What Is The Best Game Weapon?

We often lament that videogames are so often violent, but that doesn’t mean that weapons can’t feel so good when done right. Sometimes a single weapon can even make a game worth playing all on its own. Far Cry 2’s bolt-action rifle? Resident Evil 4’s Broken Butterfly revolver? Action Quake 2’s Handcannon sawn-off shotgun? Those are Alice’s, but Adam, Alec and Graham gathered to discuss their favourites – leave your own in the comments.

Graham: Adam, you mentioned that you’d been thinking about this recently. What prompted it?

Adam: I’m drawing up a list of what are inarguably the 25 best stealth games ever made and I’m putting them into sequential order, from best to least best, because I know all things. As I was going through, I realised that most of my favourite weapons are in stealth games because I remember, or perhaps even savour, a weapon that is used rarely far more than one that I spend twenty hours reloading and emptying into zombies.

With that said, perhaps somewhat predictably, I do love both of Doom’s shotguns and the animation and sound effect for the double-barrelled super shotgun reload in particular. There’s something very satisfying about weapons that are ranged but that end up being used almost exclusively at point blank range. The scattering of the blast with Doom’s shotgun encourages you to sprint toward monsters and stick it right in their face before pulling the trigger. It’s like punching a spike into them and works perfectly with the game’s speed and flow.

But at the other end of the spectrum, in stealth, I’ve got two favourites. One is Any Sniper Rifle, although more specifically it’s Any Sniper Rifle in a Hitman game. Even the first game in the series had wonderful physics, in the sense that they were calibrated to create these beautifully dramatic death sequences, whether it’s a target slumping forward in a chair or tumbling out of a window. Add in the superb crowds of the later games and a kill from afar becomes not only an achievement but a cause of these systemic ripples through the level as NPCs react.

And then there’s Garrett’s bow. Bit of a cheat, I guess because it’s the multi-functionality that I love. It’s a gadget as much of a weapon, capable of snuffing out lights with a water arrow, softening sound sources with moss arrows, distracting with a noisemaker or creating new routes with rope arrows (which still feel like a ludicrously technical achievement to me, even in the age of Just Cause 3’s infinite grappling hooks). Oh, and you can shoot people in the neck as well. I’ve got another subset of weapons that I love but I’ll step back and survey the damage of these initial opinions for now.

Graham: I feel like “best bow and arrow” in games could be a category all in itself. It’s regularly my weapon of choice whenever available. It’s come to define the Far Cry games for me, thanks to 3 and 4. It rekindled my interest in Team Fortress 2 when the Huntsman was added to the Sniper’s repertoire. I like plenty of hit-scan weapons and splash damage weapons, but controlling the arc of an arrow fired over range, trying to get headshots, and being able to see your projectiles protruding from wherever they land, make it one of the most satisfying weapons, always.

I also love sniper rifles and Doom’s shotguns, of course, but to introduce something new: bolt-action rifles. Particularly those from World War 2, and particularly those found in Red Orchestra 2. It’s not only the satisfying blast and ching! of the empty shell bursting from the barrel. It’s also the slow reload time, the reliance on iron sights, and in Red Orchestra particularly, the way soldiers react when struck. They mix canned animations with physics in a way that makes checking for a hit – in a game where your kills are often ambiguously reported, especially on hardcore servers – exciting. Exciting in a really grubby, uncomfortable sense.

Alec: Yeah, I always loved the single shot/glacial reload rifles in early Call of Duties, less for their destructive capabilities and more for how it made you really, really think about your shot, because you’d be in a whole heap of trouble if you missed as it takes so damn long to reload. And you get to see that reload, gloriously animated in all its glacially slow detail. I am so not down with autofiring sniper rifles. Gotta reload after a single shot. So far my MGSV tranquiliser sniper rifle is still single shot, but I dread the day I upgrade to one which can spam little green darts everywhere. The Quake III railgun is the zenith of the single shot, don’t-you-dare-miss gun of course, although it doesn’t have the reload issue – just that agonising heartbeat wait before you can fire again. A beautiful line of death with infinite range and which requires maximum skill, I don’t think it can ever be bettered. It’s so oddly low-key and small-scale compared to some weapons, and I think that’s what makes it quite so terrifying.

How about melee weapons? Do they count? The sprinting robofist punch of MGSV again, the way the wrench was gloriously over-powered in the original Bioshock, even Batman’s gauntlets and boots in the Arkham games if we want to stretch the definition. And anything where you’re playing a stealthy dude who koshes people over the head with a blackjack. Or chokes them with piano wire in Hitman. The gruesome tactility of actually connecting with a character rather than just dropping them from afar.

Graham: They definitely count. I’ve grown particularly fond of the magical knives in games like Call of Duty and Battlefield, in which clicking to swing them doesn’t just slash the air, but fixes and draws you towards the enemy at the same time. It’s a bit of unnatural animation fakery, but it gives heft and impact maneuver and – thankfully – actually makes it look and feel less like you’re using an actual knife.

Adam: Melee weapons brings me to one of my other picks and also a completely different category of weapons – named, unique weapons like wot you find in fantasy RPGs. My favourite weapon with a story, purpose and unique effect on the world is The Black Sword from Ultima VII. It fits with the game’s themes, and it allows for interactions with the world and characters that haven’t been available before binding it to the Avatar.

I’m also interested in the weapons that are horrible to use. Early Call of Duty guns often make me feel a bit queasy, a combination of the real and mechanical nature of the slaughter and the animations of injured and dying soldiers. Hitman’s piano wire too – even though the game often leans on the slapstick and comic, it can be horribly brutal and sinister. But is there a weapon you’ve felt uncomfortable using? I remember an experimental freeware game in which you were part of a firing squad and had to shoot a character – that was the only possible interaction. Or at least the only obvious interaction. It was making a point about that one click and pull of the trigger, but has a situation within a game ever made you feel something like that?

Graham: Like Alec, I love weapons that are slow to reload and so place emphasis on when and where you take your chance. Conversely, I hate the recent spate of games that force you into a situation where your only option is to pull the trigger. A bunch of games recently have done it as their introduction to the game. Watch_Dogs, for example, has you pull the trigger while pointing the gun on an unarmed man, or you can’t progress. It turns out the gun isn’t loaded, but it feels gross.

Weirdly, I don’t feel that uneasiness about the same situation when it’s systemic. Far Cry 2 has a number of excellent weapons, and I love their eagerness to fall apart and jam in your hands, but I also like the discomfort it makes you feel when you need to turn those weapons on your own AI partner, to put them out of their misery. It feels earned rather than the cheap, scripted equivalent.

