BB: The dubstep gun has actually been whispered around the office [since during the] Saints Row: The Third days, but we just didn't have the time or the resources to really do it well, so we had to put it on the back burner.
So with Saints Row IV, we knew we needed a signature weapon for the game like the Penetrator on Saints Row: The Third, and something that we knew would be fun, so we brought it back to life.
People from audio, programming, art, design-we all got together to hash out how this weapon would work, what kind of system updates and improvements we would need to make to make it work. What we came up with was a system that utilizes markers in the WAV files. So the actual WAV file of music that plays when you pull the trigger [is tied to] markers inside the WAV file for its metadata.
We put those where we want certain visual effects to trigger from the weapon, so that's why when you pull the trigger, the effects that play out of the weapon are in tempo and in time with the music. Other markers in that music file cause the pedestrians to dance. There are markers in those files that cause the cars to turn on their hydraulics and jump up and down-all in tempo with the music.
We ran out of time, but we did want to try to do an Oktoberfest gun. One of the designers really wanted to have a polka song and do a funny lederhosen, Oktoberfest kind of gun, but we just ran out of time. Maybe if we do something in the future, we could try to resurrect that.