now, what the hell does juice mean? In games it can mean many, many things
- Camera shake upon impacts
- Punchy UI that reacts and feels alive
- Impact and weight behind actions
Many negative reviews of the game right now mention “gunplay is boring” or “weapons are dull” along with their issues with recoil or matchmaking, but the gunplay and weapons are decent in my opinion - but they’re lacking juice. They feel like they lack the weight behind them, the sounds and feeling.
Mark Grigsby - animator on Modern Warfare 2019 - communicates this well in an interview where he talks about adding power and weight to their weapons with sound effects and camera movement to accompany firing and weapon reloading.
giving camera animation and particles to the firing and reloading of weapons, and sound effects could help improve gunplay, as it can help ground the weapon, and give the player a visceral response upon firing - the knockback, the way it kicks up, the smoke that comes out of the end as you rack a shell, or slot a bullet back in or shove in a canister can help make all the difference. Along with that little improvement is needed to animations - the only issue imo being that they feel a bit floaty and lacking impact and speed.
Another important video (to me at least) is one on The Art In Reload Animations where the design and animation of reloading is talked about and the satisfaction of a good reload is mentioned, and how it can enhance the guns of a game. Weight and timing, and how the weapon is handled can help sell the weight and power behind it. If you go to reload a double-barrel and the shells shoot out of it, with small puffs of steam accompanying it as you pull the barrel open, shove two new shells in and slide it back up you can feel that its a powerful weapon, its heavy to hold and has a lot of force behind it