Alec: I’m really not a fan of the animal skinning and gutting in Far Cry 3 and 4, but maybe that’s because I’m a goddammned pinko lettuce-eating lentil-worshipping vegetarian hippy bastard. It does somehow seem to relish the awfulness of it in a way that man-shooting doesn’t, however – revelling in the sound effects and the blood. Also the plastic bag suffocation in the Manhunt games was somehow the very worst. I guess it’s because it’s a death where I can sort of guess how it might feel, and the sheer fear of it, whereas getting shot is both hard to imagine if it hasn’t happened to you and, in most games, we don’t get shown any of the suffering of it: the enemy just keeps on shooting back until their hitpoints are exhausted.

Graham: It seems like sometimes a good weapon is defined not merely by the weapon, but how the world reacts to that weapon: the hit animations upon the bullet striking, for example, is part of what makes a weapon feel powerful. The way physics objects fly and plaster crumbles from walls is a big part of why FEAR’s weapons feel so meaty and powerful.

I think the same is true of weapons that are horrible to use. I don’t mind skinning animals in Far Cry quite so much, but I hate shooting them in Cabela’s Big Game Hunter Pro. The game employs the same system as Sniper Elite, where each bullet strike is shown in slow-motion and as an x-ray of the target. Bullets ripping through deer lung and bone, before they limp off to suffocate.

I find these things cheap and scuzzy and unpleasant, whereas there’s a silliness to most of the violence I do like. Even when you’re skewering BioShock 2’s splicers to the wall, there’s a kind of absurdity to the physics of it that undercuts any potential horror or reality.

Adam: Yeah, the reactions are definitely an important part of a weapon’s impact and can either encourage a laughter or a horror response, even when the actual result is mechanically identical. Any game in which people don’t just die upon impact, but clutch at a wound, struggling, immediately disturbs me in a way that a gory headshot rarely does. It’s amazing to realise games have taught me to kill, cleaning up the living things so that a level is empty, but never to acknowledge that anyone might be hurt by what I’m doing. It’s a rather simple, crude comparison but in some ways it’s the difference between a traditional John Wayne movie and Saving Private Ryan, I guess.

Does anyone want to know about my other favourite weapon category? I’M GOING TO TELL YOU. It’s weapons that I made myself. And I don’t necessarily mean the crafted variety that’s so popular these days – I’m thinking specifically of early Microprose strategy game Master of Magic, in which you could use a spell to customise an enchanted set of armour, or a big old axe. I loved the feeling that those weapons were my creations and that they were capable of becoming legendary.

Alec: Oh yeah, even latter-day Elder Scrolls games, which I don’t think anyone in their right mind would claim offer the best weapons in any category, have some lovely ways to build your own thing. You pick your base blade, you enchant it with a damage type of your choice – I love a freeze spell – then you give it your own ridiculous name, like Axe of Twattening or Would You Mind Awfully If I Hit You With This. When they finally become less powerful than something else in the world, it’s a little bit heartbreaking: that weapon was a reflection of you, and hitting someone with a sword that’s more deadly just because you got it from a dangerous cave or paid a ton for it doesn’t have any meaning whatsoever. Anything with more than 12 weapons in it should let you rename all those weapons, at the very least.

OK, so: desert island guns. What one weapon would you take with you, if it was to be the only game weapon you could ever use again?

Graham: There’s so many weapons we haven’t mentioned – from rocket launchers to Half-Life 2’s gravity gun. But if I have to pick just one, I’m going to go for the first Half-Life, and Snarks. They were living weapons. You could lob them like grenades, or drop them through vents into rooms with unknowing scientists, and they would go to work. They were kind of cute. They were funny to use, especially in multiplayer. And they’re part of a lineage of silly weapons that runs through old Blood and Duke Nukem games but mostly seems to have died out in modern shooters.

SNARKS.

Adam: The mention of Blood means I have to at least mention the brilliance of the dynamite, which was as versatile an explosive as you could hope to find, and the flare gun simply because it was the least boring “First Peashooter Gun” imaginable.

Since the Desert Island is a metaphor, I won’t ask for a portal gun (although, how I’d love to see the Portal 2 climax expanded upon – a portal gun out in the world rather than beneath it) and I won’t stick with the Thief bow in the hope that I could live off infinite water supplies and perhaps even chomp the moss. I’ll go with a daft answer because it still makes me laugh – the Land Shark Gun, which first appeared in Armed and Dangerous and later cropped up in Saints Row: The Third. Land sharks entertain me.

Alec: It’s the Quake III shotgun for me. I don’t know what alchemy was involved there, but that’s a rare weapon where I somehow feel the shot leaving my hands and colliding with something else. The timing of that thing, my God, it’s just perfect, and the way you start to learn the exact distance which constitutes a fatal shot rather than simply a wound. I can imagine that weapon in my hands. I can close my eyes and picture how it would feel if it were real: the coldness, the thump, the force I’d need to apply to wheel it around onto someone. None of this is about the actual violence, just the apparent authenticity of an entirely non-existent tool. It feels so damned real, and it feels made for high-speed competition rather than brutality. In any shooter I always make a beeline for the shotgun, and I always end up so horribly disappointed because it doesn’t feel like Quake III’s gleaming twin-barrels of precision doom.

Adam: I feel this is the place to confess that I made a Doom map that had a long corridor specifically designed so that the BFG could be fired from one end to the other, and the person who fired it could run to a vantage point that allowed them to ‘magically’ kill everyone in the level. A level built around an exploit that half of the people I played with didn’t understand.

Alec: Perhaps you are your own best weapon. I’ll also note, as a closing point, that I appreciate any game which allows you to pervert a weapon to a purpose it was never designed for. Like when you put a silencer on a shotgun, or turn a submachine gun into a sniper rifle. You’re allowed to choose a favourite and then adapt it to the situation rather than have to constantly switch or obey someone’s scary dedication to 100% realistic weapon modelling.

Adam: Oh! All of the weapons in the Jagged Alliance 2 1.13 mod. And now my keyboard has jammed and I am also out of ammo.

Alice: Wait, were you all talking about murdertools without me? In descending order of range: Far Cry 2’s bolt-action rifle; Resident Evil 4’s Broken Butterfly revolver; and Action Quake 2’s Handcannon sawn-off shotgun. Please put all three in a single FPS.

247 Comments

  1. dangermouse76 says:

    For me the best weapon is the weapon you don’t get to fire. It’s Halo’s MAC Gun. One round equals one Covenant battleship.
    I love Halo 2.

