Thanks for watching the episode friends! And thanks once more to Hyper, Kommander Karl, and Jeditobiwan for being part of this episode! Be sure to leave your thoughts or episode suggestions in the comments or hit me up on socials @irregulardave with any feedback ❤
Didn’t expect them but it’s a pleasant surprise for sure. If possible, I’d like to see a comparison and/or breakdown on how different games implement weapon malfunctions.
2:32 Finally! Would have liked more detail on what that is (like demonstration with removed magazine still firing), but I'll take it. Now 70th week of asking for Expert Reacts on Bullet Girls Phantasia. First week of asking for Loadout on how games make character stats (not just "guns" stat, but also a character's strength etc.) interact with firearms. Maybe full on how firearm progression in RPGs is handled, giving a chance to talk about Sawyer's balance philosophy for New Vegas, and Wild Arms.
One of my favourite things about reloads nowadays are when the player character misses slightly or the reload is awkward like you mentioned with MW2 and MW3. I also like the inspect animation of weapons like the Minibak in MW2 where the player character struggles to insert the magazine again. Makes it feel slightly more realistic
Random question, do I remember you from the Counter-Strike modding scene? Super cool to see someone have gotten so far from there 😁 (Went as Pete3D later on, if that's at all familiar amongst the thousands of people doing lots around then)
Was scrolling through youtube. Saw this video and was like "Oh I'll come back to it later" and as i refreshed my page i saw "Hyper" in the title. Immediately searched and came back. Love this man.
@@Pigness7 I don't really think hyper's normal reloads are that original, it's just that he put his own spins on them, don't just disregard every other animator bro
What, no love for Jonathan F demonstrating a few new-school techniques? Even if it took more than one take, the final shots are very slick. Coolest job EVER
You saying this reminds me of when they were doing interviews with devs for MW2019 and the audio guy just went on about how they wanted the sounds to be not only realistic but also satisfying. I think the animation guys also said something similar.
Technically not a reload but an important part of the firearm nonetheless is the Garand’s ping. Without it people probably wouldn’t care as much about the rifle as they do in pop culture today.
Johnny Silverhand's Malorian 3516 from Cyberpunk 2077 has some of the best reload animations I've seen for that "cool" factor. In fact, Cyberpunk's reload animations in general are top-tier, especially since there's like six different ones per gun. Seeing slight changes between animations helps it feel more realistic, instead of repeating the same exact motions every single time. Everything from simple double barrel shotguns and AK equivalents to futuristic weapons with unrecognizable mechanisms, it's all done so well.
One gripe I have with 2077's are the HK styled ones, specifically certain empty reloads. Rather than having that safety notch up top, they've designed it at the bottom. The animations would do a downwards slap as if the charging handle was locked upwards which is in reality a useless motion.
@@Scroolewse I kinda took that as Johnny's style somewhat taking over as muscle memory for V, so he operates it like Johnny did. It would be cool though, if they were different, even slightly.
The 2019 Modern Warfare reboot still has some of the best and realistic reload animations I've ever seen in a video game, they were so satisfying to see, hear and do.
@@XZ-III you're better off restarting with MW2019, it's not bad, it was a fresh take on the series. For MW2 and the current MW3, I'd stay away from those two if I were you though, those two lacked the soul that made the 2019 reboot good.
One of my favorite reloads is the heavy bolter in Darktide (shown in this video at 14:42). It's a huge, cumbersome, chunky weapon, and between the clearly labored movements, aggressively smacking the magazine into place, and chunky sounds loudly broadcasts "this is a BFG."
hyper is a legend...i'd love to see his reactions to reloads in games that he hasn't worked on (hunt, tarkov, isonzo, etc) and his thoughts on their implementations
One of my favorites is from Titanfall 2, with its multistage reload system, where you have to drop the old mag, insert a new mag, and if you were empty, you have to rack the chamber. Each step can be interupted, and will remember whars you left off.
no one seems to mention Magpul Dynamics when it comes to the "wick flick" when Magpul released their Carbine training videos, flicking the mag out was one of their big things
All the care to the different bolt actions/self loaders in BF1 deserve a shoutout. Stripper clips, animations for different amount of bullets remaining, guns that take stripper clips of 5, but hold more rounds than that, etc.
Ayy, no one mentioned Black for the PS2? Black was a gem because while not having any realistic animations and models at ALL, it was a great experience to see how much they put care into reloading a weapon. While reloading, Kellar usually reloaded it with some grace and a touch of cool action hero moveset expected of a movie, Black was designed as such, however while reloading into a gunfight, the animation and speed of the reload goes faster, and in case of some guns, like MP5 and M16, forgoes some parts of the animation to present the urgency and hurry of Kellar while reloading. In the case of the MP5 and M16, there is a brief mag check (on the MP5, check and a cool tap) that is excluded during a firefight, and seeing Kellar just inserting the mag in in a hurry was soo cool as a teenager. Black is not a realistic game at all, but it was golden for having a reload animation as sweet as Criterion made their cars in the Burnout series.
There was a lovely video about this game and the primary developer on the weapon animations posted some comments on it. Apparently the full screen blur during reloads was actually to resolve a memory leak of some kind because they were pushing the 6th gen consoles to their absolute limits. Black was a very nice game. Link to the video: ua-cam.com/video/s6iUEWC4GjA/v-deo.htmlsi=LEoxx9LI6trdAogf check the comments for the deets
The “Wick flick” can be made much more practical and efficient by simple flicking the opposite way. As you bring the pistol up into your work space for a reload, flick the magazine across yourself towards the left. This clears the magazine well and gets the empty magazine out of the way and puts the pistol into a position where you can assess if there are any malfunctions and insert a fresh magazine at the same time. It eliminates the extra movement to the right and back to the left that Wick performs.
I think the issue is that flicking inward can be counter intuitive. Our wrists feel more comfortable flicking something away from us than towards us. Also flicking inwards gives an uneasy feeling to know that the magazine might fly out and hit our left arm or our body. Tried envisioning doing that and found out that the Wick Flick just makes me feel that I got the old mag fully out of the way and I don't have to think about it ever again.
@@chetawanung-adjmagool9967 if you are having to make a reload there are more pressing priorities at hand than worrying if a magazine hits you. I’ve drilled both reloads countless times. And used the left direction flick in airsoft games and ipsc style target shooting without any issues (aside from massively expensive magazines hitting the deck harder than I would prefer them too.) I’ll add this to the growing list of videos to make. If you have any other thoughts on the reload process let me know and I’ll look into them when I’m recording it
@@magazIt really is a good point though regarding the comfortability of flicking your wrists outwards as opposed to inwards. When holding a firearm out for extended durations, it could definitely be important to rely on a less strainful reload method.
Everything done by Hitman47 for Fallout: New Vegas and Fallout 4 has been incredibly inspiring watching a modder's work not only in game but across the Nexus and how high fidelity it is is one of the things that made me fall in love with Animation work, not to mention Hyper of course
hitman's animations are great even starfield's improved animations are nowhere as good as his. guns in the game still don't have the standard features of most FPS games today which is really infuriating
@@shimigami92dk Helldivers 2 even has them and that's a fast paced 3rd person shooter. There's no excuse anymore for not having more well featured guns in a shooter.
I think one of the better things that COD does but isn't mentioned a lot is their equip animations, especially in MW2019. Something about just bringing up a weapon and then racking the slide to chamber a round ready for a rifle or pumping a shotgun to ready for some action gives that anticipation itch. It's like a preview for the movies.
State of Decay does an interesting thing with reloads where there is a random amount of time the character spends fiddling around trying to get the magazine into the slot, which is influenced by their firearms skill. At low skill they can spend an agonizingly long time failing to get the thing seated correctly which is not ideal when there's a horde of zombies bearing down on you
Back in 2016, I was enamored with the procedural animations of Battlefield 1’s weapons, many of which could be loaded either 1 round at a time or via stripper clips depending on how many rounds were left in the magazine. High school-aged me thought that was absolutely bonkers.
Though I quitted it, one of my favorite reloads will always be the Ace of Spades from Destiny 2. It's like taking that bit of Cayde's personality and now imparting it into my guardian.
I'm really glad receiver 2 made it into this video, albeit shortly, because it's the only non-VR shooter that I've spend significant amount of time actually practicing the process and motions of a reload. Super tactile and satisfying when done right.
Halo's Forerunner weapons hold a special place in my heart. They're so genuinely futuristic and unique, the reloads and first equip animations really help them all feel so drastically unique.
Thank you for mentioning KF2 it is not known enough and they made a good job at it, everything about the game is visceral, and thank to the people interviewed for their work about this aspect of a game
For me reloads in games are all about feeling and detail, also I'm glad Hyper named Bf: Hardline and Bf4 since they had a bunch of secret reloads that broke the mold while simultaneously leaving players wanting to see more of them just for a fun factor. My favorite reload ever as a more real thing has to be Bf4's SRR-61, you can feel the metal in that gun thanks to sound design and smoothness of action. As for a more unrealistic reload, I cannot decide between many that have been done right for their own universe and kept that fun factor alive.
What I did in the military was a flick, but it was inward toward me to see the magwell immediately as the magazine cleared. It's training, exaggerated movements, so with adrenaline rising and coordination dropping, muscle memory will do the job. Doom Guy does reload, he reloads by switching weapons at lightning speeds.
Someone wrote about scrolling to find an interesting video, then seeing names like Hyper and Karl which made me instantly search for it. This was literally my process that just happened. I originally used to think Gamespot was just another generalised gaming journalism channel - but after seeing videos with respected guests for those in the know such Jonathon Ferguson or in this case, Hyper, it shows that Gamespot know their stuff. Gamespot has really jumped right to the top of my respected and trusted sources of quality content. Please keep it up! To be fair, irregulardave is the common factor in all the awesome content
Love this series! Small nitpick though Dave, at 2:12 you mentioned that Cod 4 was the first in the series to feature different reload animations depending on whether the weapon is empty. The first Call of Duty featured this, as well as Call of Duty 2.
Was gonna say- I remember explicitly in CoD:UO that the SVT and G-43 semi auto rifles were actually faster to reload if you emptied the magazine first, since that locked the bolt back, as opposed to a partial-mag reload where the animation had to open the bolt first before swapping the magazines
As someone who has dabbled in animating weapons, this video gave me the inspiration to get back into it and try to get a couple more uploaded. Awesome job to all the people involved in this video!
I am obsessed with the reload for Johnny Silverhand's Malorian Arms 3516. I feel like that gun, and its reload, are one of the best examples of Cyberpunk's entire "Style over Substance" philosophy.
@xwrecker agreed, it's like they talked about in the video how reload animation can tell you about a character. I also enjoy the indirect story it tells about V, consider they reload in the exact same, flashy way as Silverhand when you finally get it later in the main storyline.
I love the Kraber reload and bolt pull animation from Apex Legends. You really feel this great big heavy chunk of metal you're extracting when your character chucks that huge sideways magazine away, and the bolt feels heavy and hefty with the slow pull and push to chamber a new round.
Killing Floor 2's reload animations were motion captured at around 200 frames a second. That's right, the The Killing Floor 2 Team hired a reload expert and stuck him in a mocap suit. They did this because of the gameplay mechanic "Zed Time" where time would slow down and you would see every bit of detail of your weapon in slow motion while you're killing the zeds. It made the guns look SUPER detailed and I personally think they still hold the highest bar for weapon detail in a video game! I know hand animated guns are more impressive from a personally standpoint (That's why Hyper is so well known) but I really do think mocap with the high framerate made Killing Floor 2's weapons look the best they possibly can for the time it came out.
I think the Shambler from the Metro series has my favorite reload. It's just such a strange weapon that nevertheless was designed in a way that you can believe it would work (maybe not as reliably as depicted in the games, but still). The original Metro 2033 had a particularly odd feature that could interrupt your shooting if you reloaded it at the wrong time, as it would leave an empty clasp in the firing sequence due to there being a piece of metal in the way of accessing said clasp. It was unqiue, satisfying, and even tense if you were getting swarmed by mutants.
Favorite video game reload ever is the Cyclone from Perfect Dark. It’s far from realistic, but it’s so cool. Basically, you insert a magazine like you would on a Sten gun, but then an electronic motor feeds the entire magazine through the gun and drops it out the other side, loading whatever cartridges are inside it into the body of the gun. It’s like a futuristic twist on a stripper clip in a sense, combined with the horizontal feed of the Sten… and all that is really cool. However, sitting and thing about it, I can’t figure out how bullets cartridges would be removed from the magazine and put into the gun by the magazine simply passing through it.
*One thing you forgot about the AK reload. Some AK magazines have a last round hold open and in order to remove it you have to use some force. Polenar Tactical made a video about this years ago.*
Nice to see video game animators getting some credit for their work. A lot of people treat video game artists like mindless robots who exist only for the sole purpose of making games for them it's nice to see someone getting some recognition for their hard work.
All of the reloads from Destiny have stuck with me for over a decade. I used to mimic them all with my controller for fun. I especially loved the Hand Cannon reload.
that really elaborate mp5 jam animation where the player character troubleshoots and takes apart the entire gun, pulls out the trigger pack and shakes out the stuck rounds is probably my favorite
One game my friend pointed out was HOMEFRONT; each reload was effectively staged with little differences between each of the stages, making each reload effectively unique thanks to these changes in each action.
DRG has some absolutely top tier reload animations. The way everything clicks into place so perfectly for each and every weapon is just absolutely sublime.
Haha, I was literally thinking about Gears of War's reload system part way through the episode, and how it was strange that more games hadn't adopted a similar risk/reward type mechanic. Good to see that Jonathan was on a similar wavelength!
