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Dead Island: Riptide: Difference between revisions
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==Desert Eagle Mark I== | ==Desert Eagle Mark I== | ||
The [[Desert Eagle Mark I]] from the first game returns as the 'Heavy Pistol'. It has a default 9-round capacity and modding the weapon with an elemental mod (such as fire, electric or poison rounds) will add a coloured compensator that would magically bestow the elemental properties. | The [[Desert Eagle Mark I]] from the first game returns as the 'Heavy Pistol'. It has a default 9-round capacity and modding the weapon with an elemental mod (such as fire, electric or poison rounds) will add a coloured compensator that would magically bestow the elemental properties. | ||
[[Image:MagResDE.357MarkI.jpg|thumb|400px|none|Magnum Research Desert Eagle MK I - .357 Magnum]] | [[Image:MagResDE.357MarkI.jpg|thumb|400px|none|Magnum Research Desert Eagle MK I - .357 Magnum]] | ||
=Shotguns= | =Shotguns= | ||
Shotguns in ''Riptide'' are uncommon firearms that excel in close range engagements with the ability to easily dismember enemies and even dispatch high-level bosses with one shot if aimed carefully. Fixing elemental mods (such as electric, fire or poison mods) will | Shotguns in ''Riptide'' are uncommon firearms that excel in close range engagements with the ability to easily dismember enemies and even dispatch high-level bosses with one shot if aimed carefully. Fixing elemental mods (such as electric, fire or poison mods) will manifest itself as the player specifically inserting different-coloured shells imbued with the element for the weapon. Like in Dead Island, each shotgun's appearance is randomly generated, with different stocks (or lack thereof), barrel chokes and sights attached to them. | ||
==Combo Shotgun== | ==Combo Shotgun== | ||
The [[Remington 870]] /[[TOZ-194]] combo shotgun from the first game appears in a screenshot in the They Thought Wrong" trailer. | The [[Remington 870]] /[[TOZ-194]] combo shotgun from the first game appears in a screenshot in the They Thought Wrong" trailer. | ||
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==Franchi SPAS-12== | ==Franchi SPAS-12== | ||
The [[Franchi SPAS-12]] from the first game makes a return. | |||
[[Image:Franchi-SPAS12.jpg|thumb|400px|none|Franchi SPAS-12 - 12 Gauge]] | [[Image:Franchi-SPAS12.jpg|thumb|400px|none|Franchi SPAS-12 - 12 Gauge]] | ||
[[File: | [[File:DIR SPAS12-fps1.jpg|thumb|none|600px|Purna wields a SPAS-12-based 'Shotgun' in first person.]] | ||
[[File:DIR SPAS12-ads1.jpg|thumb|none|600px|Purna aims down the iron sights of the 'Shotgun']] | |||
[[File:DIR SPAS12-reload1.jpg|thumb|none|600px|Purna swiftly reloads the 'Shotgun'.]] | |||
[[File:DIR SPAS12-wmd1.jpg|thumb|none|600px|The world model of a SPAS-12-based 'Shotgun', this one without a stock.]] | |||
[[File:DIR SPAS12-wmd2.jpg|thumb|none|600px|Another version of the 'Shotgun', this one with a stock unfolded and hooded sights.]] | |||
==Mossberg 590 Compact Cruiser== | ==Mossberg 590 Compact Cruiser== | ||
The [[Mossberg 590 Compact Cruiser]] makes a return from the first game as the 'Short Shotgun'. | The [[Mossberg 590 Compact Cruiser]] makes a return from the first game as the 'Short Shotgun'. | ||
[[Image:MossbergCompactCruiser.jpg|thumb|400px|none|Mossberg 590 "Compact Cruiser" - 12 gauge]] | [[Image:MossbergCompactCruiser.jpg|thumb|400px|none|Mossberg 590 "Compact Cruiser" - 12 gauge]] | ||