    • LTK says:

      I’ve never played Halo but I imagine the beam weapons from the cruisers in Freespace 2 are similar. I will gladly accept the break from reality that is sound in the vaccuum of space when it means I can hear those massive guns spin up and cut a fiery swathe through the enemy’s ship while you’re zipping around in your little fighter. It’s just awe-inspiring.

      • Kaeoschassis says:

        Far as I’m concerned, Freespace 2 and Homeworld 2 share first place when it comes to awesome capital ship battles. Those beams are breathtaking.

    • Smuckers says:

      Heck ya! Although, while i love halo 2 playing the master chief collection reminded me how much i hate the plasma pistol battle rifle combo. Also, halo’s best weapon is actually the big ass laser cannon in halo 3 mp. Nothing matches the charge and release of that beautiful beast firing on a target that you had to lase for three seconds.

    • SuicideKing says:

      Halo 2’s Energy Sword and Halo CE’s Assault Rifle, though the pistol was so OP it was great.

  2. Llewyn says:

    Hang on, Doom’s shotguns?

    • BadManiac says:

      There is really only one answer, the Doom shotgun. No one can argue with that. It’s the greatest most iconic weapon in gaming history. This article is a sham and a farce.

    • spcd says:

      Doom 2 has 2 shotguns. The shotgun from Doom 1 and a double barreled shotgun.

    • GunnerMcCaffrey says:

      Doom 2 has a double-barreled. Arguably the most satisfying gun to fire (and, as already noted, reload) in any game ever. A distant second for me would probably be the contact beam in Dead Space 2. Makes you feel like a walking tank.

      The best weapon, though, is the hammer in Red Faction Guerilla.

      • JamesTheNumberless says:

        If we’re talking guns then Doom II’s double barelled shotgun is hands down the best weapon in a game ever.

        It’s still unrivaled, it has the perfect sound, the perfect reload time and the perfect effect on your enemies. Something about the transition to full 3D – and having to aim in 3D turned shotguns from booming engines of destruction to pop-scatterguns.

        The only weapon that delivers anything close to the same level of satisfaction in modern games is the shotgun in X-Com: Enemy Unknown.

        As for weapons in general, the nuke option in the original Lemmings is the clear winner.

        Notable mentions to:

        Indy’s fists in both the Indy adventure games
        The putter in Nick Faldo’s golf
        The SWAT team in Streets of Rage

        • Faxmachinen says:

          You’d have to severely compensate it for being two decades old. Back then everything sounded like shit, the animations had about five frames and weapons were all pixellated 2D sprites. Even if you ignored all that, it’s barely on par with the hunting shotgun in Killing Floor.

          The best gun in any game ever is the Arctic Warfare Magnum in Counter-Strike. Nowhere else do you get a more satisfyingly loud package of instant death.

          • JamesTheNumberless says:

            Strongly disagree. It is still better. No shotgun in a 3D FPS game feels remotely as satisfying or as much fun. Gun games have all become about finickity precision and realism.

        • der_Zens0r says:

          Yes, Doom2’s supershotgun is the best weapon. Can´t understand the whole purpose of this article ;)

          A more “modern” choice of mine would be the full auto Glock18 in BF3/4. So satisfying.

    • Geebs says:

      I’m going to put in a good word for Doom 3’s shotgun.

      No! Wait! Put down that rolled up newspaper!

      It actually required you to get in even closer to the demons for full effect than the shotty in the first two Dooms, and the fact that it needed reloading meant that you really did have to use it as a melee weapon and then run away for a bit. Plus it had a really chunky “blam”.

      • Kaeoschassis says:

        I’ll give you that, actually. It’s a pretty damned good shotty.

  3. The Pink Ninja says:

    The Heavy’s minigun (SASHA!) from TF2. Once you’ve got down the timing down on when to spin up it’s a fucking delight to cut your way through through of plays or have them flee and you feel like a real badass as you tank their attacks. I’m no great shakes at multiplayer but that feeling when you turn the course of a battle basically single handed.

    This is a game I had to un-install to get anything done and now I am worried I will have to reinstall and play for a while, dammit.

    • Jalan says:

      Without a Medic to pair up with, you’re basically a sitting duck for any number of attacks. One thing I dislike immensely is having a Pyro circle-strafe around me faster than I can target them while fully spun up. One of the downsides of playing the class, especially when no one seems to realize how necessary it is to play Medic.

  4. Kaeoschassis says:

    A little shout-out here. It might not be my absolute “favourite” weapon but I feel like it absolutely deserves a mention: the Testament shotgun from Doom’s Demonsteele mod. All the weapons in that mod are works of effing art, but that one in particular is amazing. Its sound effects are especially worth mentioning, apparently the dev recorded himself obliterating random unwanted junk with a sledgehammer and used layered samples from that, since stock shotgun noises didn’t sound quite hefty enough.

    I’ll also give a little nod to Marathon’s shotgun which I believe inspired it. Doesn’t stand the test of time particularly well, but it’s still got style.

  5. Cederic says:

    The Trident of Ulmo. It can drop early but I still had it offhand when I completed. 22 years later and it’s still a source of pleasure when I acquire it.

    Or the knife in Battlefield Vietnam. Rifles, machine guns, pistols, tanks, explosives, music spewing helicopters.. the chances of getting close enough to anybody to use a four inch long knife made every kill with it a personal insult to the defeated foe.

    • JamesTheNumberless says:

      I see your trident of Ulmo and raise you the Hammer of Aule (Ringil is probably technically the best but it’s a sword and swords are boring)

    • TonyB says:

      Thanks for the Battlefield Vietnam reminder as its Mortars deserve a mention. Dropping them point-blank by a vehicle and not bothering with the awkward guess-the-arc thing was always hilarious, but the time when I nailed a first-time shot from a hillside some distance away onto a helicopter that was busily capturing a nearby base remains one of my most satisfying moments in gaming.

  6. draglikepull says:

    Either the gravity gun in Half-Life 2 or the sword in Metal Gear Rising. That sword in MGR is *so* much fun to play with using the joysticks.

    • deadwanderer says:

      Can’t believe the gravity gun only got a half-sentence passing reference in this article. Pretty much every other weapon mentioned here is some variation of bash-’em-in-da-head or shooty-bang, but the Gravity Gun offered so many options, both defensive and offensive, as well as weapon progression and powerup. Far and away the best!

      • Mutak says:

        So true. For me it’s Portal Gun and Gravity Gun all the way, probably followed by something from Dark Souls.

