Call of Duty: Modern Warfare 2019 is the Scott Pilgrim of videogame first person gun animations and I hate it. Ever since MW19 came out every tactical modern military themed FPS game has had the same Hyper style tacticool animation style and because of it all FPS games (in this category) feel exactly the same.
I don't play CoD but watched a weapon reel for 2019, and thought "wow, these looks strikingly similar in style to a meme animator I remember from way back when", and lo and behold:
When I saw his work I believed that his non-chuckleworthy animations wouldn't look good in a game, because they're over-animated. I remember making this argument in the past when comparing viewmodels in TF2 and Overwatch. Many people (mostly underages who migrated from other shooters after ~2015) shit on TF2's viewmodel animations as being barebones, stiff, unnatural and lazy looking. While I can't defend the stuff like Demo's nade launcher not rotating on reload, Soldier reloading non-stock launcher with air or Pistol's hammer not moving when firing, the viewmodels do an excellent job of conveying what the state the gun is in while staying out of sight. TF2's designers understood that viewmodels were not meant to be the center of attention and the player should be able to tell when the next round can be fired, how close the weapon is to (fully) reloading etc without shifting the focus away from the combat.
The viewmodels also barely move when the character does. There's a slight sway when W/A/S/D is pressed, but that's it.
And then there's Overwatch. I played it very late during one of the free weekends just to see what the hype was all about. While the gameplay was okay (I definitely didn't dig everyone having infinite ammo, the spamfest was fucking cancer) and hitting midairs on idiots with the rocket girl felt pretty satisfying, I just couldn't put up with the weapon bob and wobbly animations. It was like watching one of the new Pixar movies. You jump, the gun spazzes out vertically. You walk, it bounces. You shoot, and it feels like the character is intentionally pulling the weapon back instead of dealing with recoil. You reload, and it feels like the motions could easily be trimmed in half. It doesn't help that the guns are so fucking MASSIVE. The rocket girl's launcher was easily taking up 20% of the screen I think only Tribes was worse, the default fusor was close to 25%, basically blocking off the bottom right half of the screen.
I went back through my YT history and discovered what the aminations reminded me of:
Looks fucking jarring and distracting, doesn't it? And yet, it's not far off from Overwatch's basic viewmodels. Valve knows their shit when it comes to first person shooters. Blizzard doesn't, and it shows.