Insurgency Sandstorm is mechanically my favorite reloading because it places an importance on magazines and the speed of reloading them. You can save a partially filled magazine but at the cost of a slower reload, or you can fire until the mag runs dry and quickly eject the empty mag to maximize your reloading efficiency. This standard isn't meant for every shooter, especially those without traditional magazines and bullets, but I find whichever animation meets the function well and does so with style is worth celebrating.
Black (2006) had such delightful reloads that even the game's main menu featured highly cinematic reload videos, changing the weapon depending on what chapter you were up to. Everything felt weighty and punchy, and the guns had the sound design to match. I'll never forget the revolver, that thing was a DELIGHT to fire and reload.
I think the first time I saw a reload fumble was in COD 2 on the PS2 where when reloading the BAR your character would seem to have trouble gripping the mag before pulling it out of the gun
Thanks very much. I really enjoyed seeing those wacky revolver reloads. When I used to shoot "Police Pistol 2" courses at Bisley, I think we used to fire up to 24 shots per detail but were only allowed one speed loader, so two reloads had to be done using "loose rounds" from ammunition pouches. Many competitors used pouches that offered up pairs of rounds, so you would then grab and load a pair at a time. One other event that I sometimes shot a club level simply allowed unlimited rounds to be fired within a time limit and you could use as many guns as you liked. So "New York reloads", i.e. switching each empty gun for a loaded one, could be used there.
One of the most fascinating thing about MW22 is how guns have inspect animations for when the gun is empty and all ammo depleted, taking into account the how the bolt interfaces with an empty mag in and empty mag out.
As an Avid Reload Lover and Battlefield 2 Veteran I've always been a Fan of It's Most Famous Mod, Project Reality, and the Quality of It's Reloads. Slow, Precise and Varied between Weapons and Factions which Makes it Really Cool. Best Reload being the G3's. I'm always a Sucker for a Good HK Slap but All the Weight and Style to the Animation Makes it so Cool.
maybe not too surprising considering how long I've been inactive now. Though AveragePixel would've been a great choice too. However, the collab cast in this episode is incredibly strong.@@MaxwellAerialPhotography
Thank you :D Funny coincidence, your comment was the first one I saw when I clicked on this video. I was like: "Huh, what an odd thing to say~".@@freXampl
Something I think a lot of gamers fail to realize (which I'm glad is mentioned here) is firearms proficiency is a hard thing to master, just like any other skill. Being able to pull off a sub second reload is hard to master and can take years of practice, with tens of thousands of repetitions, and I love how game designers take that into account with some animations. My favorite example is Insurgency Sandstorm vs COD MW2019 (mainly because I think people just debate which is better without actually considering the reason they're different) Cod emulates the super high speed cool guys who probably have spent years running shoot houses, practicing reload drills, and training for longer than probably some of us have even put into our favorite games Insurgency emulates the most basic infantry who have only a basic level of training with their weapons, and even militia fighters who have probably never had formal training In both games, the animators have perfectly captured the different feelings with how they animate the weapons. Cod's is fast, smooth, and efficient because you're playing as someone who's supposed to be the best of the best. Insurgency is slow, methodical, and very step by step, because you're playing as someone who has probably only done a fraction of the fighting that a SOF guy has done
I love the magazine tracking in games like Insurgency, it gives you an indication of how many rounds are left in a mag by its color. Sort of representing your character feeling the weight of the mag and intuiting an estimate of the remaining rounds.
"virtual reload experts" never thought id hear that phrase while simultaneously knowing exactly the kind of niche they are talking about. its insane how many channels are built up just by making content around reloading guns. love to see it.
Hearing Hyper talk about the weight and feeling of really holding the gun as you're using it...I hope he knows he's nailed that in Apex with things like the devotion. I don't know how to explain it to someone who plays MnK, but with the controller vibration, the camera, the animations, it's all combined to perfect effect.
Great video! As a mediocre viewmodel animator i really think you nailed the narration and your guests are great! We (VM animators) try our best to make reloads and weapon manipulations as nice as possible for you guys to enjoy! The First-Person-Animation community is surprisngly not as big as you would think, you guys keep us in peoples memories, we thank you! Also, if anyone wants to start to make FP animations, just try! It really is not thay complicated to start and practice :)
Jonathan Ferguson is awesome. also loved the guy reloading with the kids toy gave me a good smile and it was also really well done. hes right there is something about reloading that is oh so satisfying.
reloading the heavy weapons in Helldivers 2 is also quite satisfying, especially the two person weapons i.e. recoiless rifle and autocannon, you're just slamming shells/rockets into the weapon as fast as you can while your buddy is doing the shooting and it really adds cinematic flavor.
Whilst being simple or even primitive by today's standards, I really love the reloads in Far Cry 2. There's quite some force in them, yanking magazines out and ramming the new one in. How things move and sound really underlines that those aren't brand new 5-star guns you're using. If you buy a gun with blood diamonds, somewhere in a generic, war torn African nation, you're probably not gonna get a pristine and well oiled precision instrument. Instead you get some cold war leftovers that have been smuggled in dubious ways, and they might still have blood from the previous owner on them. The hand movements of your character are quick and precise, not on a John Wick level, but you can see they have used guns before. But you can see that you are kinda fighting the gun, that the parts aren't moving as easy as they're supposed to. It really fits the game's theme of dirt, corruption, and how this conflict isn't the first and won't be the last
For me; being able to see the minute (small) details of all the mechanisms (whether sci-fi or real) in a weapon working together is the most satisfying. Because in real life when you shoot a firearm it happens so fast that you can't really see it happen, so to see it a bit slowed down or exaggerated is what makes "it" for me.... Also love Hyper, dude is super talented and has a good sense of humor!
Killing Floor 2. Because it was one of the first games to ever really have multiple types of firearm handling depending on the user's skill level (which was dependent on a tactical reload perk). It also had a great balance between action hero reloads and realistic reloads, one of the first in the FPS genre that I have encountered. This is all on top of their amazing over zed-time slow motion mechanic where you could feel the movements and the vibrations of the parts of a firearm, whether they were real or fictional. First game that made me and probably a lot of people realise, "Hey, those optics and the magazines actually jiggle and move when you fire, that's pretty cool!". Probably THE game that sparked my interest in firearms and firearms handling. Thank you, Tripwire Interactive!
One place that comes to mind for a very early example of flicking a magazine out of the weapon would be with Travis Haley and Chris Costa back when they worked as instructors for Magpul Dynamics. Check their old videos out.
Great video! A game that went a very different route with reloading was Receiver. It had different inputs for all the different steps of reloading. Each one was just a key press, but it was an interesting way to have the player themselves learn by practicing to go from clumsy, slow reloading to fast and effective. And pulling off a fast reload and pressure was incredibly satisfying.
I've always remembered the 1911 and .44 Magnum reload animations from BF3 way back in 2011. The sounds are just so good, and the 1911 reload especially is very fluid and smooth.
