The shooting, the reloading, the stiff robotic movements are all so fitting for the setting and very true to the old 90s film. Incredible.
Edit: Animation experts and Industry level experienced animators in the comments. Would not recommend reading them, just enjoy the game.
They are ugly af, to me the just look like they were made by some beginner in animation or something.
80s, though the sequels did come out in the 90s.
so the stiff looking animations are on purpose?
@@SlipScope It looks intentional. If the franchise started in the 2010's, the movements are gonna be smoothened out (maybe because the generic robotic movement design improved over time)
But then again, the reloads looks janky even by janky standards, comparable to Arma 3's stuff ig.
Dude... this game looks like it came out in 2011. Animations are fucking disgusting, gameplay is shit and the graphics look like straight out of 360.
5:39 this is the first time that the mossberg bullpup is featured in an fps game (but somehow its semi auto when the its pump action in reality)
Though im still happy that the bullpup mossberg can finally have its own interpretation in an fps game
@@SenseActivityWhile true it did however appear in GTA 1, and 2.
Cobra Assault Cannon is so strong that the bullets are outside the mag and each shot pulls the mag back
00:00 AUTO 9
00:23 AUTO 9 PROTOTYPE
00:55 PISTOL 9MM
01:16 HEAVY PISTOL .50 CAL
01:41 MICRO SMG
02:04 SMG TEK
02:27 SMG MK6
02:55 ASSAULT RIFLE KH-21
03:24 ASSAULT RIFLE 74
03:50 ASSAULT RIFLE RBS
04:18 ASSAULT RIFLE RBS MK2
04:53 COMBAT SHOTGUN
05:16 COMBAT SHOTGUN S-16
05:39 OCP SHOTGUN
06:01 HEAVY MACHINE GUN
06:29 SNIPER RIFLE .50 CAL
06:47 COBRA ASSAULT CANNON
07:24 GRENADE LAUNCHER
07:48 ROCKET LAUNCHER
Cobra bang bang canon 😊
I love the amount of detail they put into this game. It feels like a love letter to the robocop franchise
Except for the HUD and sounds
@@triforcegaming2678whaaaaatttttt ? The sounds are loud and extremely satisfying like you rarely see in shooters. A part the explosion sounds of rhe grenade launcher every other sounds are insane. For someone who looks deep the sound design of a game this one nailed it very badly. The robocop gun fron the movie doesn't have the same sound but this one is just much better.
Honestly,I find the shaking unnecessary when shooting weapons with a lot of recoil like the shotgun.
The g11 reload definitely caught me off guard lmao
Considering it’s Robocop, the reload animations make sense.
Nice to also see the G11, fits it to a T
How he does the cocking of G11 wind up like cocking "lever" is no business being this good.
I was a bit surprised to see the g11 in this game
If it fits in any game, it's this one lol
Very true Mr scaletta
Oooo man and that spinning the robot hand felt so rad
Although there is no pushing of the magazine eject, I do like that they added the spinny charging (wheel?)
@@RandomGuy0127 true and yes that spinner thing is how you prime the weapon to fire tho this one isn't three shot burst like the real gun is
Those are some nice looking firearms. I didn't even know the G11 existed if it weren't for the comments but it seems to fit into the pseudofuture setting of Robocop and what made me smile was the "state of the art bang bang" Cobra Assault Cannon.
It would have been cool if the .50 cal sniper rifle were depicted as the Pauza P50 as seen in Robocop 2. It would have distinguished itself from the Cobra Assault Cannon rather than just be a slightly altered variant.
Robo Twisting his entire forearm to reload the g11 made me giggle. A unique reload animation exclusive to him .
yeah, Attempting to do so on the real G11 would cause Arm Dislocation.
Seeing Robo spin his wrist around with the G11 crank cocking thing is hilarious.
