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Resident Evil 5: Difference between revisions
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===Samurai Edge=== | ===Samurai Edge=== | ||
This weapon is wielded exclusively by Albert Wesker which he kept presumably after the events of [[Resident Evil (2002)]]. It is used primarily in the cut scenes during the main game but can be used in the "Mercenaries" mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the Main game, however this weapon functions nearly identical to the standard 92FS but with a meatier firing sound and more damage with each shot, it's also got a 90% increased criticals available for headshots. Unlike the previous S.T.A.R.S. Samurai Edge pistols, Wesker's features a two chrome finish with Black and Inox | This weapon is wielded exclusively by Albert Wesker which he kept presumably after the events of [[Resident Evil (2002)]]. It is used primarily in the cut scenes during the main game but can be used in the "Mercenaries" mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the Main game, however this weapon functions nearly identical to the standard 92FS but with a meatier firing sound and more damage with each shot, it's also got a 90% increased criticals available for headshots. Unlike the previous S.T.A.R.S. Samurai Edge pistols, Wesker's features a two chrome finish with Black and Inox finish, an extended rail mount, skeleton ring hammer, beavertail, and is equipped with a LAM-1000 under the barrel. | ||
[[Image:RE5SamuraiEdge.jpg|thumb|none|300px|Resident Evil 5 Samurai Edge Custom Beretta M92FS]] | [[Image:RE5SamuraiEdge.jpg|thumb|none|300px|Resident Evil 5 Samurai Edge Custom Beretta M92FS]] | ||
[[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]] | [[Image:Vlcsnap-2009-09-30-22h20m02s152.jpg|thumb|none|600px|Wesker goes in for the kill.]] |
Revision as of 23:03, 30 August 2010
The following weapons appear in the video game Resident Evil 5:
Guns Appearing in the Final Game
Pistols & Revolvers
Beretta 92FS
The Beretta 92FS is Chris and Sheva's starting gun. It also used by Irving in a few cut scenes and Wesker wields a custom version called the "Samurai Edge". Jill also wields one in a cut scene during the raid on the Spencer mansion estate. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. It can be upgraded to hold an impossible number of rounds for the real firearm, close to 100 bullets a magazine!
Beretta 93R
The Beretta 93R is unlocked when one fully upgrades the Beretta 92. The pistol fires in 3 shot bursts. Unlike burst-firing weapons in other games, this one requires that the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. In game the optional shoulder stock is permanently attached and there is a laser sight bolted to the frame like a pistol scope in order to accommodate the folding forward hand grip. It's similar to Resident Evil 4's "Matilda" which is a burst firing pistol but can be bought like any other weapon. Surprisingly the Beretta 93R's ammunition capacity tops out at 30 rounds which is equal in capacity to some aftermarket Beretta 92 magazines (which are interchangeable with those of the 93R).
Samurai Edge
This weapon is wielded exclusively by Albert Wesker which he kept presumably after the events of Resident Evil (2002). It is used primarily in the cut scenes during the main game but can be used in the "Mercenaries" mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the Main game, however this weapon functions nearly identical to the standard 92FS but with a meatier firing sound and more damage with each shot, it's also got a 90% increased criticals available for headshots. Unlike the previous S.T.A.R.S. Samurai Edge pistols, Wesker's features a two chrome finish with Black and Inox finish, an extended rail mount, skeleton ring hammer, beavertail, and is equipped with a LAM-1000 under the barrel.
Heckler & Koch P8
The Bundeswehr-issue variant of the 9mm H&K USP, identified by its reversed safety lever markings, is one of the usable pistols in this game. It appears as B.S.A.A main-secondary weapons, and all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Despite equipping any guns, both Chris and Sheva always have one each due to graphic mistakes.
The weapon is very much similar to the "Punisher" in Resident Evil 4, in that the weapon has a piercing ability able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields. The weapon, like most handguns is fitted with under barrel laser sight and can be upgraded to hold more ammo than is realistically possible.
SIG P226
The SIG-Sauer P226 is the most powerful of the non-magnum caliber handguns. It is perhaps the most realistic weapon available when fully upgraded as the maximum ammunition it can hold is 16 rounds.
Beretta PX4
The Beretta PX4 is Jill's exclusive weapon in the Mercenaries minigame (B.S.A.A). It does not exist in the game's story because Jill equipped a regular Beretta 92FS during the flashback scene (also known as LOST IN NIGHTMARE in Gold/Alternative Edition).
The weapon's special ability is a combination between that of the P8 and the Critical Hit Ability as it has a very critical chance of killing an enemy with a headshot.