  7. apa says:

    Doom super shotgun and Quake 1 rocket launcher are the best for me. The least favourite is any sniper rifle. Those take you away from all the exciting stuff and feel like cheating – shooting people in the back. That said, I do snipe in single player.

  8. CookPassBabtridge says:

    You could be very creative with Crysis C4 packs. I also loved the ability to change fire modes and modify weapons, made them much more real.

    The weapon i loved most though was STALKERs silent sniper rifle with realistic ballistics. It made you feel like a genius and it was beautiful – redwood and chrome.

    • Stevostin says:

      That’s VSS Vintorez. Agreed.

      • killbilly says:

        Seconded.

        • Premium User Badge

          weirdcitizen says:

          This. Plus Strelok’s Assault rifle.

          And because I’m replaying Far Cry 2, I love the golden AK47 and Silent MP5 in that game. One because of the decadent look and the other because it at least gives you the option to take a few down stealthily before you undoubtedly cock it up. (plus I actually like the fact that your weapons might jam: this is the only game where I’ve ever had to fall back on my pistol)

          • Kaeoschassis says:

            Are we talking Strelok’s fast-firing AKM from the first STAlKER? Because if so, yeah, got to give that one a point. I frequently use it for most of the bloody game. Such a good gun. Especially once you get a scope and launcher for it.

      • CookPassBabtridge says:

        It had a brother too link to stalker.wikia.com

        Once you mastered their ballistics and could get that arc just right, even lead a moving target for multiple headshots in a row, those two made you feel like a kickass sniper.

      • der_Zens0r says:

        I loved the VSS in BadCompany 2 and never understand why they put it in BF3/4 :(

  9. CustomerMan says:

    I love the Tediore’s Weapons in borderlands

    “Upon reloading, the player throws their weapon like a grenade and then the gun will explode on contact with an enemy or after a few seconds”

    They are hilarious and enjoyable for the whole family!

    • Dances to Podcasts says:

      Apparently I have a tendency to point my guns downwards when reloading. Not a good idea with those…

    • steves says:

      Yeah, some of the stuff in Borderlands feels amazing, though how much of that is random vs. designed is hard to say.

      The absolute best is a good Jakobs ‘masher’ (basically a revolver/shotgun hybrid) from the original.

    • Velko says:

      Once in BL2 I found an orange Tediore shotgun. It was merely okay-ish, until the first time I reloaded it while still having a few rounds in the clip.

      The bloody thing had some kind of a jet-engine fitted into the stock, so in that situation instead of me throwing it it flew away on its own and homed in on enemies while shooting away the remaining rounds at them, then when the clip was finally empty it crashed into them and exploded.

      I remember just staring at the screen for a few seconds after that, unable to do anything else.

      • Kaeoschassis says:

        There are Tediore rocket launchers that do the same thing. My brother found one the other day. Effing amazing.

    • SuicideKing says:

      Not a fan of Tediore weapons. I found Vladolf rifles/SMGs, Maliwan sniper rifles/SMGs, Jakobs sniper rifles/pistols good.

      Infinity Pistol was awesome, and Plasma Casters were fun too – deadly at close range.

      Oh and, Firestorm and Quasar were my favourite grenades.

    • tehfish says:

      They can get particularly silly when you’re playing an anarchy-specced mechromancer.

      Unload a full clip at a close range enemy and miss every shot due to the hilariously low accuracy rating, only to then lob the gun into their face and one-hit kill them :o)

    • TheAngriestHobo says:

      Ah, yes, the weird and wonderful random guns of Borderlands. Everything you pick up is amazing and unique and… not always well thought out.

      Case in point: link to awkwardzombie.com

  10. N'Al says:

    Marathon’s dual shotguns
    Undying’s scythe
    Cartman’s fart (Stick of Truth)

    • zarniwoop says:

      Flak Cannon (preferably original UT).

      • symuun says:

        I’ll second the Flak Cannon vote. It’s basically a shotgun, but it had such a physicality about it, in the animation of the gun itself and in the way the shards bounce off the walls so nicely. And it rewarded getting in close and saving your mouse-click for the very last second before you pass someone. Good gun.

        Doom 2’s Super Shotgun was brilliant too, though.

      • GernauMorat says:

        Yup. THe original Flak Cannon is amazing: feels incredibly powerful and its alt-fire is good too.

      • LionsPhil says:

        The tinkle of the riccohceting pieces of cooling metal, as they lose their glow, was lost in the later games with their big, yellow trails.

        Also using the alt-fire to send a final “up yours” to an opponent by gibbing their corpse (and sending their deathcam bouncing around the level), which stopped working once ragdolls were introduced.

    • DrFunfrock says:

      The dual shotguns from Marathon were absolutely amazing. It saddens me that more people don’t remember that game.

      I love that the devs were like “So, how do you reload a shotgun when you have one in each hand? Ah, screw it, let’s just have an insane super-powerful AI design a reloading mechanism so impossibly advanced that he couldn’t even explain how it works without your brain dribbling out your ears. Yeah, that’ll do it.”

      I think the most satisfying thing about them was that you actually had a separate fire button for each hand, same as with the dual pistols. One of the first games to ever do that, and it just felt great.

      And man, those pistols. I think Marathon might be the first game I can recall where the starting pistol actually felt like a freaking cannon. Like, the thing was actually listed as being a .44 Magnum and it felt like it. The first time you let that thing loose on one of the Phfor and just watched the little freak splatter all over the walls… That was an incredibly satisfying weapon to use.

      • Rufust Firefly says:

        I was going to be very disappointed if nobody else mentioned the dual wield weapons of the Marathon series. There’s a great moment in one of the M2 levels where it’s just you, those two shotguns, and a horde of Pfhor coming at you over a bridge. Good times. “The loading mechanism? Your primitive mind couldn’t comprehend it.”

        More games need weapons designed by Rampant AIs. The Bee/Hornet Guns in Terraria are also pretty great.

        • Traipse says:

          Marathon’s dual shotguns were a thing of absolute beauty. The satisfying “BOOM-chik-chik” noise they made. The careful timing of juggling one in each hand while a wave of enemies poured down on you, trying to keep up a steady fire rate by alternating left-right in the proper rhythm. The wet splattering noises as the semi-liquefied aliens hit the ground afterwards. Visceral and primally gratifying in a way that even the game’s rocket launcher couldn’t manage — God, those were brilliant games!

