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Resident Evil 5: Difference between revisions

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[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]
[[Image:RE5Samurai2.jpg|thumb|none|600px|Wesker takes aim with his customized Beretta.]]
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]
[[Image:RE5Samurai1.jpg|thumb|none|600px|Wesker reloads the Samurai Edge.]]
[[Image:2456.jpg|Wesker with his Samurai Edge in the concept art.]]
[[Image:2456.jpg|thumb|none|600px|Wesker with his Samurai Edge in the concept art.]]


==Beretta 93R==
==Beretta 93R==

Revision as of 09:41, 5 August 2012

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Resident Evil 5 (2009)

Resident Evil 5 (known in Japan as Biohazard 5) is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3 and PC. In the game Chris Redfield and Sheva Alomar investigate a terrorist threat in Kijuju, a fictional town in Africa.

The following weapons appear in the video game Resident Evil 5:


Handguns

Beretta 92FS

The Beretta 92FS is Chris and Sheva's starting gun. Is 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.

The 92FS can be upgraded to hold an impossible number of rounds for the real firearm, close to 100 bullets a magazine! This is shared by the "starter" weapons of each type - the Skorpion, Ithaca 37 and Sako 75. Appears as "M92F".

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Beretta 92FS - 9x19mm
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Resident Evil 5 Beretta 92FS
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Sheva with her Beretta 92FS with an accessory rail mounted laser.
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Chris's 92FS cycles.
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Chris reloads his Beretta.
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Sheva reloads the Beretta 92FS. Due to a bug, her Beretta always locks back when reloading, even if there were some unfired rounds in the magazine.
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Sheva aims her Beretta 92FS.
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I don't think clipping your finger through the trigger counts as trigger discipline.
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Chris holds his Beretta. It appears that the trigger bar is just part of the texture.
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I don't know about you, but this is the face I'd make if I got fooled into thinking sunglasses were a threat.
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You can tell it's the normal version due to a lack of wooden grips, and no integrated rail, or Brigadier slide.

Beretta 92FS "Samurai Edge"

This modified Beretta 92FS Brigadier is wielded exclusively by Albert Wesker which he kept 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 it 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-tone finish with Black and Inox parts, an extended rail mount, a skeleton hammer, an extended beavertail, and is equipped with a LAM-1000 under the barrel.

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Wesker's Custom Samurai Edge Beretta 92FS in Resident Evil 5
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Wesker goes in for the kill.
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Seems Wesker has the upper hand...
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Well, he has the high ground, at least.
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Wesker takes aim with his customized Beretta.
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Wesker reloads the Samurai Edge.
Wesker with his Samurai Edge in the concept art.

Beretta 93R

The Beretta 93R is unlocked when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring 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).

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Beretta 93R - 9x19mm
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Resident Evil 5 Beretta 93R
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Chris sends a quick burst into the Majini's stomach.
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Chris reloads the Beretta 93R redundantly fitted with a folded shoulder stock.

Beretta 96FS "Samurai Edge"

This weapon is wielded exclusively by Barry Burton which he kept after the events of Resident Evil (2002). It can be used in the "Mercenaries Reunion" mode (DLC from PSN/XboxLive or RE5 Gold Edition) by equipping Barry and cannot be unlocked and used in the Main Game. It is a heavily customized version of the "Samurai Edge" but it is a 96FS (this model fires .40 S&W rounds and is more powerful than the 9mm bullets of the 92FS). It has a longer barrel and compensator for increased accuracy and stability.

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Airsoft replica of Barry's Samurai Edge - Fake .40 S&W
For more images of the custom Samurai Edge, please visit the discussion page.
A close-up of Barry Burton's 96FS Samurai Edge pistol, equipped with a laser sight like every other weapon in the game.
Barry kills a zombie with the Samurai Edge pistol.
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Barry wields the custom Beretta in the official trailer announcing him as a playable character.

Beretta Px4 Storm

The Beretta Px4 Storm is B.S.A.A: Jill's exclusive weapon in the Mercenaries mini-game. It does not exist in the game's story because Jill equipped a regular Beretta 92FS during the flashback scene (Lost in Nightmares).

The weapon's special ability is a combination between that of the H&K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.

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Beretta Px4 Storm - 9x19mm
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Resident Evil 5 Beretta Px4 Storm
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Jill takes aim with her Px4 Storm.
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Jill reloads the Px4.
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Jill finishes a wounded Majini with a double knee drop.
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A great close-up of Jill's Px4.

Colt Python

Barry Burton carries a custom Colt Python in the "Mercenaries Reunion" mode and that only use in quick time events. This revolver is originally from Resident Evil (2002)

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Prop version of Barry's .44 Magnum
File:RE1 44magnum.jpg
Custom Colt Python as seen in Resident Evil (2002)
Note: even though the text says the revolver uses .44 Magnum rounds, it is clearly a custom Python, not an Anaconda. The screw above the trigger mechanism is the telltale sign.
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"I have THIS!"
Promo image of the four new playable characters, from left to right: Josh with an SG 556 rifle, Excella Gionne with a Beretta 93R, Rebecca Chambers with a Street Sweeper and MP5A3, and finally Barry Burton with the customized Python.

