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That split is worth taking seriously as a design. Realistic weapons come with realistic constraints: recognisable rates of fire, magazines that empty at a rate you learn, behaviour you can predict from having seen the weapon before. Experimental ones deliberately break those expectations, which is only interesting because the conventional half establishes what is being broken. A collection of purely futuristic guns would have nothing to push against.
Two modes give the arsenal somewhere to be used. Missions supply objectives and a sequence to work through; survival challenges strip that away and ask how long you hold out under escalating pressure. They suit different weapons — a precise experimental piece that shines in a mission can be the wrong choice when things are arriving continuously — which is the closest the game comes to strategy.
It carries Fighting and 3D, and the scheme is four inputs: WASD, mouse to aim and shoot, R and Space. This site also hosts FPS Gun Shooting Game 3D, which uses the identical controls and is also playable without opponents. That one is the smaller, cleaner version; this is the one with the cabinet. Neither is a competitive shooter, and both are on the site because they serve slightly different appetites.