          I’m surprised that nobody mentioned the nailgun from F.E.A.R. When the game started dragging on and getting tedious near the end, trying to nail clone soldiers to the walls in amusing fashions was one of the only things that kept me going. The aftermath of a battle would look like an art gallery with dead guys hung on the walls instead of paintings.

          Man, it’s really impossible to talk about this topic without sounding like some kind of absolute psycho to the uninitiated observer…

        • drinniol says:

          All the weapons in Marathon are great. The fusion pistol was one of my favourites – that whine when you charge it up goes perfectly with the sound of the overcharged shot.

          Man I’m gonna have to install Aleph One again.

          • Geebs says:

            The alien weapons kind of sucked. The shotguns, assault rifle/launcher, pistols and SPNKR were fricking great.

            Did anybody do grenade hopping and missile jumping before Marathon?

  11. cbn says:

    Q3 Rocket Launcher, easily. Rocket jump for mobility, control enemy movement and that satisfying DONK sound of a direct. So good!

  12. Gryz says:

    And Suck My Dick !

    • Gryz says:

      No responses here. So I guess I better clarify myself.

      In the first Unreal game, and the first Unreal Tournament game, there was a weapon called the ASMD. In later games it was renamed the “shock rifle”. I liked the name ASMD better.

      The ASMD had 2 firing mode. Primary mode was an instant beam shot, which took away 25-30% of a player/NPC’s health. So you had to hit an opponent 3 or 4 times before he was dead. The primary shot would also knock the target back a bit. Secondary mode was a slow-traveling blue ball. It did slightly more damage than the primary mode. In close range it was a nice way to spam your opponent to death.

      The true beauty of the ASMD was “the combo”. You shoot a slow blue ball with secondary fire towards your opponent. Then when the ball was close to the target, you’d shoot the ball itself (not the target) with the primary fire. If you hit the ball, it would blow up in a big explosion, instanly killing everything and everyone in a range of a few yards. Just awesome. If you shot the blue ball, then stand still and don’t move your mouse, you would guarantee hit the combo. But the real skill was in doing a combo “on the move”. Shoot the blue ball, dodge to the left or right to avoid incoming fire, and then hit the moving blue ball under a new angle from a different location. Not easy to pull off. But if you could, this was a devastating weapon.

      Last awesome fact about the ASMD: guess what the abbreviation stood for ….

  13. Sin Vega says:

    My favourite is hard to pick, but the first that comes to mind is the Robar bolt action rifle from little-known Unreal Tournament mod Infiltration (specifically, a pre-1 version of the game whose number I forget, from before it became a full on counterstrike-alike and was mainly a weapon/AI/model overhaul). That thing started my love of single shot rifles. It was slow, with an agonising second or two between shots (in a game where the lowliest pistol could kill with a few hits), but it was unerringly accurate, it animated wonderfully, it was devastatingly powerful, and most of all, it sounded spectacular. We came to refer to it as the Finger of God, and it often led to that greatest thing, the panicky exchange where two players with a bolt action both miss the first shot.

    As for uncomfortable ones, I was very uncomfortable using the molotovs on the surrendered, unarmed germans in COD World at War. After tramping about the whole level looking for an alternative, it appeared that the only way to advance was deliberately torturing and murdering half a dozen people for no reason, practically or narratively.

    The humble 9mm pistol from Hitman 2 was remarkably satisfying and effective when you learned to handle it, a lot of which came from the way people would just fold when you hit them that last time. Somehow it felt plausible that they kept fighting if hit one or twice, despite the spray of blood, but more than that would be too much for them and they’d just keel over with a slight ragdoll push.

    Throwing any knife from Hitman Blood Money. My one big complaint about that game is that you couldn’t keep an armoury like you could in 2, and had to rely on what was already in the level.

    Bows from Mount and Blade. Still one of very few games to get them mostly right (looking at you, Skyrim, with your 100% perfect accuracy regardless of skill level). The perfect blend of player skill, character skill, and a tiny bit of luck made picking off a rider endlessly rewarding.

    The .32 revolver from Fallout 3 mod FWE. It wasn’t a particularly good gun, but it became a trusty companion for a memorable (player) character, and there’s something about a simple, reliable 5-shot revolver that I find pleasing.

    The dust cannon from Wing Commander Prophecy (possibly the expansion, I forget). Extremely weak but with decent range, and its fire rate meant it could rip up even medium ships with a long enough brrrrrrrrrr.

    The syndicate flamethrower, obv. Although I also loved the shotgun, and often gave my agents one even late into the game, for finishing off key targets or anyone who got too close (they were more powerful shot for shot than the minigun).

    • El_MUERkO says:

      I don’t get why we have to pick. I can think of a dozen great weapons from different games that have all given me immense satisfaction and I see no reason to order them.

    • SlimShanks says:

      I largely agree with your list, but I do have to point out an inaccuracy with your post. As much as I hate to defend CoD, what happens at that part in the campaign is that you come upon a number of Germans who are attempting to surrender. The men who first found them want to burn them alive, which is why your buddy asks you to have mercy on them and instead kill them yourself by shooting them.
      And to take historical context into account, shooting those men was by far the kindest end they could have had.

      • Sin Vega says:

        Ahh, my mistake then. It has been a while. Still though, I felt the whole thing was really tacky, CoD really hasn’t had the chops for that kind of content since the first modern one. And even that could only really work the once.

        • SlimShanks says:

          I agree entirely. And that scene is painfully out of place in a game focused on a fun, action-movie sort of experience. I mean, either be Call of Duty, or be Red Orchestra, but mixing the two is ALWAYS gonna a bad idea.

  14. turtle says:

    Something from a tripwire interactive game. between the M14 EBR and SCAR MK17 from Killing Floor 1.

    • A Gentleman and a Taffer says:

      Yeah. As mentioned in the article Red Orchestra’s bolt actions are superb. And when you do get your hands on a machine gun (sub or mounted) it feels like the overpowered death giver it is. Not the starting pea shooter they are in most games.

      • klops says:

        For me, MGs or SMGs don’t even compare to RO2’s bolt action rifles. No scopes.

        One shot
        guy running through the opening folds and falls down
        click again to reload
        feels good – long distance shot, yeah!
        feels bad – urgh, a rifle shot in the guts
        aaah

        • SlimShanks says:

          Remember, if you hit them in the nads, you are ethically obliged to shoot them again. The only time I ever failed that rule was when the sod slid down the backside of a riverbank :(

  15. Horg says:

    Serious Sams SBC Cannon.

    Power. Simplicity. Absurdity.

    • LTK says:

      But where does Sam keep the cannonballs?