Smith & Wesson Model 29
The Smith & Wesson Model 29 is a .44 Magnum caliber weapon and is found in Chapter 3-1 on a corpse of a BSAA member in a hut. It can later be purchased for 3000 gold.
Desert Eagle
The Desert Eagle appears in the game marked under the name Lightning Hawk. Caliber is unknown but presumed to be .44 Magnum as the maximum magazine capacity is only 8 rounds and it shares ammo with the Model 29. It can be found in a stone tomb during the battle with Wesker.
The in-game version is identical to the Leon/Brian Iron's Desert Eagle in Resident Evil 2 due to the same grip modification (exclusively R.P.D made).
Smith & Wesson Model 500
The Smith & Wesson Model 500 is another confirmed magnum. The most powerful magnum type weapon it's damage tops out at 5,000 which is higher per single shot that any other in game weapon barring the 30,000 damage delt by the rocket launcher. A single shot is usually enough to take down most foes.
Similar to the "Handcannon" of Resident Evil 4. Only this one is available for purchase after the S&W M29 is fully upgraded.
Shotguns
Ithaca 37
The Ithaca 37 is the first available shotgun and is a five shot riot gun fitted with a Stakeout model's rear pistol grip. while the weakest of shotguns in game it's capabilities can be upgraded far beyond the real life capabilities of the weapon.
- Plus, even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being no ejection port on the side, being covered by the laser sight.
Benelli M3 Super 90
The Benelli M3 Super 90 is the second available shotgun in game. While the magazine capacity can be upgraded to ten rounds, this is still more ammunition than the weapon can really carry. Also, while all the shotguns in the game use the exact same ammunition; the damages done vary wildly.
Armsel Striker
the Armsel Striker is found in the tanker and can be bought later in the game. Called the 'Jail Breaker' in the game. Oddly, in the game this shotgun holds a default of 5 shots and a maximum of 15, whereas the real version holds 12.
Hydra Sawed off shotgun
A Secret Weapon. Called the 'Hydra' in game, it is a triple barrel Sawed off shotgun that is unlocked when the M37 is fully upgraded.
Sub-Machine Guns & Automatic Rifles
Vz 61 Skorpion S
The Vz 61 Skorpion SA is found very early in the game with an initial 30 round magazine capacity. Like all the other guns, it can be "upgraded" to do a ridiculous amount of damage considering its low caliber rounds, and to hold a truly absurd 300(!) rounds of ammunition per magazine. The PAL version of Resident Evil 5 features the Scorpion with a 50 round magazine but less damage. Jill carries two Skorpions in-game.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3 is the second sub-machine gun found in the game and can be bought after that. Like all the other "machine gun" type weapons, it fires "machine gun ammunition" for the sake of balanced gameplay. It is seen with a red dot sight that serves no function, flashlight attachment, though never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself) and of course a laser pointer.
AK-74
The AK-74 is one of the available automatic weapons that can be found in Chapter 5-1, and can later be bought for $4000. The AK-74 is rare in that it's ammunition capacity is almost the same as it's real life counterpart. The real AK-74 being restricted to 30 or 45 round magazines in real life (not counting drum magazines) as opposed to the 50 rounds possible in game.
It's also equipped by some of the Armed Majini in Chapter 5, which they use it against you equipped with green laser sights.
SIG SG 556
B.S.A.A. agents are seen with the SIG SG 556 as their primary weapon. You can find one later on and also buy one. Like the MP5, it is equiped with a EOTech sight that has no function in-game. The SIG SG 556 maxes out it's ammunition capacity at 90 rounds, which would correspond with the use of a MWG 90 round drum.
Sniper Rifles
Sako M75
The Sako M75 is featured in-game as the bolt-action sniper rifle. It is the most powerful out of the 3 sniper rifles when fully upgraded and can be upgraded to hold more ammunition that what the real rifle actually has.
SVD Dragunov
The SVD Dragunov is the first semi-auto sniper rifle found in the game. Like most of the the weapons in the game, the ammo capacity can be upgraded beyond the real one. In game it shares the same ammunition 7.62x51mm NATO with the Sako 70 and HK PSG-1 despite its real life counterpart chambers the Soviet Rimmed cartridge 7.62x54mmR that weaker and lower-accurate.
Heckler & Koch PSG-1
The Heckler & Koch PSG-1 is found later in the game on the tanker and can be bought after you find it. Starts out with 5 round capacity, but it cannot be upgraded beyond the capacity of the real rifle. In game the rifle can only be upgraded to a total of 15 round magazines. In real life the PSG-1 can use any magazine that the G3 battle rifle can this includes the G3's 20 round magazine and the 50 round drum magazines used in the HK11 automatic rifle series and the latter MSG-90 sniper rifle.