[[File:2015-09-17_00004.jpg|thumb|none|600px|John points the 'Short Shotgun' at a zombified marine who decided to sit and pout.]] | [[File:2015-09-17_00004.jpg|thumb|none|600px|John points the 'Short Shotgun' at a zombified marine who decided to sit and pout.]] | ||
[[File:2015-09-17_00005.jpg|thumb|none|600px|John, after putting the pouting zombie out of it's misery, pumps the shotgun]] | [[File:2015-09-17_00005.jpg|thumb|none|600px|John, after putting the pouting zombie out of it's misery, pumps the shotgun]] | ||
[[File:2015-09-17_00006.jpg|thumb|none|600px|He proceeds to reload the shotgun in his quest to find more pouty zombies (NOTE: The odd effect at the top of the screen is simulating your character in the rain.]] | [[File:2015-09-17_00006.jpg|thumb|none|600px|He proceeds to reload the shotgun in his quest to find more pouty zombies (NOTE: The odd effect at the top of the screen is simulating your character in the rain.]] | ||
[[File:DIR Moss590CompCruz-wmd1.jpg|thumb|none|600px|World model of a 'Short Shotgun']] | |||
=Rifles= | =Rifles= | ||
Assault rifles in ''Riptide'' are initially scarce, but will later make more appearances mid-game and onwards being used by human NPCs both friendly and hostile. It offers additional firepower through the varying rates of fire, which is identified by the | Assault rifles in ''Riptide'' are initially scarce, but will later make more appearances mid-game and onwards being used by human NPCs both friendly and hostile. It offers additional firepower through the varying rates of fire, which is identified by the following prefixes: Auto Rifle, Burst-Shot Rifle and Single-Shot Rifle. Each rifle type in turn, is based off a certain family of weapons: "Auto Rifles" are mainly [[Kalashnikov]] rifles; "Burst-Shot Rifles" are varying [[M16]] models and "Single-Shot Rifles" are [[AR-15]] variants. It also appears that like ''Dead Island'' the appearance of every assault rifle is random with different stocks, ironsights and barrel groups but still alluding to certain variants of each weapon system. Rifles can be upgraded for damage boots and modified to fire elemental rounds which manifests in the form of different coloured magazines loaded into the weapon. | ||
=='Auto Rifles'== | =='Auto Rifles'== | ||
===AK-105=== | |||
The [[AK-105]] makes a return from [[Dead Island]] as one of the many different 'Auto Rifles' variants. | |||
[[Image:AK-105.jpg|thumb|none|350px|AK-105 5.45x39mm]] | |||
[[File:DIR_AK105-fps1.jpg|thumb|none|600px|Purna holds an AK-105-based 'Auto Rifle' in first person.]] | |||
[[File:DIR_AK105-ads1.jpg|thumb|none|600px|Purna aims down the sights of the 'Auto-Rifle'. Note the rail mount present on all models with synthetic furniture.]] | |||
[[File:DIR AK105-reload1.jpg|thumb|none|600px|Purna reloads the 'Auto-Rifle'.]] | |||
[[File:DIR AK105-wmd1.jpg |thumb|none|600px|World model of the 'Auto-Rifle' with full stock. Note the weapon clipping through the ledge.]] | |||
[[File:DIR AK105-wmd2.jpg|thumb|none|600px|World model of another AK-105 variant, with foldable stock and hybrid wooden-synthetic handguard.]] | |||
===AK-74=== | ===AK-74=== | ||
The [[AK-74]] and some variants return from the first game as a 'Auto Rifle'. | The [[AK-74]] and some variants return from the first game as a 'Auto Rifle'. | ||