It's odd that they added a chainsaw foregrip to the .50 M60, but they still modeled RoboCop holding it by the forend and not the grip.
that's the carry handle
its half browning 50 and half m60 LOL!. the deagle looks like shit too. devs obv dont know anything about weapons
@@Djp2987dose it really matter though?
The real name of these weapons
00:00 Beretta 93R "Auto 9" (AUTO 9, AUTO 9 PROTOTYPE)
00:55 SIG-Sauer P226 (PISTOL 9MM)
01:16 IMI Desert Eagle Mark I (HEAVY PISTOL .50 CAL)
01:41 IMI Uzi (MICRO SMG)
02:04 Intratec TEC-9 (SMG TEK)
02:27 Sterling Mark 6 (SMG MK6)
02:55 H&K G3 rifle with wooden furniture (ASSAULT RIFLE KH-21)
03:24 AKM (ASSAULT RIFLE 74)
03:50 Steyr AUG A1 (ASSAULT RIFLE RBS)
04:18 H&K G11 K2 (ASSAULT RIFLE RBS MK2)
04:53 Remington 1100 (COMBAT SHOTGUN)
05:16 Franchi SPAS-12 (COMBAT SHOTGUN S-16)
05:39 Mossberg 500 Bullpup (OCP SHOTGUN)
06:01 M60 (HEAVY MACHINE GUN)
06:29 Barrett M82 (SNIPER RIFLE .50 CAL, COBRA ASSAULT CANNON)
07:24 Hawk MM1 Grenade Launcher (GRENADE LAUNCHER)
The magazine of the AKM seems to not be curved enough for 7.62x39. Looks like a 5.45 mag. Reminds me of the AK in CoD BO1.
KH-21 is kinda more like the CETME C but with some tweaked features, the G3 has a distinctive rotating drum rear sight instead of the single notch rear sight here, and wooden furniture is a staple of the CETME C. Some features seem to be changed from the real gun slightly though.
@@mylastaccountgotdeletedtha6936 the AKM mag is completely straight, like if it was a Zastava M77 or one of the .308 VEPRs, the AK-74 magazine is still curved just less severely than the 7.62x39 AKM mag
I think the KH21 is the HK21.
Pretty sure the Assault Rifle 74 is an AK-74. The naming makes sense and the AK-74 would be the most common AK style gun in the 1980s.
How convenient is it that playing as a robot allows for reloads to look stiff and robotic.
The rotating hand during AR MK2 reloading is a nice touch :)
With my level of passion for firearms, it's hard not to notice at least 1 thing wrong with each of these firing animations, but I'm just really glad they did a really good job with the game overall and didn't ruin another movie game like everyone else usually does.
The shooting mecanic are extremely impressive especially for the robocop gun ( I don't remember the name) the recoil mskes you feel each shot very badly. The sounds are insane the game is actually good cuz of the shooting and gore though the sniper look like shit
I like that the recoil and reloads are smooth but still show they’re being preformed by a robo(cop)t
4:33 God, that G11 is really good. Sound design, animation, just *french kiss*
Love the hand swirl when he locks the bolt
I find it odd that sometimes the casings appear further up the weapon when aiming. The AUG in this one is a particularly good example since the casings appear in front of the scope when aiming in spite of it being a bullpup.
I’m so disappointed that the weapon models look so amazing, but several of the reload animations are just… ack…
Johnathan Ferguson is going to need his emotional support Uzi for when the inevitable Gamespot video is filmed…
The cope is: Bro's a robot.
The efficiency of the cope varies.
Well it's not a triple a title do you expect cod level reloads
@@RubinHunt yep a robot that cant even handle single 9mm recoil pistol recoil
Woah a futuristic HK G11? Dang 4:31 even the reload is cool
The G11 did appear in some 90s films like Demolition Man, so it doesn't feel out of place in RoboCop with its retro-futuristic design.
Kraut Space Magic, now one hundred percent more futuristic…
I mean, not really. From what I can see, all they did was slap a high tech optic on an G11 and called it day. I mean it still works even with basically nothing done with it.