I think the reload for the AUG in CoD: Black Ops 1 had the best sound of any reload I've done in a game. That lovely polymer clacking and sliding made it my favourite gun in that game.
There's also a feature in State of Decay 2 (A zombie survival RPG) where characters with low proficiency with firearms will fail to jam the magazine in and attempted to do it in several random times when reloading. It's pretty neat to see this detail in video games.
The game that first got me interested in reload animations that is often overlooked was Perfect Dark. It had insanely satisfying animations and sounds for its time. I was also spoiled early on by the Counter-Strike modding community, a lot of my enjoyment I had with that game simply came from trying new weapon skins every week. There was an insane amount of talent in that community. I’m also glad Ravenshield got mentioned, it had a massive arsenal of guns and was way ahead of its time for its attention to detail. Not only did it keep track of weapon’s chamber status, but also the number of rounds remaining in each magazine. If you reload compulsively, you’ll soon find that none of your mags are full. A bit excessive but not unwelcome in a tactical shooter.
My favorite gun reload animation in a video game is actually the T9 Carv in Planetside 2. It's a pretty simple reload animation that stands out by having the player character physically unlock the magazine before removing it, then locking it back into place at the end. The magazine release is this big handle instead of a tiny switch, so it feels really good and visceral to operate.
For me, a cool badass reload has camera shake, clicky noises, the magazine or spent casings in the case of revolvers flying out, and quickly slamming the new magazine, clip, or rounds into the gun. With LMGs, I love the clunkiness and the character feeling like he’s rushing to get the belt in place and then slamming the top part down and quickly racking the bolt. Or something unique, like one reload for the Springfield. It needs 2 clips to be completely full and someone made an animation where one clip sat on top of the other one, then both were pressed down into the magazine in one smooths movement.
2:13 actually CoD had that feature from the very begging. In CoD 2003 almost every weapon (except bolt action rifles and the M1 grand) have 2 reload animations. And even the bolt action Lee Enfield has 2 reload animations: one where you're missing 5-9 bullets and one where you're missing all 10. If you're missing 4 or less you can't reload
The trifecta of satisfying reloads to me is weight, detail, and sound. MW2019 has all of that near perfect and that's why it's the only reload video I have saved and frequently return to lol.
I actually discovered my love for firearms and their moving parts through reload animations and wanting to learn how they work. I would and still do watch hour long compilations of reloads from the battle field games, CoD, and other realistic FPS games. Every time I see a new animation or weapon, I wonder how it’s reloaded and if the animation could be done in real life.
Yeah, I also remember being blown away by Raven Shield's attention to detail. It may be over 20 years old now, but it'd still be worth seeing Jonathon taking a more detailed look at it.
Great episode as always! Even though you missed the opportunity to feature the reloads of Hunt: Showdown, which might not have fit in with the other more modern titles so well, but has amazing attention to detail as Jonathan has already pointed out in the corresponding "Firearms expert reacts"-episode. They have a great and very lengthy animation for reloading a shotgun with an Alofs-device or different reloads for a Mosin-Nagant bolt action rifle, where the character reloads all five shots with a stripper clip, when the gun is completely empty, cycles the action to clear the chamber and tops the gun off one by one, when it's not empty, and omits cycling the action and clearing the chamber, if you have just fired and not cycled the gun yet. They also differentiate between break action shotguns with ejector and without.
I think the first time I ever had a reload animation stand out for me was the little flourish your character in Battlefield 3 did when bringing out a new magazine for the Scar-H
My favorite reloads are the Tediore weapons from Borderlands 2. Instead of putting in a new magazine, you just throw away the gun and a fully load one spawns in your hands. Also, the discarded guns explodes after you throw it.
So glad to see Receiver 2! Fingers Crossed Jonathan can take a look at it soon, and I would still love to see him react to some of the intentionally conflicting Firearm Advice from the Tapes!
The first Call of Duty had different reload anims for empty and partials. I still find the 1911 to be incredibly satisfying and well animated for 2003.
Thanks for watching the episode friends!
And thanks once more to Hyper, Kommander Karl, and Jeditobiwan for being part of this episode!
Be sure to leave your thoughts or episode suggestions in the comments or hit me up on socials @irregulardave with any feedback ❤
Didn’t expect them but it’s a pleasant surprise for sure. If possible, I’d like to see a comparison and/or breakdown on how different games implement weapon malfunctions.
2:32 Finally! Would have liked more detail on what that is (like demonstration with removed magazine still firing), but I'll take it.
Now 70th week of asking for Expert Reacts on Bullet Girls Phantasia. First week of asking for Loadout on how games make character stats (not just "guns" stat, but also a character's strength etc.) interact with firearms. Maybe full on how firearm progression in RPGs is handled, giving a chance to talk about Sawyer's balance philosophy for New Vegas, and Wild Arms.
ok now you're just being GREEEEDY haha@@kanrakucheese
One of my favourite things about reloads nowadays are when the player character misses slightly or the reload is awkward like you mentioned with MW2 and MW3. I also like the inspect animation of weapons like the Minibak in MW2 where the player character struggles to insert the magazine again. Makes it feel slightly more realistic
Please give me a Loadout episode on the FAMAS Dave🙂🙏🙏🙏
This turned out great! Thanks for having me be a part of this episode!
Good to have you alive once in a while
Yippee
noice
Random question, do I remember you from the Counter-Strike modding scene? Super cool to see someone have gotten so far from there 😁
(Went as Pete3D later on, if that's at all familiar amongst the thousands of people doing lots around then)
The GOAT
Thanks for the feature guys!! 💪
thanks for putting a spotlight on my favorite corner of games!
I'm pleasantly surprised that they included you! If you're doing a video about game reloads, it makes sense to include the "weird H3VR reloads" guy!
I was hoping to see at least one of your more interesting reload vids included, but heck that's what UA-cam is for.
the only cameo worth cameoing
I really love your videos!! It was kinda crazy to see your face for the first time, considering how many of your random runs I've seen
YES YES YES YOU'RE BIG TIME
Was scrolling through youtube. Saw this video and was like "Oh I'll come back to it later" and as i refreshed my page i saw "Hyper" in the title. Immediately searched and came back. Love this man.
Welcome back
Not only Hyper, but Kommander Karl and Jeditobiwan, too.
And Jedi
now if only every single animator and their mother would stop copying his style and do something different for a change that would be nice
@@Pigness7 I don't really think hyper's normal reloads are that original, it's just that he put his own spins on them, don't just disregard every other animator bro
What, no love for Jonathan F demonstrating a few new-school techniques? Even if it took more than one take, the final shots are very slick. Coolest job EVER
He's an utter pro for sure
Another important part of reloads for me is the sound. If it sounds big and has exaggerated sound or has a polymer sounding insert, I’m gonna love it.
You saying this reminds me of when they were doing interviews with devs for MW2019 and the audio guy just went on about how they wanted the sounds to be not only realistic but also satisfying.
I think the animation guys also said something similar.
