


Sure, it could be difficult to hit an enemy with in the heat of battle, but once you did, they sure knew about it. Capable of reducing many enemies to mincemeat with a single blast, the rail gun would go on the become a staple within future Quake games, as well an inspiring many imitators in other series. While the rocket launcher also deserves a mention, it was the rail gun which was the real star of the show.įiring slugs at close to the speed of light, this high-damage hitscan weapon made a suitably futuristic sound on both firing and charging up another round for a shot. Quake 2: Rail GunĪnother game which was a technical marvel by the minds at ID, Quake 2’s weapons made both the multiplayer and singleplayer a joy of an experience. As the enemies in Blood are far more lethal than in most FPS games, this just added a cherry on top of what was already a fantastic gun. If you have the ammo for it, the secondary fire shoots eight flares at once, igniting large groups of enemies in a single shot. Running around for a few more seconds, screaming all the while, the enemy would then collapse in a burning heap, in what is one of the most brutally satisfying murder methods delivered by such a humble rescue tool. For most human (and former human) enemies this would then burn for a few seconds before catching them aflame.

The primary fire for the Blood flare gun fires a single flare projectile, which would stick into enemies it hit. One of the first weapons gained by the player, fitting in what would traditionally be considered the pistol slot, the flare gun remained a key part of the arsenal through the entire experience. The original Blood had many great weapons, in fact, it was one of the few which offered a shotgun close to Dooms in terms of awesomeness, but it is the flare gun which deserves the most respect. Very few games have even come close to approaching the glory of this weapon, as perfect as it is as a means of monster disposal.

Doing an enormous amount of damage, this was a weapon which understood that success in Doom was about maneuverability, about dodging around at awesome speeds, picking the perfect moment, and only then dropping the hammer. Utterly useless at long-range, this double-barreled boomstick was made for getting up in the monsters faces and showing them why Doomguy would go on to become the stuff of demonic nightmares.Įverything about the super shotgun was great, from the boom of the shot to the click of the reload, and it’s animation. While much of this was due to the technical wizardry and advancements which made Doom possible, no shortage of praise came down to feel of the weapons.ĭoom was good, Doom 2 is often seen as better, and a lot of this comes down to a single weapon – the super shotgun. Doom 2: Super Shotgunĭoom was not the original FPS game, but it was the first one to raise the visibility of FPS gaming to the world stage. In this article we want to go over some of the best in gaming’s long history, and why these have remained at the top of our list despite some being even older than many of our readers. Whether the boom of a shotgun, the force of the enemy being blown back, or the giblets to which they are reduced, there are many aspects which, together, form our favourite weaponry. Despite being disconnected from the experience by our screens, a combination of audio and visual feedback can give us an appreciation far greater than the sum of its parts. As an interactive medium, feel plays an enormous part in how much we enjoy gaming.