I think the G11 hit the mark perfect with how robocop reloads his weapons, although a lot of these just look too jerky and not robot stiff like how it should be. The most egregious example being the Sterling, thats too smooth for a robot but still isn’t human smooth either and that landed it in this sort of nauseous middle ground where its just look weird all around
I think that makes more sense. Robocop is a cyborg, not fully a man or machine.
The G11 confuses me because I can distinctly hear casings clinking on the ground when you fire it despite the fact that it fires caseless rounds and what’s more is they even went thru the effort of having it not eject any casings because of this
I love how the gun models and reload animations fit the old, retro vibes of the series.
the details are amazing, Robocop was one of the first movies to show the SIG p226 in films!
I love the attention to detail that when the Auto-9 fires there's no shells ejecting out like the normal guns, subtlety implying it uses caseless ammo
Recoil and 2 handed shooting doesn't look right for Robocop figured he'd have some auto stability and some recoil absorption in his arm
Love the detail that he aim the auto 9 and the 9mm one-hand but he uses both with the .50 cal
he also one hands a whole ass shotgun.
Thank you for your cooperation. Good night.
The only complaint I have is that I think this game could do with a few pump-actions, that's it.
Without an Abso-fraking-lute doubt that I've enjoyed watching this weapons showcase of RoboCop:Rogue City
RoboCop is Most Definitely one of my Most favorite movie series of All Fraking Time!!!!!
The fact they did the AUG right with the non reciprocal charging handle and the belt fed actually ran out of belt is great.
The G11 with the full hand twist is awesome. My only gripe, it drops shell casings. I’d they removed the audio, it would be perfect. Still prob the coolest reload animation in the game tho.
For the Animation nerds I see:
Fellas, this isn’t 2014 RoboCop, this is the stiff and slow RoboCop from the 80s. go and enjoy the tacticool reloads of your call of duty games
Some times you have to remember the fact that he's a robotic character. So his reloads are going to be and feel robotic and stiff. Which honestly really nice detail and fitting.
Anne: Hey, why are you shooting at the Walls, doors and gates?
RoboCop: They're loitering on private property.
Every Pistol's hammer should rest in the cocked position. Not uncocked after letting go of the trigger, as they are in single action mode once cocked. This applies to The Deagle especially, though the Auto-9's source material as well as the P226 do have a double action mode if you leave it decocked or decock it manually and pull the trigger. The Uzi's Charging handle does not reciprocate when firing as it is both an open bolt machine gun, and the charging handle only connects to the bolt near the front. Hence why it springs back forward when the bolt locks back and you let go of the charging handle.
devs obv dont have a clue about firearms
Nerd please stop. The shooting mechanics are extremely insane and satisfying in this game like we rarely see and let me tell you something you already know nerd, the game isn't a real life based type of game just like COD it's not made to be the most realistic but still are incredibly well made and insanely satisfying. The recoil is extremely precise and makes you feel each shot very deeply. The fire detonation could be a little more cloudy but aside that it's really well done.
@@renaudlemieux1 you mean MW 2019 and post MW 2019 is realistic. The devs were clearly rushed on this, and while the impact on the wall behind is satisfying, the action of firing itself is anything but in my opinion.
@@crimzonplays1134
It is normal that the shooting mechanics of recent COD are much much better because the more we advance in time the better the shooting mechanics of video games become like the majority of other aspects as well. That said Robocop rogue city has very impressive and super satisfying shooting mechanics. We feel the weight of the Auto 9 and the recoil is strong, heavy and precise as rarely seen. The blowback is what makes it so good. It couldn't be better than this and sayin it's rushed is madness. Not liking the game is ok ( I'm not sayin it's your case ) but to say that the action of firing itself is not good great cuz of an insignificant hammer problem is pretty stupid in my opinion.