It is the only rifle in game where the scope can be upgraded.
Special Weapons
Milkor MGL
The Milkor MGL is the game's grenade launcher. In game it holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, fictional rounds are available which include flashbang rounds, sulfuric acid rounds, liquid nitrogen rounds and electric rounds.
Grenades
Fragmentation, flashbang, and incendiary grenades are usable in-game.
Hybrid Machine gun
A what appears to be a fictional(although quite convincing) hybrid machine gun is mounted on the Hummer during the Savana chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a FN M249 SAW as evident from the club foot stock, general receiver layout, and the gas regulator knob under the barrel. However the front section appears to have an AK or RPK style fore grip, and a RPK style carry handle/front sight.
GAU-17
There are two Miniguns in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and you beat the game on any difficulty, the "Gatling gun" can be purchased for N50,000.
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperatly to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel such as the ones found on early GE Miniguns and includes a custom "chainsaw grip" attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that attaches to the bottom right side of the enormous ammunition pack and into an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker). The ammo back pack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack giving him an extra measure of protection at all times.
General Dynamics GAU-19/A
The General Dynamics GAU-19/A is seen in a naval mounting in the third chapter.
RPG-7V
Equipped by various Armed Majini in Chapter 5 at select stages. Three varieties of this rocket launcher exist. The first is a disposable 1-shot style weapon similar to the RPG-7 in Resident Evil 4, it can be found in the Marshlands on a half sunken boat and can bought after that for $10,000. The Second type is a special RPG-7 fitted with a night vision scope and is used exclusively in the first battle with Wesker (unlike the previous disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon). The Third and final RPG is an Unlimited version that can be unlocked for use after having a total time of 5:00:00 or less.
Longbow
Unlocked exclusively for Sheva, awarded when the Sako S75 Rifle is fully upgraded.
FIM-92A Stinger
A Majini uses a FIM-92A Stinger surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter "Desperate Escape".
Proximity Mine
A Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. The Proximity Mine is fitted with a LED light on top and frequently beep's when planted after 5 seconds.
- I'm having trouble finding out what kind of Landmine this is, I think it resembles the Russian TMN-46 Anti-Tank mine but the one in-game is mostly used in an anti-personnel role, not anti-tank.
Beta/Removed Weapons
Chris uses a modified version of Leon's custom handgun called the Silver Ghost [1]. The reason it appeared in trailer might be the project was set in the same time with Resident Evil 4 PlayStation 2 port, that is also why early images are seen with PlayStation 2 or GameCube graphic quality.
Due to Capcom's other projects which caused Resident Evil 5 development delayed almost 2 years, this very handgun disappeared. Since E3 2007, the 2 official trailers showed Chris using a compensator-modified Colt 1911 as his main weapon instead (the Colt 1911 was later replaced by Beretta 92FS).
In 2008 interview, Producer Jun Takeuchi also mentioned the Resident Evil 4's weapon system received good feedback, however most fans wanted the new guns to be more-realistic, that makes no reason to remain it in the official game. Eventually Albert Wesker's main weapon is switched back to Beretta 92FS "Samurai Edge" despite he used this silenced variant during the last event of Umbrella Chronicles.
Colt 1911
In first two Official Trailers (E3 2007), with most prototypes removed, the Silver Ghost was totally replaced by a Compensator-modified Colt 1911 as Chris's primary weapon. Despite both it and Beretta 92FS co-exist during the same FMVs, it was the only handgun seen being firing by Chris until E3 2008 when the Beretta took its place. The Colt 1911 never appeared again in any later cutscenes.
Remington 870???
The only shotgun seen during E3 and TGS 2007, not much details known about it as the Ithaca 37 officially appears to be the only shotgun the player(s) can acquire during Kijuju event. It looks like M37, except a Remington 870 Police Magnum's forend.
"Dead Rising" Hybrid Assault Rifle
An assault rifle Chris wields to battle against town Majinis, a hybrid version that originally appears in Dead Rising. It caused a lot of identification mistakes for Resident Evil fans who never play Dead Rising before because of its mixed parts. The rifle itself is not an actual Colt M4, Heckler & Koch G41 nor FN SCAR, even SIG 556. It features a FN FAL-style fixed stock, G41/SCAR body, STANAG magazine, R.I.S handguard with red-dot sight and 40mm Grenade Launcher module attached.