@@SkyloftHero456 The video with the Model 680 right?
Without good sound design a lot of things in games will not be as entertaining or just plain fun.
Yeah all those satisfying clicks and clunks, more FPSs should focus on it
Technically not a reload but an important part of the firearm nonetheless is the Garand’s ping. Without it people probably wouldn’t care as much about the rifle as they do in pop culture today.
Look into the barrel to check if it's loaded for maximum tacticoolness
With safety off & finger on the trigger.
Well if your finger is OFF the trigger, your safety is ON so you cant have both. @Rashed1255
@@Rashed1255 ON the trigger to let people know that you have a light finger
@@Rashed1255 Exactly. A bad guy may try to attack you while you’re inspecting your bore. You can never be too safe.
There's actually a mod for Fallout NV made by banana5uicide that has an inspect anymation where the character looks down the barrel of the weapon
Johnny Silverhand's Malorian 3516 from Cyberpunk 2077 has some of the best reload animations I've seen for that "cool" factor. In fact, Cyberpunk's reload animations in general are top-tier, especially since there's like six different ones per gun. Seeing slight changes between animations helps it feel more realistic, instead of repeating the same exact motions every single time. Everything from simple double barrel shotguns and AK equivalents to futuristic weapons with unrecognizable mechanisms, it's all done so well.
One gripe I have with 2077's are the HK styled ones, specifically certain empty reloads. Rather than having that safety notch up top, they've designed it at the bottom. The animations would do a downwards slap as if the charging handle was locked upwards which is in reality a useless motion.
I wish V's reload for the Malorian was different and more realistic from Johnny's
@@Scroolewse I kinda took that as Johnny's style somewhat taking over as muscle memory for V, so he operates it like Johnny did. It would be cool though, if they were different, even slightly.
@@ODST_Parkerthat’s an awesome headcanon. V’s training and experience being slowly overridden by Johnny’s pizazz
The 2019 Modern Warfare reboot still has some of the best and realistic reload animations I've ever seen in a video game, they were so satisfying to see, hear and do.
Best part is Hyper worked on those. It was so perfect
Ig it was a bad time att for me to have just dropped the series well... dropped it in bo2
@@XZ-III you're better off restarting with MW2019, it's not bad, it was a fresh take on the series. For MW2 and the current MW3, I'd stay away from those two if I were you though, those two lacked the soul that made the 2019 reboot good.
@@xkumanekoxdisagree, at least when it comes to mp.
Overused to the ppint it just doesnt hit the same anymore
One of my favorite reloads is the heavy bolter in Darktide (shown in this video at 14:42). It's a huge, cumbersome, chunky weapon, and between the clearly labored movements, aggressively smacking the magazine into place, and chunky sounds loudly broadcasts "this is a BFG."
hyper is a legend...i'd love to see his reactions to reloads in games that he hasn't worked on (hunt, tarkov, isonzo, etc) and his thoughts on their implementations
100%
That actually sounds like such a great idea
@@HQ_Default I agree.
or jonathan to hypers animations ;)
I need this
One of my favorites is from Titanfall 2, with its multistage reload system, where you have to drop the old mag, insert a new mag, and if you were empty, you have to rack the chamber. Each step can be interupted, and will remember whars you left off.
One of the first games to do this is BF4 but I’m still impressed that for a sci-fi shooter Titanfall 2 would go the extra mile and do that.
I miss that game
Yes! And I believe they do this in Rainbow Six: Siege as well!
no one seems to mention Magpul Dynamics when it comes to the "wick flick" when Magpul released their Carbine training videos, flicking the mag out was one of their big things
it's how you know you're too old!
flicking the mag out of a firearm pre-dates the founding of magpul.I watched guys doing it back in the late 1990s
@@marc-lq9hf that may be true. But they brought it into the "mainstream" and it became a "cool thing" for Airsofters
All the care to the different bolt actions/self loaders in BF1 deserve a shoutout. Stripper clips, animations for different amount of bullets remaining, guns that take stripper clips of 5, but hold more rounds than that, etc.
Ayy, no one mentioned Black for the PS2?
Black was a gem because while not having any realistic animations and models at ALL, it was a great experience to see how much they put care into reloading a weapon. While reloading, Kellar usually reloaded it with some grace and a touch of cool action hero moveset expected of a movie, Black was designed as such, however while reloading into a gunfight, the animation and speed of the reload goes faster, and in case of some guns, like MP5 and M16, forgoes some parts of the animation to present the urgency and hurry of Kellar while reloading.
In the case of the MP5 and M16, there is a brief mag check (on the MP5, check and a cool tap) that is excluded during a firefight, and seeing Kellar just inserting the mag in in a hurry was soo cool as a teenager.
Black is not a realistic game at all, but it was golden for having a reload animation as sweet as Criterion made their cars in the Burnout series.
There was a lovely video about this game and the primary developer on the weapon animations posted some comments on it. Apparently the full screen blur during reloads was actually to resolve a memory leak of some kind because they were pushing the 6th gen consoles to their absolute limits. Black was a very nice game.
Link to the video:
ua-cam.com/video/s6iUEWC4GjA/v-deo.htmlsi=LEoxx9LI6trdAogf
check the comments for the deets
I'll always remember Black for being the game where suppressors made guns louder.
The “Wick flick” can be made much more practical and efficient by simple flicking the opposite way. As you bring the pistol up into your work space for a reload, flick the magazine across yourself towards the left. This clears the magazine well and gets the empty magazine out of the way and puts the pistol into a position where you can assess if there are any malfunctions and insert a fresh magazine at the same time. It eliminates the extra movement to the right and back to the left that Wick performs.
I think the issue is that flicking inward can be counter intuitive. Our wrists feel more comfortable flicking something away from us than towards us.
Also flicking inwards gives an uneasy feeling to know that the magazine might fly out and hit our left arm or our body.
Tried envisioning doing that and found out that the Wick Flick just makes me feel that I got the old mag fully out of the way and I don't have to think about it ever again.
@@chetawanung-adjmagool9967 if you are having to make a reload there are more pressing priorities at hand than worrying if a magazine hits you. I’ve drilled both reloads countless times. And used the left direction flick in airsoft games and ipsc style target shooting without any issues (aside from massively expensive magazines hitting the deck harder than I would prefer them too.) I’ll add this to the growing list of videos to make. If you have any other thoughts on the reload process let me know and I’ll look into them when I’m recording it
@@magazIt really is a good point though regarding the comfortability of flicking your wrists outwards as opposed to inwards.
When holding a firearm out for extended durations, it could definitely be important to rely on a less strainful reload method.
Everything done by Hitman47 for Fallout: New Vegas and Fallout 4 has been incredibly inspiring watching a modder's work not only in game but across the Nexus and how high fidelity it is is one of the things that made me fall in love with Animation work, not to mention Hyper of course
hitman's animations are great even starfield's improved animations are nowhere as good as his. guns in the game still don't have the standard features of most FPS games today which is really infuriating
I wish they would get rid of the classic black box scope for snipers and go for a 3d scope instead
@@shimigami92dk Helldivers 2 even has them and that's a fast paced 3rd person shooter. There's no excuse anymore for not having more well featured guns in a shooter.