[[Image:AK-74M.jpg|thumb|none|350px|AK-74M 5.45x39mm]] | [[Image:AK-74M.jpg|thumb|none|350px|AK-74M 5.45x39mm]] | ||
[[File:DIR_AK74M-fps1.jpg|thumb|none|600px|Purna holds an AK-74M-based 'Auto-Rifle' in first person.]] | |||
[[File:DIR_AK74M-fps1.jpg|thumb|none|600px|Purna holds an 'Auto-Rifle' in first person.]] | [[File:DIR AK74M-ads1.jpg|thumb|none|600px|Purna aims down the sights of the 'Auto-Rifle'. Note that this particular weapon has a rail mount and Krinkov-style rear sights.]] | ||
[[File:DIR AK74M-ads1.jpg|thumb|none|600px|Purna aims down the sights of the 'Auto-Rifle'. Note | |||
[[File:DIR_AK74M-reload1.jpg|thumb|none|600px|Purna reloads the 'Auto-Rifle'.]] | [[File:DIR_AK74M-reload1.jpg|thumb|none|600px|Purna reloads the 'Auto-Rifle'.]] | ||
[[File:DIR_AK74M-wmd1.jpg|thumb|none|600px|World model of the 'Auto-Rifle', loaded with an orange bakelite magazine.]] | [[File:DIR_AK74M-wmd1.jpg|thumb|none|600px|World model of the 'Auto-Rifle', loaded with an orange bakelite magazine.]] | ||
[[File:DIR_AK74-wmd1.jpg|thumb|none|600px|World model of a similar 'Auto-Rifle' but with wooden furniture.]] | [[Image:AK-74 NTW 12 92.jpg|thumb|none|350px|AK-74 5.45x39mm]] | ||
[[File:DIR_AK74-wmd1.jpg|thumb|none|600px|World model of a similar 'Auto-Rifle' but with wooden furniture (and correct rear sights).]] | |||
===AKS-74=== | ===AKS-74=== | ||
The [[AKS-74]] is one of the possible variants of 'Auto Rifles' available for use. | The [[AKS-74]] is one of the possible variants of 'Auto Rifles' available for use. | ||
[[Image:AKS-74.jpg|thumb|none|350px|AKS-74 5.45x39mm]] | [[Image:AKS-74.jpg|thumb|none|350px|AKS-74 5.45x39mm]] | ||
===AKS-74U=== | ===AKS-74U=== | ||
The [[AKS-74U]] is another variant of 'Auto-Rifles' that can be found in the game, although there can be | The [[AKS-74U]] is another variant of 'Auto-Rifles' that can be found in the game, although there can be versions with a full-size wooden/synthetic stocks. | ||
[[Image:AKSU-Krinkov.jpg|thumb|none|350px|AKS-74U - 5.45x39mm]] | [[Image:AKSU-Krinkov.jpg|thumb|none|350px|AKS-74U - 5.45x39mm]] | ||
[[File:2015-09-17_00008.jpg|thumb|none|600px|John Morgan fires the 'Auto-Rifle' at the incoming horde of the dead]] | [[File:2015-09-17_00008.jpg|thumb|none|600px|John Morgan fires the 'Auto-Rifle' at the incoming horde of the dead.]] | ||
[[File:2015-09-17_00010.jpg|thumb|none|600px|John reloads the Auto-Rifle after emptying the magazine. | [[File:2015-09-17_00010.jpg|thumb|none|600px|John reloads the Auto-Rifle after emptying the magazine. Note the thumb clipping through the magazine.]] | ||
[[File:DIR AKS74U-wmd1.jpg|thumb|none|600px|World model of an AKS-74U-based 'Auto-Rifle'.]] | |||
[[File:DIR AKS74U-wmd2.jpg|thumb|none|600px|Another variant of the AKS-74U with a full wooden stock (making this an AK-74U?)]] | |||
=='Single-Shot-Rifles'== | =='Single-Shot-Rifles'== | ||
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[[Image:AR15earliervariant.jpg|thumb|none|350px|Colt AR-15 Carbine - 5.56x45mm.]] | [[Image:AR15earliervariant.jpg|thumb|none|350px|Colt AR-15 Carbine - 5.56x45mm.]] | ||
[[File: | [[File:DIRIPAR15Carbine.jpg|thumb|none|600px|In a promotional picture, Purna fires the AR-15 Carbine at attacking zombies.]] | ||
[[File: | [[File:DIR AR15-cutscene1.jpg |thumb|none|600px|An Austrailian Air Force door gunner holds an AR-15 variant.]] | ||