      • Jalan says:

        He’s wearing those jeans with the obscenely large pockets that were popular decades ago. JNCO brand, I think they were. The only difference is that the modelers camouflaged them to look like normal jeans to avoid infringement issues.

  16. jaheira says:

    Celestial Fury from Baldur’s Gate 2. Also the hand crossbow in Deus Ex is fun.

  17. wyrm4701 says:

    Quake 2’s Railgun is, for me, the Only Railgun. I think it’s mostly the sound – a flat staccato spank of electromagnetism to metal. Possibly also the cooldown time and it’s capacity to kill everything in front of it in one shot. It really forces the player observe enemy movement, analyze the patterns, and be in the one place where a single shot will clear the room.

    Unreal Tournament’s Flak Cannon replaced pretty much every shotgun-style weapon in my ‘best-of’ list. Same principle, taken to a logical and ridiculously brutal extreme.

    Dark Forces had both the Repeater Rifle and Concussion Cannon. The former is a satisfyingly sci-fi machinegun, the latter a magic airgun that creates invisible explosions for my childlike delight.

    I really like TF2’s Huntsman. I’m bad with it, but it’s my favourite bit of medieval technology in a gun-and-explosive shooter, ever. I wish I could equip it on the Scout.

    • durruti says:

      came here for quake 2 railgun, unsurpassed in feel and sound. there are a lot of good weapons but this one stands out. in terms of a game with the best weapon feel overall i’d say e.y.e divine cybermancy. i hope streumom will deliver with with space hulk deathwing as well.

    • UnholySmoke says:

      ^This

      The Q3 Railgun was a big letdown. The original felt like something that had been originally mounted on a battleship. Monstrous, and yet so balanced with the long reload. Best gun in a shooter game, easily.

      Also agree on the flak cannon – excellent in SP Unreal and the UT games, and still feels nice in the new beta.

  18. Premium User Badge

    MercurialAlchemist says:

    Halflife’s crossbow, and Unreal Tournament’s multi-rocket launcher.

    • zarthrag says:

      The HL crossbow was absolutely my weapon of choice! The 8-ball (which, ironcially, only held 6 rockets…) was also quite the weapon. Unreal had a super tiny map that it ruled in. Ah…memories…

      Oh, did anyone else prefer the ASMD? I thought the combo being harder to pull-off was a bonus, plus – it looked better. (Venting steam out of the top and such. Nice, especially for the times)

      • Premium User Badge

        MercurialAlchemist says:

        Rocket jump my friend, rocket jump. Also, these great moments where you timed the loading of the launcher wrong and it blew up in your face.

    • johnweythek says:

      Was looking for mention of the crossbow, i mean it fires scrap rebar that’s been put in a current of electricity and heated up. When the game 1st came out, the new source engine and its ragdoll physics made it the ultimate plaything(if you ignore the gravity gun for not really being a “gun”), either sending enemies across the room with the weight of a direct hit or pinning them to the wall. Plus in larger mp maps (if anyone played hl2mp) you would feel invincible once you knew how far to lead a running enemy, and how much higher to aim at very distant ones. Also there was the rare shots that skipped off at shallow angles and hit your opponent anyway, saving your ass from embarrassingly just shooting the floor.

  19. Daedalus29 says:

    F.E.A.R penetrator, but most of the fear weaponry is memorable. Pinning down your enemies in slow motion is no equal.

    • skyturnedred says:

      The Stake Gun from Painkiller is even more satisfying. Most of the Painkiller arsenal is pretty damn great too.

  20. A Gentleman and a Taffer says:

    The correct answer of course is the one you spent 20 hours getting the souls and ingredients to craft in Dark Souls. Queelag’s Furysword anyone?

  21. Premium User Badge

    tigerfort says:

    The exploding sheep from the Worms games.
    (Wot? No-one said it had to be an FPS.)

    • apa says:

      *baa* *BOOM*

    • Premium User Badge

      phuzz says:

      Ohh yes. The first time I killed one of my unsuspecting brothers with an exploding sheep was sweet :)
      I also loved the prod, where your worm would just shove the enemy a few pixels, causing no damage. So, when you shoved them off a cliff onto a mine which blew them onto one of their other worms so the death of one killed the other too, it was ultimately satisfying.
      So yeah, the best weapon was one which did no damage, not sure I’m doing this right.

    • pennywyz says:

      Old lady? Holy Hand Grenade? Concrete Donkey? It is a game full of ‘Best’ weapons.

  22. Carra says:

    Nailing baddies to the wall with the stake fun in painkiller was a lot of fun.

    • Jackablade says:

      Painkiller had a few great weapons. The Painkiller itself being one of them – For those unfamiliar, it was basically a staff with a metal claw on it. Holding a button would play out the claws into a spinning fan blade for chopping up enemies satisfyingly at close range. Pressing the other would launch the claw forward to damage enemies and pull them and items towards you. The “chain” of the grapple was a laser beam. latching the claw into a wall would leave that laser hanging in the air to burn enemies dumb enough to wander into it. Finally, spinning up the blade and then firing it would launch the spinning blade, ripping through enemies it collided with.

      The game was full of neat combination weapons with tactical uses and secrets like the above mentioned launcher’s stake catching fire if they travelled far enough before impact.

  23. Ansob says:

    Zero mentions of Turok 2’s cerebral bore. How disappointing!

    • Smuckers says:

      I feel this. Also, i was one of those weirdos who played more turok 2 mp than goldeneye. Also, goldeneyes proximity mines were really fun now that i think back on it.

    • Dicehuge says:

      I was so hoping someone would mention this. The hilarious panicked sprinting that happened as soon as anyone hears that damn drill was priceless.

    • Ny24 says:

      But Turok 1 even had the better weapons. The one weapon that let the screen explode for half a minute. I think it was called fusion gun or something like that. Watched that for hours on end :)

      • davidelrizzo says:

        The CRONOSEPTER I believe it was called. It was the only game I ever played that had a gun BIGGER than the Nuke Gun!!!
        – If that doesn’t deserve a mention I don’t know what does.

  24. TheSkiGeek says:

    Most of Half-Life DM’s weapon roster was great. The one-headshot-kill revolver, the also-one-shot-kill-at-short-range shotgun, the explosive/sniper crossbow, the laser guided RPGs that you could curve in mid-flight if you got creative.

    And — come on. No mention of the lightsaber in Jedi Knight? Those multiplayer duels were a lot of fun, and hacking stormtroopers apart never gets old. Someone really needs to do a next-gen game involving a lightsaber and the “hack things to bits” functionality from Metal Gear Rising: Revengeance.

    • johnweythek says:

      YES! That revolver was also a sniper rifle if you used your suit zoom. You could zoom in, press the mouse to fire and hold it, once you let go of z you’d fire instantly and get a headshot with a sidearm that kills in one shot from any distance.

  25. Premium User Badge

    gritz says:

    Garret’s blackjack.

  26. Jediben says:

    Saints Row 3s dildo.

  27. LTK says:

    In terms of weapons having a visible effect on the world, nothing tops propelled bolt weapons. Half-Life 2’s crossbow is a good example. It was a massive leap forward in this regard compared to the original’s crossbow, with those sizzling bolts of rebar being launched with steel cables into anything unfortunate enough to get in front of your scope. Nailing combine to the walls with it just doesn’t get old.

    However, the undisputed winner in this category has to be Painkiller’s stake gun. It seems like it’s straight out of a steampunk vampire hunter movie, with those hefty, iron-reinforced wooden stakes impaling enemies, and launching their ragdolled corpse into the back wall a lot of times too.

    Best of all, when you shoot it at a distant enemy, the stake lights on fire and its damage increases dramatically. Isn’t that just the greatest? It also starts curving downward, which lets you get that satisfaction of hitting a perfectly curved shot that bows have too.

    So it’s amazing at taking out single targets both short- and long-range but stakes aren’t the best against groups of enemies, so they gave it a secondary fire that launches grenades to compensate. That’s Painkiller in a nutshell. The game isn’t any less great than this implies, so go play it.

    I want to give a mention of the two guns from Hard Reset as well, although it’s kinda cheating to call them two guns since they each transform into like six other weapons as you upgrade them. Still, it’s really cool that one of them is physical/mechanical/industrial and has modes like machine gun, shotgun, rocket launcher and mine dispenser, and the other is electrical/energy-based/high-tech and has modes like tesla coil, plasma rifle, and EMP launcher. They each have their own personality and varying ways to express it, which is great. Hard Reset is a good one to play as well.

    • dudecrude says:

      Oh God, I forgot about the flaming stakes and grenade alt-fire. Most carefully-considered gun of all time and a pleasure to use. Also, if you used it on a tougher enemy that required three or four hits, they usually exploded in a supremely satisfying cloud of gore.

      • mardu says:

        Don’t forget about shooting a grenade and then piercing it mid-air with a stake, launching it at distant enemies. What a wonderful gun.

  28. Dances to Podcasts says:

    The bananas from No One Lives Forever 2. And the glue gun. And exploding kitties.

  29. illuminatus says:

    In Dragon’s Dogma, whose mechanics change significantly based on your vocation (and in turn, weapon), I feel like the most interesting playstyle is that defined by the Magick Shields. Turning reactions and defense into an offensive powerhouse is one of the best ideas that’s also executed to perfection.

    link to youtube.com

    In other words, PC version cannot come soon enough.

  30. Haggoid says:

    As the title didn’t say “FPS only”, I have to say my favourite weapon is the unstable concoction thrown by dwarves in Myth 2 … so much laughter.

  31. DeFrank says:

    Half Life 2 Gauss gun. It shoots through schools…

  32. Lacero says:

    Dubstep gun.

    Also, so many of these weapons are from saints row. Truly an amazing game series.

  33. arienette says:

    Dear god the Red Faction: Guerilla hammer, that thing had heft. Every hit thundered through my bones.

  34. Giftmacher says:

    The Flak cannon from Unreal Tournament ’99.

    Also, every single gun from F.E.A.R.

  35. Premium User Badge

    Andy_Panthro says:

    The Black Sword from Ultima VII was great, but there wasn’t exactly a lot of decent combat to use it in. I was always so disappointed with how things worked out in Serpent Isle as well.

    Deus Ex: Human Revolution’s Typhoon should surely get a mention. Helped me past those boss fights. Not to mention the arm-blades.

    I’ll always have a soft spot for the revolver (Colt Python) in Half-Life too, it really felt quite powerful compared to the other guns.

    And finally, I haven’t explored most of the weapons in MGS5 yet, but the first sniper rifle I’ve got is pretty nice.

    • TheAngriestHobo says:

      The problem wasn’t the combat, it was the Forge of Virtue expansion. Since you could complete it immediately after leaving Trinsic (the starter town, for Ultima virgins), and completing it gave you max stats – double the max for strength – plus a sword which could one-shot anything as a default ability. And that’s not even mentioning the sword’s other spells.

      You ended up being… a little OP.

  36. Stevostin says:

    Solider of Fortune 2 – Shotgun
    QIII – Railgun
    Borderlands 2 – the gun that talks like your mum. All the talking gun are awesome but this one is just… just…
    Dying Light – Dark Machete

    My absolute fav though:
    STALKER – VSS Vintorez

    • GernauMorat says:

      Good call on the Vintorez. Loved weapons in STALKER generally, but that was the standout.

    • wyrm4701 says:

      Yep, the Vintorez was the sweet piece – if you get it early on in SOC, the difficulty drops sharply. And I believe the ‘guilting-mom-gun’ in BL2 was the Morningstar. Guaranteed to drive your co-op mates nuts.

  37. Hunchback says:

    The cerebral bore.

    I mean, come on!

  38. KDR_11k says:

    Favorite conventional weapon for me is probably EDF’s Firecracker grenade. Just a thrown impact grenade but instead of one grenade you throw thirty. At once. And they can level buildings.

    A bit more on the fringe of the definition of “weapon” is the R-Type Force Pod. You upgrade it to make it shoot big lasers and stuff, you block bullets with it, you ram enemies with it or if they’re far away launch it at them, you have it act as an attack drone (especially some of the force pods in Final) and you can dock it to the rear of your fighter to protect and shoot in that direction instead. One of the most versatile items in gaming without requiring a ton of buttons to control.

    • Sin Vega says:

      Oh my god how did I forget EDF. Some of the weapons in 2017 were crazy overpowered, others were gloriously useless. I used to play it with my ex, and I still laugh when I remember the way I could always track her position by the constant, gigantic explosions and waves of giant splattered ants flying through the air.

      But yes. Among the great (terrible) weapons in EDF were the Tortoise, a guided rocket launcher of obscene power whose rockets moved so slowly you could outrun them, and a grenade of devastating power, with a blast radius so wide that you’re doomed the minute you throw it.

      That game was made to induce agonising laughter. They knew what they were doing.