@@renaudlemieux1I'm with crimson on this one. As a real-life combat veteran and firearms instructor, seeing open bolt weapons operate in a closed bolt manner (like the Uzi, KG9, and Sterling) is absolutely immersion breaking.
I was kinda hoping it would be more robotic than it is, like having sudden stops between movements to properly emulate that old robot movement
I wish we had the cool sideways muzzleflash on robocops auto 9 from the movie, the barrel was specially designed to direct the gas to have a crazy sideways muzzleflash, but it would obscure the screen probably too much to be honest.
That G11 reload animation was awesome. I like how it utilises RoboCop's tech.
The Cobra Cannon didn't disappoint not one bit
Imagine being a terminator that weights a few hundred kilos and has metal arms, yet still recoil hits you like a man of mere flesh, who can barely hold a gun tight.
I assume Desert Eagle recoil was made comically strong to give you a feel of power from that gun, yet idk, feels a bit too much.
is it bad i was kinda hoping they might include the arm cannon he had in robocop 3 as a fun after story mode thing
Probably make the game too easy, but Robo, with his machine-level ballistics computation and strength, doesn't seem too great at controlling recoil. He's basically a walking weapons platform.
A shockingly large amount of weapons available. Just wonder why only certain weapons have "ADS" but others don't. Also really appreciate the inclusion of the G-11, not a gun that shows up in video games often.
"Oh, AK-74! That's neat!" *looks at magazine* O-O what
"Know what? Fuck you."
*Straights your AK magazine*
Funny thing is even robocop cannot handle the recoil of a pistol.
Wonder why recoil in some weapons is so strong. Shouldn't robotic arms compensate it better even to the point, when it's almost non-existent(i know, i'm picky)??
I guess it makes sense he doesn't ADS properly with pistols, he already has built-in zoom in his visor.
I'd be convinced if this was Heavy weapons guy's new favorite game
How did they get the details of the non-recipricating charging handle on the AUG and the recipricating magazine on the G11 right, but make the Uzi's charging handle recipricate and the Sterling and Tec-9 closed bolt?
as a gun nut theres so many issues i cant unsee functionality wise with alot of these guns.
the bolt not sliding back with his hand during the animation at 2:27 makes me wanna cry
The G11 reload is pretty accurate. Though it would’ve been a nice tiny detail to include the mag release button on the bottom of the gun.
The rocket launcher is somehow way cooler and more modern looking than what I was expecting.
You would've imagine the microprocessors and survos would've been able to eliminate like 99% of the recoils.
An observation, the RBS MK2 has a sound of an empty case falling when it's supposed to use caseless ammo.
So happy with the weapons in this game
Наверняка тему с отдачей оружия уже обсосали все кому не лень, но её действительно странно видеть в руках робота. Мне кажется, что по хорошему тот же Дигл должен на столько крепко держаться в руках Робокопа, чтобы и речи не было о подбросе ствола после выстрела.
Recoil for light firearms doesn't make any sense, robocop is technically a walking turret.
Handguns: AM-9, XM-9, Sig Sauer P226 (sounds like a pellet gun), (no .44 Magnum?), IMI Desert Eagle .50AE.
SMGs: IMI Uziel (full, not micro), TEK-9, Stirling Mk.VI, (no MP5?).
ARs: Heckler&Koch Gewehr HK21, Avtomat Kalashnikova 47 (not 74; ROF and report fit a 7.62, not a 5.45 - can you tell I'm a gun nut yet?), Steyr AUG, Heckler&Koch Gewehr 11.
Shotguns: Ithaca M47a/Benelli M1014 mashup (shaking my head), Franchi SPAS-12, mashup of a Pancor Jackhammer and an ArmsCor Mauler (I think?).
MGs: US M60 with...a Browning HB barrel shroud. (Why?)
Snipers: Barrett M82A1, Cobra Assault Cannon (little clipping with the magazine there).