[[File: | [[File:DIR AR15-cutscene2.jpg|thumb|none|600px|The same door gunner, but with a better view of the rifle. Note the full M16 stock attached, similar to a civilian 'Sporter Lightweight' rifle.]] | ||
=='Burst-Shot Rifles'== | =='Burst-Shot Rifles'== | ||
===Colt M16A1=== | ===Colt M16A1=== | ||
The [[M16A1]] rifle appears as a 'Burst-Shot Rifle' | The [[M16A1]] rifle with A2 handguards (due to the smaller barrel profile of an A1) appears as a 'Burst-Shot Rifle' and as the name suggests, it incorrectly fires in 3-round bursts. | ||
[[Image: | [[Image:M16A1wA2Handguards.jpg|thumb|none|500px|M16A1 - 5.56x45mm.]] | ||
[[File:DeadIsland92Inox&M16SP1.jpg|thumb|none|600px|Logan with an M16A1.]] | [[File:DeadIsland92Inox&M16SP1.jpg|thumb|none|600px|Logan with an M16A1.]] | ||
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==Norinco NDM-86== | ==Norinco NDM-86== | ||
The [[Norinco NDM-86]] appears as the 'Semi-Auto Sniper Rifle' and can only be bought from rare vendors, usually in Henderson Town. A friendly NPC, Zoey also sells one after completing all of her three requests. It is depicted with a 5-round magazine and lighter wood furniture, compared to the original Dragunov SVD and it also features a mounted scope (with a reticle of a PSO-1). The ingame model is shared with the Norinco from ''[[Call of Juarez: The Cartel]]''. | The [[Norinco NDM-86]] appears as the 'Semi-Auto Sniper Rifle' and can only be bought from rare vendors, usually in Henderson Town. A friendly NPC, Zoey also sells one after completing all of her three requests. It is depicted with a 5-round magazine and lighter wood furniture, compared to the original Dragunov SVD and it also features a mounted scope (with a reticle of a PSO-1). The ingame model is shared with the Norinco from ''[[Call of Juarez: The Cartel]]''. | ||
[[Image:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - 7.62x51mm NATO]] | [[Image:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - 7.62x51mm NATO]] | ||
[[File:DIR NDM86-fps1.jpg|thumb|none|600px|Purna holds a 'Semi-Auto Sniper Rifle' in first-person view.]] | [[File:DIR NDM86-fps1.jpg|thumb|none|600px|Purna holds a 'Semi-Auto Sniper Rifle' in first-person view.]] | ||
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==M18 Smoke Grenade== | ==M18 Smoke Grenade== | ||
The [[M18 Smoke Grenade]] returns again, functioning as an incendiary grenade once more. | The [[M18 Smoke Grenade]] returns again, functioning as an incendiary grenade once more. | ||
[[Image:M18red.jpg|thumb|none|200px|M18 Smoke Grenade]] | [[Image:M18red.jpg|thumb|none|200px|M18 Smoke Grenade]] | ||
==Mk II Hand Grenade== | ==Mk II Hand Grenade== | ||
The [[Mk 2 hand grenade]] returns from ''Dead Island'', as a regular frag grenade. | The [[Mk 2 hand grenade]] returns from ''Dead Island'', as a regular frag grenade. | ||
[[Image:MK2_grenade_DoD.jpg|thumb|none|200px|Mk 2 Hand Grenade]] | [[Image:MK2_grenade_DoD.jpg|thumb|none|200px|Mk 2 Hand Grenade]] | ||
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[[Image:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]] | [[Image:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]] | ||
[[File: | [[File:DIR M72LAW-cutscene1.jpg|thumb|none|600px|Logan aims the M72A2 LAW at a Australian Air Force helicopter in a cutscene.]] | ||
[[File:DIR_M72LAW-fps1.jpg|thumb|none|600px|A first-person view of the 'M72 LAW'. Note the inventory image on the top-right corner depicting it fully extended.]] | [[File:DIR_M72LAW-fps1.jpg|thumb|none|600px|A first-person view of the 'M72 LAW'. Note the inventory image on the top-right corner depicting it fully extended.]] | ||