      • Kaeoschassis says:

        The point about the grenades reminds me of the Fat Mine from New Vegas. My character was no good with heavy weapons, but was a hell of a tinkerer, so every nuke I got my hands on ended up being converted into one of those. I was so proud to have such a collection of hand-held nuclear proximity-triggered bombs.

        I never successfully used a single one without blowing my own legs off.

    • aoanla says:

      the Force Pod is almost more of a buddy than a weapon, I think (although, yeah, you can hit things with it – it also acts as a shield, though). It’s certainly an iconic, and not bettered, utility tool, though!

  39. Monchberter says:

    I’ve always mostly played FPS’s so I totally get the affinity you get with certain weapons. Totally agree for example with Far Cry 2’s base sniper rifle.

    In no particular order:

    Half-Life’s shotgun (selectable double / single barrelled)
    Dark Forces’ utterly broken Concussion Rifle
    Far Cry 3 Blood Dragon’s NEON black bow
    Team Fortress 2’s Direct Hit, Detonator / Flare Gun, Crusader’s Crossbow
    Crysis’s rifles. (for the customisability)
    CS:Source’s TMP, pump shotgun and Five-Seven

    Finally, in the usually overpowered ‘hose’ weapon category, the ‘Egon’ from Half-Life

  40. cyrenic says:

    The Spinfusor from Tribes! Hitting someone in mid air with it was the best. Especially when the impact from it threw them into the ground so hard they died from fall damage.

    • The Godzilla Hunter says:

      This is the truth. The sound that it would make (at least in Tribes: Ascend) when you get a ‘blue plate special’ – a mid-air hit – might be the greatest sound in a video game.

    • TychoCelchuuu says:

      Yeah, I came to mention the disc launcher. That weapon is amazing not just because of the great sound, the neat design, and the satisfying explosion, but because when you combine it with the jetpack you get a really unique sort of combat. It’s all the dynamics of a rocket launcher – leading your target, hitting near their feat, managing splash damage – plus the added dimension of fighting in 3d and flying around, learning where to aim if you and an opponent are both flying in different directions. Not to mention everyone in that game was zooming around at like a million miles per hour, which makes getting good with the disc launcher a real accomplishment.

  41. kalzekdor says:

    Grenades in Quake 2 were always my favorite back in the day when we had LAN parties. I would regularly use only the grenades. Bah, Rocket Launcher? Ignore. Railgun? Who cares. Grenade launcher? Blasphemy! I would just run away from everyone, find grenades, grab the mega health and quad damage, wait until a big fight was going on, pull the pin, wait a couple seconds… *TICK* *TICK* *TICK*, and then rush out into the middle of everyone with a live grenade in my hand. *BOOM*. “Player feels Kal Zekdor’s pain.”

  42. EKSelenc says:

    Grenade Launcher from Unreal II. That thing was literally universal.

    • LionsPhil says:

      I was not expecting to see any weapons from Unreal 2 get mentioned, even if it did include a gun that shot spiders, and a flamethrower that could douse an area in fuel before lighting it all up. (In practice, this was useless, and the game couldn’t handle much fuel being around before it started forgetting the oldest patch of it.)

      • Kaeoschassis says:

        Unreal 2’s weapons were at worst average, and at best absolutely stellar. The CAR was great, so satisfying to use even if it took a fairly long time to actually kill anything. The shotty was loads of fun, very hefty. And yeah, using the flamer on all those infuriating bugs was so much fun.

        It’s a pretty overlooked game to be honest. Not exactly their best, but still.

  43. ansionnach says:

    The gauntlet from Quake 3…

  44. liquidsoap89 says:

    Man, there’s so many to choose from!
    The Flak Cannon is an obvious choice, it’s got that great feeling most shotguns provide, combined with the alternate firing mode.

    And on that note, weapons with alternate firing modes are the best. Perfect Dark has a whole slew of weapons that were excellent. With my personal favourite being the Cyclone. An alternate firing mode where it just shoots all your shots, and a reload animation where the gun just scans the magazine… It’s great!

    The recent Far Cry’s have had a really satisfying SPAS shotgun in them. That moment when you first get the SPAS in FC3 being a particular highlight for me.

    The Halo pistol, of course.

    C4 in pretty much every game.

    The flamethrower in Killzone 2 was really cool, mostly because of the fire it spewed. Unlike most other shooters, the flamethrower in KZ2 shot a stream of ignited fuel out of it (think of an incredibly dangerous nerf water gun) and it just looked really cool.

    I love the snipers in TF2. I think the charge mechanic is a great idea, because it adds a bit of a risk/reward to how and when you shoot. A fully charged headshot is enough to kill any enemy; but obviously waiting for a full charge, and being slower while scoped make you a prime target for others.

    Oh, and the P90. Just because it looks cool.

    • Cinek says:

      I’m a big fan of SPAS-12 and SPAS-alike shotguns in games. That italian design, that sound that’s great in pretty much every single game, and that great effectiveness.

      IMHO SPAS-12 and alike are IMHO the best weapons of all in the games.

  45. quietone says:

    The “ENTRY DENIED” stamp from Papers, Please.

  46. caff says:

    Counter-Strike’s Scout Rifle. Because headshotting an AWP-er with it made you feel like a god.

    • AlexW says:

      The Scout rifle was amazing for shooting AWPers, absolutely, but the funniest sniper rifle in CS is the Famas on burst-fire. I loved playing de_rats levels especially and getting “WTF” responses from people I was headshot-sniping from across the map with that sucker. First shot hits the body, then it tracks upwards and hits them in the head.

      However, my vote has to go to Crysis fisticuffs. Punching never felt so good.

  47. TheAngriestHobo says:

    As great as the Black Sword was, Adam, you’re neglecting the single best weapon in Ultima VII – and therefore, all of gaming. The dirty diaper.

    Cave full of man-eating dragons? With a kidnapped baby and a pack full of diapers, you could solo those bitches.

  48. Man Raised by Puffins says:

    Huntsman. TF2. Yes.

  49. Synesthesia says:

    well, the triple red shell from mario kart, duh.

    RO2’s mosin nagant is a thing of beauty, too.

  50. cluddles says:

    Oh yes, AQ2’s handcannon was perfection! I used to love taking that with the stealth slippers on the sniper-happy urban maps. I imagine it was a little bit jarring to be quietly staring through the scope one second, and getting both barrels of that in the back the next…

    On the subject of sniper rifles, UT99’s was pretty satisfying. Also, the entire Brutal Doom arsenal is satisfying as hell (fitting, that), although that could be as much to do with the way the enemies react to being shot as the actual weapons themselves.