Okay so here's what you do. You make a wii game. In this game, your character is a private eye. He has a gun, and a notebook, which are represented by the two parts of the Wiimote. You use the notebook to navigate and interact with objects in the game world, and solve puzzles.
You use the gun to blow someone's fucking head off.
Here's the thing, though. You make it so that the other characters in the game world-- the suspects, the innocents, the guy who's secretly the murderer-- are all afraid of the gun. Their eyes follow the gun half of the controler carefully, even when you're talking to them, tearing their eyes away to make eye contact only after a couple of seconds. Draw the gun too quickly, and they may panic. Carelessly point the barrel at them, and they might freeze, or they might just scowl and go "Watch where you point that thing!" as they move out of the way. Wave the gun at a person while you're talking to them, and they will tell you whatever they think you want to hear-- to hell with whether it's true or not. And everyone breathes a sigh of relief when you put the gun away and pull out the notebook. Antagonize them too much, and they might attack you from behind or try to wrest the weapon away from you the moment you let your guard down.
I think a game like this would go a long way towards restoring the myth of the gun. Perhaps even the wii hardware isn't enough, maybe you'd need a combination of a point & click controller, a webcam, and facial and voice recognition software to know where your eyes are pointing and what sort of mood you're in. Or perhaps something simpler and more effective could be arranged with the technology already at our disposal.
The point is, if restoring the myth of the gun is the goal, then it can only be achieved by creating games that treat the gun less like a tactical tool, and more like a big scary hunk of metal that murders people. And that can only be achieved either by creating a whole new set of controls (and indeed, input and feedback devices) that allow for a much more realistic type of interactivity, or else by scripting a ton of interactive events that editorialize the player's every casual movement.
Basically, you'd need NPCs and bad guys to behave as if they are afraid of the gun, not merely threatened by it. (I assume the goal is to make the player Dirty Harry. Making the villain Dirty Harry doesn't work because 99.9% of players will not cower, will not run from a villain, no matter how badass he is. Best case scenario, any situation where a frontal assault doesn't work is interpreted as a really long and annoying non-combat sequence where they have to do it just right in order to pass; I.E. any boss in HalfLife 1.)