I think one of the better things that COD does but isn't mentioned a lot is their equip animations, especially in MW2019. Something about just bringing up a weapon and then racking the slide to chamber a round ready for a rifle or pumping a shotgun to ready for some action gives that anticipation itch. It's like a preview for the movies.
Receiver 2 is absolutely incredible. More people deserve to know it.
State of Decay does an interesting thing with reloads where there is a random amount of time the character spends fiddling around trying to get the magazine into the slot, which is influenced by their firearms skill. At low skill they can spend an agonizingly long time failing to get the thing seated correctly which is not ideal when there's a horde of zombies bearing down on you
Even worse, with a low skill level, they might fail to properly seat the magazine and then get a failure to feed malfunction.
@@derekp2674 at least that's an easy fix regardless of skill level. Well, at least on an M4.
Back in 2016, I was enamored with the procedural animations of Battlefield 1’s weapons, many of which could be loaded either 1 round at a time or via stripper clips depending on how many rounds were left in the magazine. High school-aged me thought that was absolutely bonkers.
Though I quitted it, one of my favorite reloads will always be the Ace of Spades from Destiny 2.
It's like taking that bit of Cayde's personality and now imparting it into my guardian.
I hate that game but yeah, the reload for Ace Of Spades was good. I'm glad you and I quit it.
20:10 we still need to see Jonathan react to Receiver 2.
I want to see him play it.
Agreed, that is such a great, would love to see his take on it.
yes please
I'm really glad receiver 2 made it into this video, albeit shortly, because it's the only non-VR shooter that I've spend significant amount of time actually practicing the process and motions of a reload. Super tactile and satisfying when done right.
Halo's Forerunner weapons hold a special place in my heart. They're so genuinely futuristic and unique, the reloads and first equip animations really help them all feel so drastically unique.
Thank you for mentioning KF2 it is not known enough and they made a good job at it, everything about the game is visceral, and thank to the people interviewed for their work about this aspect of a game
For me reloads in games are all about feeling and detail, also I'm glad Hyper named Bf: Hardline and Bf4 since they had a bunch of secret reloads that broke the mold while simultaneously leaving players wanting to see more of them just for a fun factor.
My favorite reload ever as a more real thing has to be Bf4's SRR-61, you can feel the metal in that gun thanks to sound design and smoothness of action.
As for a more unrealistic reload, I cannot decide between many that have been done right for their own universe and kept that fun factor alive.
B4 sticks out to me being one of the first games to do stage reloads when you switch weapons.
Far Cry Blood Dragon has some of my favorite reload animations, so over the top
What I did in the military was a flick, but it was inward toward me to see the magwell immediately as the magazine cleared.
It's training, exaggerated movements, so with adrenaline rising and coordination dropping, muscle memory will do the job.
Doom Guy does reload, he reloads by switching weapons at lightning speeds.
Someone wrote about scrolling to find an interesting video, then seeing names like Hyper and Karl which made me instantly search for it. This was literally my process that just happened.
I originally used to think Gamespot was just another generalised gaming journalism channel - but after seeing videos with respected guests for those in the know such Jonathon Ferguson or in this case, Hyper, it shows that Gamespot know their stuff. Gamespot has really jumped right to the top of my respected and trusted sources of quality content. Please keep it up!
To be fair, irregulardave is the common factor in all the awesome content
Love this series!
Small nitpick though Dave, at 2:12 you mentioned that Cod 4 was the first in the series to feature different reload animations depending on whether the weapon is empty.
The first Call of Duty featured this, as well as Call of Duty 2.
Was gonna say- I remember explicitly in CoD:UO that the SVT and G-43 semi auto rifles were actually faster to reload if you emptied the magazine first, since that locked the bolt back, as opposed to a partial-mag reload where the animation had to open the bolt first before swapping the magazines
As someone who has dabbled in animating weapons, this video gave me the inspiration to get back into it and try to get a couple more uploaded. Awesome job to all the people involved in this video!
Best of luck to you.
How's that going?
@@Asthamedos I broke my rig updating blender and lost the enthusiasm 🫠
I am obsessed with the reload for Johnny Silverhand's Malorian Arms 3516. I feel like that gun, and its reload, are one of the best examples of Cyberpunk's entire "Style over Substance" philosophy.
Not just style over substance... style IS substance. If you don't look good doing it, it ain't worth doing.
And it suits johnnys character
@xwrecker agreed, it's like they talked about in the video how reload animation can tell you about a character. I also enjoy the indirect story it tells about V, consider they reload in the exact same, flashy way as Silverhand when you finally get it later in the main storyline.
I love the Kraber reload and bolt pull animation from Apex Legends. You really feel this great big heavy chunk of metal you're extracting when your character chucks that huge sideways magazine away, and the bolt feels heavy and hefty with the slow pull and push to chamber a new round.
Killing Floor 2's reload animations were motion captured at around 200 frames a second. That's right, the The Killing Floor 2 Team hired a reload expert and stuck him in a mocap suit. They did this because of the gameplay mechanic "Zed Time" where time would slow down and you would see every bit of detail of your weapon in slow motion while you're killing the zeds. It made the guns look SUPER detailed and I personally think they still hold the highest bar for weapon detail in a video game! I know hand animated guns are more impressive from a personally standpoint (That's why Hyper is so well known) but I really do think mocap with the high framerate made Killing Floor 2's weapons look the best they possibly can for the time it came out.
Max Payne 2's bonkers bullettime reload where he just spins around and the mags are full again :D
Hyper is the first person I've heard in a long time who perfectly understands the power fantasy.
I think the Shambler from the Metro series has my favorite reload. It's just such a strange weapon that nevertheless was designed in a way that you can believe it would work (maybe not as reliably as depicted in the games, but still). The original Metro 2033 had a particularly odd feature that could interrupt your shooting if you reloaded it at the wrong time, as it would leave an empty clasp in the firing sequence due to there being a piece of metal in the way of accessing said clasp. It was unqiue, satisfying, and even tense if you were getting swarmed by mutants.
Favorite video game reload ever is the Cyclone from Perfect Dark. It’s far from realistic, but it’s so cool.
Basically, you insert a magazine like you would on a Sten gun, but then an electronic motor feeds the entire magazine through the gun and drops it out the other side, loading whatever cartridges are inside it into the body of the gun.
It’s like a futuristic twist on a stripper clip in a sense, combined with the horizontal feed of the Sten… and all that is really cool.
However, sitting and thing about it, I can’t figure out how bullets cartridges would be removed from the magazine and put into the gun by the magazine simply passing through it.