Launchers: Hawk 37mm Antipersonnel Munitions Launcher (an LAPD favorite for tear-gas rounds), and...a HÄKKE M102 HERL from Destiny 2.
...wut o.O
When RoboCop turns his whole hand to crank the G11 charging handle is *chef’s kiss* 4:20
4:34 I like how is whole wrist spins. Awesome touch. 🙂
That G11 Reload is worth buying the game Day One alone lol
Man I really missed with this one. When I first saw it on the PlayStation store I thought it was a robocop themed rail shooter
OK, here's a question. Why does Robocop have to deal with recoil. I mean, outside of like a 20mm straight blowback rifle or something.
His limbs are pure robotics, weighs something like 400-600 lbs, and can punch through steel security doors. What gun meant for human hands is going to affect him with recoil?
The other guns would get used, if they didn't have the Auto-9 infinite ammo, and most of the enemy rarely wore armors and can get slaps easily with 9mm.
the OCP Shotgun is actually the Mossberg 500 bullpup, and I wished they have featured the Benelli M2 because it can go Semi Auto and Pump action, All and All, I love the Game's Depiction of RoboCop and the Game screams 80s to 90s action sci fi films
Recoil is Big considering his strength
We are back in the dark mirror universe, where all handguns are DAO.
After working on weapons for abit its funny to see how they are represented in games with recoil and reloading. But it's a game based an iconic 80s movie. Looks fun I wanna get it
I think the only thing I am disappointed about is the 50 cal sniper robocop uses in robocop 2 doesnt make an appearance here, that would have been fucking amazing to see here
didn’t expect the g11 to be here but it’s a very welcome surprise
It might be yet another fps with dumb story and linear shooting gallery but it looks fun and the auto9 looks so cool
Один крупный недочет от разработчиков. Робокоп робот! У него от человека только голова и немного ЖКТ. Все остальное это сервоприводы и гидравлика. У него в принципе при стрельбе из легкого и среднего стрелкового оружия не должно быть никакой отдачи! А тут отдача при стрельбе, как у любого оружия в руках любого персонажа. В фильмах, где главные герой/злодей (Терминатор, Робокоп, Робот-Полицейский) они тоже стреляют из огнестрельного оружия без отдачи.
Unpopular opinion but all modern fps games especially ones coming out in 2023 should come standard with see through scopes
Cobra Assult Cannon, State of the Art, BANG BANG!
I think g11 reload is my favorite, however rear of the reloads are very clunky, especially the sniper rifles where mags and bullets clip through
The animations are decent enough, have a bit of their own feel to it.
The auto 9 animation blowback is completely insane you feel it very badly
I just wish Robocop's gun had its 80s shooting sound.
Copyright
@@triforcegaming2678why would it be copyright lmao
You’re playing as a copyrighted character
I find very funny that during gameplay his left arm is absolutley usless outside from object interactions, his flashbang ability and reloading weapon.
In dlc, I hope they had a cowboy era revolver where Murphy can spin it and pull off rescue hostage shots etc. Also a 50rd tommy gun and 20rd bar gun would kick @$$. Finally, a WW2 stinger machine guy heavy for human but for robocop would be 30cal machine gun at minimum speed.
When I complete Terminator Resistance, this will be my next single player game
Someone at that studio loves the G11 and I fully support it.
Love the echo of the guns being reloaded
3:10 I dont know why but the g3 with the green hud reminded me so much of fallout 3. And the fact you cant scope in. Looks like a remake haha
All the guns they added, and they didn't give him the machine gun on his arm from Robocop 3 haha
"Oh some new Toys can I Play?"
WHY THE SHOTGUN SOUNDS ARE THE SAMEEE ???
Me from 0:00-7:20: “Oh this is cool guns from the movie!”
Me from 7:21-the end: “Boss fights? 😳
2:23
Honestly kinda confused about why the Tec-9 is automatic. It’s technically a pistol and made in semi auto, if memory serves me right.
The cobra is epic in this game and in Blood Dragons