Codemasters’ Stuart Black, the creative director ofBodycount, feels that too many shooters suffer from shooting that’s, well, not all that good. Why? Because, he asserted, those games prioritize back-of-the-box bullet points (unique selling points, or USPs, as they’re known in the marketing world) — ancillary features such as running up walls, anti-gravity, and time travel — over the core shooting experience, which suffers as a result. “And it’s just unsatisfying. It doesn’t matter how cool those USPs are; when I [pull] the trigger,meh, not so much,” he scoffed.

But if your players interact with the game world primarily through guns, shouldn’t that be the most important part of the game? Black certainly thinks so:

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It’s a shooter— it’s fundamentally about shooting a gun. What’s the thing I’m going to do a million times, second after second, in the game? I’m going to pull a trigger, yeah? That better be bloody amazing. Before you do anything else, that has to be awesome.

When I spoke with him earlier this week at aBodycountdemo in New York, he promised that Codemasters Guildford, the game’s developer, is making sure that the act of firing a gun in the game will feel as good as it should. Stay tuned for more from my interview with Black.

The opening area of the Whisper mission, in a small grove.

The Divide in the Cosmodrome, where the Guardian was resurrected.

A holofoil Ribbontail, as seen in collections.

The Phoneutria Fera hand cannon, inspired by the Season of the Haunted armor set. It has a unique, galactic glow.

Three Fuses appear in a match of Apex Legends' Wild Card mode.

Mad Maggie opens a supply bin and an item with a symbol indicating infinite ammo appears.

Legends slide through a zipline in King’s Canyon in Apex Legends.

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The Yeartide Apex tex Mechanica SMG with a Holofoil glow.