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To take Darktide as an example with the Zarona-pattern revolver, the character uses their thumb or the palm of their hand to cradle the unspent rounds during extraction. However this has the problem of needing a different reload animation for each variation of bullets chambered. 5 in total. 1->4 chambers empty, and fully empty. (The Zarona has a 5 round cylinder)
Helldivers 2 has the Senator's unspent rounds "magnetize" to the cylinder. You can see it in first person view where the unspent rounds just fail to extract on a partial reload and just jut out and go back into the cylinder. This is one of those suspension of disbelief sort of deals.
Having played the demo for Beyond Citadel, the issue is likely that it's way too much work to sprite the animations and code for 5 additional variations of the partial reload. However with the Helldivers 2 example, one could just hand wave the additional hand animations away as high tech magic to save on animation time.
On the other hand it can also be intentional that you have to mag-dump before reload, which makes the Auto-Mag far easier to handle, and the 3rd magnum pistol that top loads which appears later in the full game (and reloads like El Pumpo and the lever action), much better. The only reason I can think of to use the revolver is if it jams realistically, that is, it doesn't or is very hard to jam. I haven't stress tested the revolver down to zero condition to know.
Hmhm I don't have the exact model in mind but there is a few revolvers out there with an "auto ejector" that catches on the frame when you break it open.
An example in anime is Vash's gun in trigun.
This was actually interesting to read, i didn't know any of that, thank you