[[File:DIR_M72LAW-ads.jpg|thumb|none|600px|Purna aims down the sight of the 'M72 LAW'.]] | [[File:DIR_M72LAW-ads.jpg|thumb|none|600px|Purna aims down the sight of the 'M72 LAW'.]] | ||
[[File:DIR_M72LAW-reload1.jpg|thumb|none|600px|Purna reloads the 'M72 LAW' despite the real M72 LAW being unable to do so in field conditions. Note that the stabilizing fins appear to be folded-in giving it an almost mortar shell-like appearance.]] | [[File:DIR_M72LAW-reload1.jpg|thumb|none|600px|Purna reloads the 'M72 LAW' despite the real M72 LAW being unable to do so in field conditions. Note that the stabilizing fins appear to be folded-in giving it an almost mortar shell-like appearance.]] | ||
[[File:DIR M72LAW-wmld1.jpg|thumb|none|600px|A world model of the 'M72 LAW'. The front sight is flipped open despite the rest of tube being compact.]] | |||
=Unusable Weapons= | =Unusable Weapons= |
Revision as of 11:49, 12 January 2016
Nice, but where's the trigger? This article or section is incomplete. You can help IMFDB by expanding it. |
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Dead Island Riptide is a full standalone sequel to Dead Island. It features most of the firearms seen from the previous game, as well as some newer weapons.
The following weapons appear in the video game Dead Island: Riptide:
Handguns
Pistols in Riptide are the most commonly found firearm in the game that can be looted from crates and are used by several NPCs, including hostile human enemies. All weapons in this category shares the same 'Pistol Ammo' despite the obvious size differences between 9mm pistols and magnum-calibre revolvers.
Beretta 92FS
The Beretta 92FS returns from the first game as the 'Pistol'. It holds 15 rounds in a magazine and will sport a coloured compensator that corresponds to it's respective elemental mod, if modified with one.
Beretta 92SB
A new screenshot shows a Beretta 92SB.
Colt Python
Another screenshot shows a Colt Python. A unique, unusable version with a laser sight can be found in an abandoned bunker as part of a quest, simply being named as the 'Colt'.
Desert Eagle Mark I
The Desert Eagle Mark I from the first game returns as the 'Heavy Pistol'. It has a default 9-round capacity and modding the weapon with an elemental mod (such as fire, electric or poison rounds) will add a coloured compensator that would magically bestow the elemental properties.
Shotguns
Shotguns in Riptide are uncommon firearms that excel in close range engagements with the ability to easily dismember enemies and even dispatch high-level bosses with one shot if aimed carefully. Fixing elemental mods (such as electric, fire or poison mods) will manifest itself as the player specifically inserting different-coloured shells imbued with the element for the weapon. Like in Dead Island, each shotgun's appearance is randomly generated, with different stocks (or lack thereof), barrel chokes and sights attached to them.
Combo Shotgun
The Remington 870 /TOZ-194 combo shotgun from the first game appears in a screenshot in the They Thought Wrong" trailer.
Franchi SPAS-12
The Franchi SPAS-12 from the first game makes a return.
Mossberg 590 Compact Cruiser
The Mossberg 590 Compact Cruiser makes a return from the first game as the 'Short Shotgun'.
