Receiver 2

Released in 2020 as a sequel to 2012's Receiver, Receiver 2 is a first-person shooter with an emphasis on realistic firearms handling published and developed by Wolfire Games. The player, a "Receiver", is given a random weapon and tasked with navigating a procedurally-generated urban environment while evading hostile Killdrones and collecting cassette tapes. As in the first game, Receiver 2 has a complex weapons handling system where each function of the weapon (hammer, safety, slide release, slide, magazine release, ect.) is mapped to a different button, which effectively requires the player to execute long series of inputs to reload a firearm. To further complicate gameplay, the player's firearms can also experience various malfunctions, such as double-feeds and failure-to-ejects, and the magazines/cylinders of their weapons can be partially blocked off, restricting their capacities. 
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=Automatic Pistols=
Automatic pistols (or, alternatively, self-loading pistols) are ALWAYS a better choice than revolvers. Their greatest advantage is their superior magazine capacity, as all of the game's automatic pistols can hold more (sometimes much more) than 6 rounds. Reloading is also a comparatively streamlined experience; a player with multiple loaded magazines can reload extremely quickly, while a player with just one magazine still has the benefit of not needing to worry about cylinder rotation or blocked chambers. 
==Beretta M9==
The Beretta M9 appears as an available handgun in-game. With its generously-sized 15-round magazine and toggleable safety (which also functions as a decocker), the M9 is both an effective and relatively safe option. The design of its safety allows the player to manipulate the slide to chamber a round or perform a press check, for example, without having to put the firearm in a condition where it could potentially fire, which both wastes ammunition and risks personal injury. 
==Colt M1911/A1 Hybrid==
The "Colt M1911" featured in Receiver 2 is a hybrid of the M1911 and the M1911A1. The weapon notably features the checkered grips, larger hammer spur, and markings of the M1911 while possessing the larger ejection port, curved mainspring housing, shorter trigger, and trigger frame cuts of the M1911A1. It holds only 7 rounds per magazine, which is low for an automatic pistol, but its relatively simple operation and manual safety make it an easy weapon to use effectively. 
==Desert Eagle Mark XIX==
The Desert Eagle Mark XIX in .50 AE is the most powerful of the game's firearms. Holding 7+1 rounds, the Desert Eagle is capable of dealing immense damage to turrets and drones, frequently destroying multiple components or completely disabling the machine with just a single shot. Shot placement still matters, however, and the Desert Eagle is dead last in the "ease of making a quick follow-up shot" department. Its magazine size, joint worst in the game, also leaves a lot to be desired. 
==Glock 17==
A 4th Generation Glock 17 with a select-fire conversion device ("Glock switch") fitted appears as one of the available sidearms in-game. The highest capacity handgun (17+1 rounds) on offer, the Glock 17 is also the most unsafe weapon, as its trigger safety is not functional in-game. This means that it is only possible to safely holster the Glock 17 if it has an empty chamber, which significantly increases the amount of time required to "reset" the handgun in-between fights (as the player must remove the magazine, rack the slide, grab the ejected round, and reinsert the mag). The Glock 17 can be fired semi-automatically or, thanks to an illegal modification, fully-automatic, but the latter is of extremely questionable utility considering the limited amount of ammunition available to the player. 
==Hi-Point C9==
The Hi-Point C9 is one of the guns the player can randomly be granted at the start of a new level. The C9 is a relatively simple striker-fired handgun (and thus lacks an exposed hammer, which simplifies handling) with an 8-round magazine. It lacks a slide release, which means that the player cannot manually lock the slide open and, after firing all their rounds, must pull back on the slide to unlock it, which can mess with the player's muscle memory. With its somewhat poor sights and stiff double-action trigger, the C9 is often not the best tool for a situation, but, like any other, can be made to work with enough patience and knowledge. 
==SIG-Sauer P226R==
The SIG-Sauer P226R appears in-game. The P226R, with its 15 round magazine and SA/DA operation, performs very similarly to the Beretta M9. The main difference between the two rests in their safeties; while the Beretta features a slide-mounted toggle, the SIG is equipped with a manual decocker. Pressing the "safety" button (V) lowers the hammer, allowing the handgun to be holstered safely even with a round in the chamber; the pistol's sufficiently heavy double-action trigger pull works to prevent negligent discharges. Unlike a more traditional safety, however, it does not completely eliminate the possibility of an ND (as pulling the trigger hard and long enough will still cause the gun to shoot), so some care must still be taken. 
=Revolvers=
Revolvers are ALWAYS a better choice than automatic pistols. The greatest point in favor of the revolvers is their simple method of operation; they cannot experience malfunctions, and clearing a blocked chamber is as easy as pulling the trigger again. The DA/SA revolvers can also be fired in single-action by pulling back on the hammer before firing a shot, giving them a very light trigger pull and comparatively high first-shot accuracy. 
==Colt Detective Special== 
The player can occasionally spawn with the Colt Detective Special as their sidearm. Its cylinder rotates clockwise, so any blocked chambers are best aligned to the right of the barrel. Its short barrel makes the revolver faster to pull from a holster but makes longer shots less reliable. 
==Colt Single Action Army==
The Colt Single Action Army is unlocked by completing the fourth level for the first time, making it the last weapon the player can unlock. As a vintage single-action revolver, the SAA is significantly harder to use than any other weapon in the game. Time-consuming reload notwithstanding, the Single Action Army's greatest shortcoming is its lack of a transfer bar safety, which means that the hammer either needs to be at half-cock or resting over an empty chamber to safely holster. Failing to do so can result in the revolver misfiring (directly into the player's leg) after a fall. 
==Smith & Wesson Model 10==
The Smith & Wesson Model 10 is one of the weapons that the player can spawn with. In contrast to the Detective Special, the Model 10's cylinder spins counter-clockwise; this means that any blocked chambers should be placed to the left of the barrel. The Model 10's long barrel gives it superior accuracy but makes it slower on the draw. 
Category:First-Person Shooter