Magnum Revolver.

Six rounds. No compromise. Any questions? Didn't think so. Magnum revolvers are a powerful class of weapons that see frequent use in games. A step-up from other sidearms, they hit hard and take no prisoners. So, why do some still prefer revolvers to semi-automatic pistols? Why are they associated with powerful Magnum cartridges? And did I fire six shots or only five? The basic principle of a firearm is very simple: a projectile, some propellant, and a vessel to contain and direct its ignition.

The only difficult part is reloading. One solution was to have more than one barrel: early volley guns fired multiple shots at once, increasing the odds of hitting a target. This idea was implemented on a smaller scale, with handheld Pepperbox revolvers - fired sequentially, with its barrels hand-rotated to ready the next shot.

One key disadvantage of multiple barrels is the added weight: and so some designs stuck to a single barrel with a revolving chamber instead. The most influential revolving gun design was patented in 1836: by a man named Samuel Colt. Over the next few decades, Colt's designs and salesmanship ensured his success - and Colt Revolvers would see extensive use throughout the American Civil War.

Perhaps his most famous design is the Colt Single Action Army: "The Gun That Won The West". By the 20th century, self-loading pistols that feed from magazines were perfected - and the greater capacity and faster reloads of magazines seemed like a logical upgrade.

Revolvers can lay claim to greater reliability, however - and the time-tested designs stayed in fashion with die-hard fans. Auto-loading designs are less suited to feeding rimmed cartridges - and a longer casing can be more difficult to extract: so revolvers found a niche with Magnum loads.

The .357 Magnum round was introduced in 1934 by Smith & Wesson, kick-starting a new era of powerful handgun cartridges. A lengthened version of the earlier .38 Special, an increased powder load meant a far greater muzzle velocity - and the most powerful handgun cartridge available at the time.

A variety of powerful Magnum calibres followed: including one that would be immortalised in film. ".44 Magnum, the most powerful handgun in the world". Certainly one of the most iconic weapons in cinema's history - but oddly enough, Dirty Harry's Smith and Wesson Model 29 is not identified by name - only by calibre.

This is often the case in games, too - manufacturer and model left unspecified even amidst a full arsenal of realistic weapons. Perhaps this is because most revolvers share similar appearance - or perhaps the power of a magnum cartridge better defines the weapon.

A signal of authority - with a streak of rebellion. Chrome-clad or pristine blued, large-frame revolvers have an imposing on-screen presence. While exhibiting such power can often be vulgar, there is an air of refinement about a traditional 6-shooter.

A certain old-fashioned appeal that harks to a slice of order in a less civilised age. Cowboy, gentleman or rogue - it doesn't matter who, the revolver always means business. Cut for a different calibre, they might be sidearms - but they're a tier above a typical semi-auto pistol.

Games reflect this by amping up the damage - where a regular pistol might take 3-4 shots, a revolver will need only one or two. This makes them a very powerful option - so, of course they are often saddled with significant disadvantages in the name of balance.

Ammunition is often scarce, and recoil inevitably high - demanding good judgement and careful aim for the greatest success. For those who desire both power and precision, there is sometimes the option of a scope. Magnified optics extend the revolver's reach - and help bridge the gap between sidearm and primary weapon.

While an unusual fit for a handgun, it does make sense: with so few rounds, and better power retention at a distance - it's important to make shots count. A universal trait of powerful revolvers is their limited capacity: usually 6 rounds, sometimes 5 - and rarely more.

This reflects the real-life limitation of revolver designs: and also helps to forge a particular niche in games. Fewer rounds means more frequent reloads - and this can be dangerous, as inserting 6 rounds in the midst of combat is a gruelling process.

Luckily, in most games the process is performed with the aid of a speed loader: permitting the refreshment of an entire cylinder in one fell swoop. Still slower than a semi-auto, the time spent reloading is a way to temper the revolver's power. This union of high damage, limited capacity, and slow reloads make for the perfect high risk, high reward option.

A weapon that transcends its traditional era and defies those who would label it obsolete. It doesn't shy away from unconventional theatres: you'll see six-shooters in space, on a far-flung future world; tackling waves of zombies out for blood; or roaming the wasteland of a nuclear apocalypse.

It doesn't matter where, it doesn't matter when: the only constant is an awful amount of power all contained in a pocket-sized package. Six bullets. More than enough to kill anything that moves. Power without question, authority without asking. A high-calibre option with a long history, celebrated in cinema - and revered in games.