Rifles
Assault rifles in Riptide are initially scarce, but will later make more appearances mid-game and onwards being used by human NPCs both friendly and hostile. It offers additional firepower through the varying rates of fire, which is identified by the following prefixes: Auto Rifle, Burst-Shot Rifle and Single-Shot Rifle. Each rifle type in turn, is based off a certain family of weapons: "Auto Rifles" are mainly Kalashnikov rifles; "Burst-Shot Rifles" are varying M16 models and "Single-Shot Rifles" are AR-15 variants. It also appears that like Dead Island the appearance of every assault rifle is random with different stocks, ironsights and barrel groups but still alluding to certain variants of each weapon system. Rifles can be upgraded for damage boots and modified to fire elemental rounds which manifests in the form of different coloured magazines loaded into the weapon.
'Auto Rifles'
AK-105
The AK-105 makes a return from Dead Island as one of the many different 'Auto Rifles' variants.
AK-74
The AK-74 and some variants return from the first game as a 'Auto Rifle'.
AKS-74
The AKS-74 is one of the possible variants of 'Auto Rifles' available for use.
AKS-74U
The AKS-74U is another variant of 'Auto-Rifles' that can be found in the game, although there can be versions with a full-size wooden/synthetic stocks.
'Single-Shot-Rifles'
AR-15 Carbine
The AR-15 Carbine appears as a 'Single-Shot Rifle'.
'Burst-Shot Rifles'
Colt M16A1
The M16A1 rifle with A2 handguards (due to the smaller barrel profile of an A1) appears as a 'Burst-Shot Rifle' and as the name suggests, it incorrectly fires in 3-round bursts.
Sniper Rifles
Sniper rifles make their debut in Riptide. Rare and extremely powerful, sniper rifles offer long range options against enemies and shares it's ammo pool with assault rifles by using 'Rifle Ammo'. However, to balance their high damage output, no modification options are available for sniper rifles in-game.
Norinco NDM-86
The Norinco NDM-86 appears as the 'Semi-Auto Sniper Rifle' and can only be bought from rare vendors, usually in Henderson Town. A friendly NPC, Zoey also sells one after completing all of her three requests. It is depicted with a 5-round magazine and lighter wood furniture, compared to the original Dragunov SVD and it also features a mounted scope (with a reticle of a PSO-1). The ingame model is shared with the Norinco from Call of Juarez: The Cartel.
Remington M24
The Remington M24 with an light-OD finish appears as the 'Bolt-Action Sniper Rifle'. It can be bought from certain vendors, but one Common Quality rifle will always spawn on top of a billboard advertisement at Pinai Ferry Station. It is depicted as a single shot weapon, as the player pulls the bolt back and chambers a new round before locking the bolt back, not loading the internal magazine with additional rounds. The model is shared with the M24 featured in Call of Juarez: The Cartel
Grenades
M18 Smoke Grenade
The M18 Smoke Grenade returns again, functioning as an incendiary grenade once more.
Mk II Hand Grenade
The Mk 2 hand grenade returns from Dead Island, as a regular frag grenade.
Mounted Weapons and Launchers
GE M134
The GE M134 minigun called the 'Mounted Machinegun' can be found unassembled in certain 'hub areas' or base camps. Initially collapsed and kept in storage condition, the player(s) must carry them to pre-designated positions around their base and assemble them before being able to mount and fire the minigun. Contrary to common video game depictions, it actually has a limited ammo pool of 400 rounds, but otherwise has a unrealistic sluggish rate of fire compared to the real thing.
M72 LAW
The M72A2 LAW appears in the game as the 'M72 Launcher'. The launcher first appears on the ground during the story mission 'Evacuation'. It correctly holds only one shot, but incorrectly depicted as reloadable (instead of it's real-life disposable nature), with up to 6 additional rockets held by the player. The M72 LAW is unique in a sense that it is one of the few weapons in the game that is found consistent in both damage output and rarity, meaning there is only one version of the weapon and that it cannot be modified in any way.
Unusable Weapons
Beretta 92FS Inox
Some pre-release screenshots show Purna and Xia Ming with the Beretta 92FS Inox. Presumably there were placeholders of Dead Island's "McCall's 9mm", a legendary-grade pistol which did not make it into Riptide.
IMI Uzi
Sam. B has the same IMI Uzi tattoo from the first game.