But an M4 has a bit more stability to it.” So yeah, an AK47 in real life kicks like a mule. “We wanted characteristics for each weapon. “Games have kinda gone down this valley of laser gun, where you point, shoot – there’s no real gameplay or characteristic between the weapons,” added animation director Mark Griggsby. “All the recoils are predictable patterns that you can get used to and start counter steering,” Smith confirmed, adding that this works on both the horizontal and vertical axes. The weapons in the new MW will have a lot more recoil, making them less accurate, in an effort to make them feel more grounded in reality: The studio was dissatisfied with modern shooters because all weapons felt the same and there wasn't a substantial difference between guns: “We really wanted to add this depth and replayability to every single firefight and we feel like some of the guns in other games have gotten really laser gunny” - multiplayer design director Geoff Smith.
Infinity Ward have recently spoken with VG24/7 and have talked about the new gunplay feel in the upcoming MW.