9.20.2010

Metro 2033's Bastard gun

I like the Metro 2033 game, especially cause it gives you some really interesting things to with, like selfmade guns and manual actions like putting on gas masks, pumping your flashlight charger etc. Two gun you'll see most of the time in the game is the so called "Bastard", a weird kind of gun that just seems to be the right kind of post-apocalyptic weirdo shooting device you could need down there. Well, at first I thought it's the perfect realization of a design I had in mind and already tested before - a gun with sideward magazine sliding completely through the loading slot/chamber til it's empty. But there are some things catapulting the bastard right back to where it came from - a game designer's concept book. The main point I have to beef about is that the gun can't practically work due it's bullet arrangement in the magazine. Think about it - there are two "rows" of bullets, which is typically seen in assault rifle magazines to save space. In reallife it works in a way that at first a bullet from one row gets chambered and after firing one from the other. This way you can pack some more cartridges into magazine with relatively shorter height but more width. The bastard gun - well - does it similar, but completely without a spring to force a cartridge either from one row or the other out of the cartridge end. Instead, it's just a case to place them in two rows. When loading the gun you just stick it through the loading slot and each shot fires a bullet and moves the magazine further through the slot and putting out the empty parts of the case more and more as you fire bullets from the cartridges. Empty bullets get ejected at the back of the gun. First thoughts made me think that this gun would be impossible due to the fire pin position. Well, you need a pin in fixed position with moving magazine (due to the two rows) or a moving pin depending on the current row, or multiple pins and multiple barrel - for each row one. The last one doesn't apply here - only one barrel. So, looking at how it operates, you can only see how the loading slot/chamber moves depending on which row it is. The whole loading slot moves up and down while shooting, so it's definitely a moving magazine. Such a construction needs a lot of fine tuning or special parts you won't get down in a post-apocalyptic russian metro system. I can understand how the designers tried to make a crude design made out of garbage, but this time I think they took away too crude. It would a very complicated model to manufacture with much more special parts than a conventional firearm. In the game they tell you that most weapons come from the "Armory", a place with firearm manufacturers who previously ran a factory on the surface before the bombs dropped. So what is easier - taking existing spare parts and building stuff like the iconic revolver shotgun and assault rifles or designing something completely new requiring even more parts to manufacture? Even if it'd be easier to produce it, I doubt there'd be an actually working mechanism to make the whole loading slot moving/rotating up and down without making the magazine instable. The idea is great as a video game gun (you can easily see how much ammo you've left) but I doubt there's a way to get it working as seen in the game. With some way to move the magazine from left to right, some grooves on the magazine case, it surely could work - but not how it currently looks. Maybe it uses the cartridges as some kind of rack? Probably not, that'd require a gear in special format and a more complex and fine work. That from a gun everybody has access to in a world of extremely limited ressources? Naaa, but still awesome as concept.

I'm tempted to try to build my own one using LEGO - with some design changes to fit the recoilless cartridge I use. Not sure about the automatic fire, but I already have a concept in mind with a bigger setup of springs and cylindric parts. Watching how the firing looks in the game itself, tey just magically move the magazine up and down with visible element component necessary to archieve such a move in position. Well, I already tested the concept of a sliding magazine, but it required lots of lots of parts and mechanics to keep it stable. And as long as I have other concepts to explore, I don't see a reason the make this crude concept real. Let's leave where it belongs to - concepts of game designers.

No comments: