This seems largely done to explain what happens to the "extra" round that was in the chamber of closed-bolt weapons, or otherwise to keep from having to program two reload animations for every weapon. Despite this being described in that game as a pistol shooting technique, he does it with every weapon except pistols they are correctly shown ejecting an unfired round when he does it unless the magazine was totally spent when the reload is performed. The animations have an odd quirk: apparently between games, Snake has decided to start practicing the "Middle Eastern Technique" mentioned in Metal Gear Solid 3 of always chambering a new round when reloading, even when performing a mid-magazine reload. The game removes the "Tactical Reload" option of previous games where unequipping and re-equipping a weapon would instantly reload it weapons now actually have to be reloaded properly. Drebin is explained as having an inside line to the "System" which controls the ID chips so he can replace existing chips with factory blanks (the process leading to the pun of the character called Drebin saying he sells " Naked Guns"), but in reality such an operative would quickly find himself driven out of business by rogue gunsmiths simply replacing the ID lock parts with the original mechanical ones and bypassing the "System" entirely. To remove these, Snake can access a "gun launderer" by the name of Drebin and exchange points earned for the "war price" of repeatedly collected weapons, allowing him to purchase ammunition, buy new weapons and accessories, or unlock already collected ID-locked weapons for use. Weapons can be found in the environment, but often feature biometric ID locks which prevent unauthorized use. This gets bizarre with disposable systems where each reload is a whole weapon in itself but all except the currently held one are treated as weightless "ammunition " for example, only one of the fifty LAWs Snake can be carrying actually weighs anything for purposes of inventory weight. Only weapons count towards weight ammunition is treated as weighing nothing. Snake's currently equipped weapons each count their weight towards a total for all gear heavy loads will cause his "stress" meter (which governs how well he can aim ranged weapons) to rise faster when he moves around. The rest can be accessed via the pause menu, this swapping explained in-game as the TARDIS-like depths of Metal Gear Mark 2, a foot-tall robot which seemingly has no issues containing more or less every weapon on this page along with enough ammunition to destroy Belgium. Metal Gear Solid 4 uses a split inventory system where the player character, Old Snake, can equip up to six weapons, which are then available using a quick-access menu this is explained as Snake's "backpack," despite that he is not actually wearing one. Snake admires the place he's going to keep enough weaponry to outfit a company.
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