*One thing you forgot about the AK reload. Some AK magazines have a last round hold open and in order to remove it you have to use some force. Polenar Tactical made a video about this years ago.*
Nice to see video game animators getting some credit for their work. A lot of people treat video game artists like mindless robots who exist only for the sole purpose of making games for them it's nice to see someone getting some recognition for their hard work.
Dave, this was a masterpiece, thank you to you, Jonathon and all the guests! This was probably the best ever episode of Loadout.
Thank you for such kind words!
All of the reloads from Destiny have stuck with me for over a decade. I used to mimic them all with my controller for fun. I especially loved the Hand Cannon reload.
that really elaborate mp5 jam animation where the player character troubleshoots and takes apart the entire gun, pulls out the trigger pack and shakes out the stuck rounds is probably my favorite
One game my friend pointed out was HOMEFRONT; each reload was effectively staged with little differences between each of the stages, making each reload effectively unique thanks to these changes in each action.
DRG has some absolutely top tier reload animations. The way everything clicks into place so perfectly for each and every weapon is just absolutely sublime.
dropping the autocannon magazine almost makes you feel lighter
@@jetlagged3645Gunner slapping the drum out with his hand gives the gun so much weight.
Haha, I was literally thinking about Gears of War's reload system part way through the episode, and how it was strange that more games hadn't adopted a similar risk/reward type mechanic. Good to see that Jonathan was on a similar wavelength!
Insurgency Sandstorm is mechanically my favorite reloading because it places an importance on magazines and the speed of reloading them. You can save a partially filled magazine but at the cost of a slower reload, or you can fire until the mag runs dry and quickly eject the empty mag to maximize your reloading efficiency. This standard isn't meant for every shooter, especially those without traditional magazines and bullets, but I find whichever animation meets the function well and does so with style is worth celebrating.
Black (2006) had such delightful reloads that even the game's main menu featured highly cinematic reload videos, changing the weapon depending on what chapter you were up to. Everything felt weighty and punchy, and the guns had the sound design to match. I'll never forget the revolver, that thing was a DELIGHT to fire and reload.
I think the first time I saw a reload fumble was in COD 2 on the PS2 where when reloading the BAR your character would seem to have trouble gripping the mag before pulling it out of the gun
Thanks very much. I really enjoyed seeing those wacky revolver reloads.
When I used to shoot "Police Pistol 2" courses at Bisley, I think we used to fire up to 24 shots per detail but were only allowed one speed loader, so two reloads had to be done using "loose rounds" from ammunition pouches. Many competitors used pouches that offered up pairs of rounds, so you would then grab and load a pair at a time.
One other event that I sometimes shot a club level simply allowed unlimited rounds to be fired within a time limit and you could use as many guns as you liked. So "New York reloads", i.e. switching each empty gun for a loaded one, could be used there.
One of the most fascinating thing about MW22 is how guns have inspect animations for when the gun is empty and all ammo depleted, taking into account the how the bolt interfaces with an empty mag in and empty mag out.
As an Avid Reload Lover and Battlefield 2 Veteran I've always been a Fan of It's Most Famous Mod, Project Reality, and the Quality of It's Reloads. Slow, Precise and Varied between Weapons and Factions which Makes it Really Cool. Best Reload being the G3's. I'm always a Sucker for a Good HK Slap but All the Weight and Style to the Animation Makes it so Cool.
Reloading is art.
for the most sophisticated.
yo, I'm surprised they didn't get that dude on this episode.
maybe not too surprising considering how long I've been inactive now. Though AveragePixel would've been a great choice too. However, the collab cast in this episode is incredibly strong.@@MaxwellAerialPhotography
@@ninfreak Tbh, I wasn't expecting you to comment back to me. It's nice to see you doing well. Love your videos.
Thank you :D
Funny coincidence, your comment was the first one I saw when I clicked on this video. I was like: "Huh, what an odd thing to say~".@@freXampl
Good on your guys for getting my favorite Super Mario Bros 2 youtuber and developer.
Something I think a lot of gamers fail to realize (which I'm glad is mentioned here) is firearms proficiency is a hard thing to master, just like any other skill. Being able to pull off a sub second reload is hard to master and can take years of practice, with tens of thousands of repetitions, and I love how game designers take that into account with some animations.
My favorite example is Insurgency Sandstorm vs COD MW2019 (mainly because I think people just debate which is better without actually considering the reason they're different)
Cod emulates the super high speed cool guys who probably have spent years running shoot houses, practicing reload drills, and training for longer than probably some of us have even put into our favorite games
Insurgency emulates the most basic infantry who have only a basic level of training with their weapons, and even militia fighters who have probably never had formal training
In both games, the animators have perfectly captured the different feelings with how they animate the weapons. Cod's is fast, smooth, and efficient because you're playing as someone who's supposed to be the best of the best. Insurgency is slow, methodical, and very step by step, because you're playing as someone who has probably only done a fraction of the fighting that a SOF guy has done
I love the magazine tracking in games like Insurgency, it gives you an indication of how many rounds are left in a mag by its color. Sort of representing your character feeling the weight of the mag and intuiting an estimate of the remaining rounds.
"virtual reload experts" never thought id hear that phrase while simultaneously knowing exactly the kind of niche they are talking about. its insane how many channels are built up just by making content around reloading guns. love to see it.
Hearing Hyper talk about the weight and feeling of really holding the gun as you're using it...I hope he knows he's nailed that in Apex with things like the devotion. I don't know how to explain it to someone who plays MnK, but with the controller vibration, the camera, the animations, it's all combined to perfect effect.
Great video! As a mediocre viewmodel animator i really think you nailed the narration and your guests are great! We (VM animators) try our best to make reloads and weapon manipulations as nice as possible for you guys to enjoy! The First-Person-Animation community is surprisngly not as big as you would think, you guys keep us in peoples memories, we thank you!
Also, if anyone wants to start to make FP animations, just try! It really is not thay complicated to start and practice :)
I hated how Destiny reused the same animations for nearly every weapon.
Jonathan Ferguson is awesome. also loved the guy reloading with the kids toy gave me a good smile and it was also really well done. hes right there is something about reloading that is oh so satisfying.
reloading the heavy weapons in Helldivers 2 is also quite satisfying, especially the two person weapons i.e. recoiless rifle and autocannon, you're just slamming shells/rockets into the weapon as fast as you can while your buddy is doing the shooting and it really adds cinematic flavor.
The last two cods have such sick inspection and reload animations. Devs did an amazing job.
Whilst being simple or even primitive by today's standards, I really love the reloads in Far Cry 2. There's quite some force in them, yanking magazines out and ramming the new one in. How things move and sound really underlines that those aren't brand new 5-star guns you're using. If you buy a gun with blood diamonds, somewhere in a generic, war torn African nation, you're probably not gonna get a pristine and well oiled precision instrument. Instead you get some cold war leftovers that have been smuggled in dubious ways, and they might still have blood from the previous owner on them. The hand movements of your character are quick and precise, not on a John Wick level, but you can see they have used guns before. But you can see that you are kinda fighting the gun, that the parts aren't moving as easy as they're supposed to. It really fits the game's theme of dirt, corruption, and how this conflict isn't the first and won't be the last
For me; being able to see the minute (small) details of all the mechanisms (whether sci-fi or real) in a weapon working together is the most satisfying. Because in real life when you shoot a firearm it happens so fast that you can't really see it happen, so to see it a bit slowed down or exaggerated is what makes "it" for me.... Also love Hyper, dude is super talented and has a good sense of humor!
Killing Floor 2. Because it was one of the first games to ever really have multiple types of firearm handling depending on the user's skill level (which was dependent on a tactical reload perk). It also had a great balance between action hero reloads and realistic reloads, one of the first in the FPS genre that I have encountered.
This is all on top of their amazing over zed-time slow motion mechanic where you could feel the movements and the vibrations of the parts of a firearm, whether they were real or fictional. First game that made me and probably a lot of people realise, "Hey, those optics and the magazines actually jiggle and move when you fire, that's pretty cool!".
Probably THE game that sparked my interest in firearms and firearms handling. Thank you, Tripwire Interactive!
Getting Jedi in this was something I never expected and I’m so happy for it
One place that comes to mind for a very early example of flicking a magazine out of the weapon would be with Travis Haley and Chris Costa back when they worked as instructors for Magpul Dynamics. Check their old videos out.
Great video! A game that went a very different route with reloading was Receiver. It had different inputs for all the different steps of reloading. Each one was just a key press, but it was an interesting way to have the player themselves learn by practicing to go from clumsy, slow reloading to fast and effective. And pulling off a fast reload and pressure was incredibly satisfying.
I've always remembered the 1911 and .44 Magnum reload animations from BF3 way back in 2011. The sounds are just so good, and the 1911 reload especially is very fluid and smooth.
Was so cool to see Ranon featured here! Been following his journey (and the hilarious youtube videos) since almost the beginning
I think the reload for the AUG in CoD: Black Ops 1 had the best sound of any reload I've done in a game. That lovely polymer clacking and sliding made it my favourite gun in that game.
There's also a feature in State of Decay 2 (A zombie survival RPG) where characters with low proficiency with firearms will fail to jam the magazine in and attempted to do it in several random times when reloading. It's pretty neat to see this detail in video games.
The game that first got me interested in reload animations that is often overlooked was Perfect Dark. It had insanely satisfying animations and sounds for its time. I was also spoiled early on by the Counter-Strike modding community, a lot of my enjoyment I had with that game simply came from trying new weapon skins every week. There was an insane amount of talent in that community.
I’m also glad Ravenshield got mentioned, it had a massive arsenal of guns and was way ahead of its time for its attention to detail. Not only did it keep track of weapon’s chamber status, but also the number of rounds remaining in each magazine. If you reload compulsively, you’ll soon find that none of your mags are full. A bit excessive but not unwelcome in a tactical shooter.
My favorite gun reload animation in a video game is actually the T9 Carv in Planetside 2. It's a pretty simple reload animation that stands out by having the player character physically unlock the magazine before removing it, then locking it back into place at the end. The magazine release is this big handle instead of a tiny switch, so it feels really good and visceral to operate.
Every reload (and I mean every single one) in Insurgency Sandstorm is genuinely done so well and sounds absolutely delicious
The more realistic a gun model, reload, & performance, the more I like.
This was such an awesome video, and a crazy colab!
I like how VR games change the balance of reloading entirely, expanding on the "GoW reload prompt" with every single interaction one can perform
My fave is the P90, just so unique compared to anything else.
For me, a cool badass reload has camera shake, clicky noises, the magazine or spent casings in the case of revolvers flying out, and quickly slamming the new magazine, clip, or rounds into the gun.
With LMGs, I love the clunkiness and the character feeling like he’s rushing to get the belt in place and then slamming the top part down and quickly racking the bolt.
Or something unique, like one reload for the Springfield. It needs 2 clips to be completely full and someone made an animation where one clip sat on top of the other one, then both were pressed down into the magazine in one smooths movement.
2:13 actually CoD had that feature from the very begging. In CoD 2003 almost every weapon (except bolt action rifles and the M1 grand) have 2 reload animations. And even the bolt action Lee Enfield has 2 reload animations: one where you're missing 5-9 bullets and one where you're missing all 10. If you're missing 4 or less you can't reload
Hyper is an OG. He shaped my entire modded L4D2 experience.
The half life mp5 reload animation and sound has permanent real estate in my brain.
The trifecta of satisfying reloads to me is weight, detail, and sound. MW2019 has all of that near perfect and that's why it's the only reload video I have saved and frequently return to lol.
I actually discovered my love for firearms and their moving parts through reload animations and wanting to learn how they work. I would and still do watch hour long compilations of reloads from the battle field games, CoD, and other realistic FPS games. Every time I see a new animation or weapon, I wonder how it’s reloaded and if the animation could be done in real life.
Yeah, I also remember being blown away by Raven Shield's attention to detail. It may be over 20 years old now, but it'd still be worth seeing Jonathon taking a more detailed look at it.
Considering your history recap at the beginning, technicially the og DOOM had a visible first person reload animation for the Super Shotgun.
Great episode as always! Even though you missed the opportunity to feature the reloads of Hunt: Showdown, which might not have fit in with the other more modern titles so well, but has amazing attention to detail as Jonathan has already pointed out in the corresponding "Firearms expert reacts"-episode. They have a great and very lengthy animation for reloading a shotgun with an Alofs-device or different reloads for a Mosin-Nagant bolt action rifle, where the character reloads all five shots with a stripper clip, when the gun is completely empty, cycles the action to clear the chamber and tops the gun off one by one, when it's not empty, and omits cycling the action and clearing the chamber, if you have just fired and not cycled the gun yet. They also differentiate between break action shotguns with ejector and without.
I can't believe Battlefield 1 wasn't mentioned. The reloads (and everything else) in this game are soo good.
I think the first time I ever had a reload animation stand out for me was the little flourish your character in Battlefield 3 did when bringing out a new magazine for the Scar-H
Hyper being a lead animator at Activision makes me so happy. I had no idea he had gotten into the big leagues. Good for him.
I saw Ranon in the intro and i knew it would be a good video he does some of the best animations in the business.
My favorite reloads are the Tediore weapons from Borderlands 2. Instead of putting in a new magazine, you just throw away the gun and a fully load one spawns in your hands. Also, the discarded guns explodes after you throw it.
My favorite gun/reload is the Typhoon from Crysis 3. I love hearing the gun open and present the mag to you
Same
So glad to see Receiver 2! Fingers Crossed Jonathan can take a look at it soon, and I would still love to see him react to some of the intentionally conflicting Firearm Advice from the Tapes!
The first Call of Duty had different reload anims for empty and partials. I still find the 1911 to be incredibly satisfying and well animated for 2003.
Crazy reloads from the Borderlands series have always been some of my fav