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 standard issue sidearm, and all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Despite equipping other guns, both Chris and Sheva always have one each due to graphic mistakes.

The weapon is very 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 (25 to be exact).

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Heckler & Koch P8 - 9x19mm
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Resident Evil 5 H&K P8
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Chris engages some tribal Majini during Chapter 3.
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Chris reloads his H&K P8.
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Wesker fires the P8 in the Mercenaries mode.

IMI Desert Eagle Mark XIX

The Desert Eagle Mark XIX appears in the game marked under the name "Lightning Hawk". Caliber is not stated 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 Desert Eagle Leon Kennedy/Brian Iron used in Resident Evil 2 due to the same grips (exclusively R.P.D. made).

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IMI Desert Eagle Mark XIX with chrome finish - .50 AE
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Resident Evil 5 Lightning Hawk. Note front slide serrations that were not on the original RE2 version.
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Chris with a Desert Eagle pistol after surviving the zombie onslaught in Chapter 1-1.
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Chris fires his Desert Eagle. Note how the hammer actually hits the firing pin. Resident Evil 5 is undoubtedly one of the most detailed and realistic video games when it comes to weapons. (Let's just forget the 92FS with the 100-round magazine for a second...)
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Chris reloads his Desert Eagle Mark XIX after the first real boss battle against Uroboros.
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Recoil of a shot, exaggerated a little bit, considering how Wesker is a veteran S.T.A.R.S. commanding officer. Also note the cocked hammer, which is very rare in video games, where Desert Eagles are usually shown to operate in incorrect DAO mode.

SIG-Sauer 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. Appears as "SIG P226" in the game.

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SIG-Sauer P226 - 9x19mm
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Resident Evil 5 SIG-Sauer P226
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Chris aims at an infested soldier during Chapter 5.
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Chris reloads the P226 when it runs empty.

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. It may be upgraded to hold 12 rounds, which is quite extraordinary considering there is no choice of magazines on a revolver.

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Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum
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Resident Evil 5 S&W Model 29
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Chris holds a Model 29 revolver.
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Chris does a quick reload.
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Recoil of a shot from the Model 29. It is similar to the Desert Eagle's recoil.

Smith & Wesson Model 500

The Smith & Wesson Model 500 is the most powerful Magnum type weapon. Its damage tops out at 5,000, which is higher per single shot that any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes.

Strangely, after each shot the hammer returns to cocked position, even though there is clearly no animation of the characters cocking it.

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Smith & Wesson Model 500 - .500 S&W Magnum
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Resident Evil 5 S&W Model 500
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Wesker takes aim with the S&W Model 500 revolver.
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The recoil of the Model 500. The wooden shield had no chance against the .500 S&W Magnum round. Neither had the Majini carrying it.
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Chris pulls a lever with the S&W Model 500 in his right hand.
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Chris reloads the Model 500 inside the missile depot. As the HUD shows, the 5-round cylinder can be upgraded to hold 6 rounds, however the gun's model does not change.

Shotguns

Ithaca 37

The Ithaca 37 is the first available shotgun and is a 5-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. Its critical hits can be upgraded, allowing a strategy somewhat similar to the older RE titles - wait for a mob to approach and fire a shot at head level last second. It can be upgraded to hold an impossible number of rounds for the real firearm. This is shared by the "starter" weapons of each type - the Beretta 92FS, Skorpion, and Sako 75.

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.

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Ithaca Model 37 - 12 gauge
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Resident Evil 5 Ithaca 37
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Chris uses an Ithaca 37 to blow away a Majini on a GAU-19/A minigun.
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An Ithaca 37 on Chris' back as he enters Mercenary mode.
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Chris fires the Ithaca 37 at a Cephalo.
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A good view of Sheva's Ithaca as she stabs a zombie in the chest.
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Chris reloads his Ithaca 37 during the oilfield level.
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Sheva poses with an Ithaca 37 in some promotional art.

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 - the M3 is the hardest-hitting shotgun at close range.

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Benelli M3 Super 90 - 12 gauge with pistol grip stock combination
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Resident Evil 5 Benelli M3 Super 90
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Wesker aims a Benelli M3 in Mercenary mode.
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Chris carries a Benelli M3 on his back.
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"Agent Zebra"...sorry, "Safari Chris" kills a zombie with the M3 in Mercenaries mode.
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Chris pumps the M3 Super 90 after gunning down a zombie from up close.
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Chris quickly reloads the Benelli. As with Leon in the last game, he thinks all shotguns have a two round capacity and the other shells come from the land of magic.
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Sheva armed with a Benelli M3 shotgun in a promo image.

SWD/Cobray Street Sweeper

An SWD/Cobray Street Sweeper is found in the tanker and can be bought later in the game. Called the 'Jail Breaker' in the game, it has an upgradable effective range. Oddly, in game this shotgun holds a default of 5 shots and a maximum of 15, whereas the real version holds 12.

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SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge
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Resident Evil 5 Jail Breaker
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A Street Sweeper hidden in a metal crate.
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Chris fires the Street Sweeper. True to its name, it sweeps through the infested village with no problem.
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Chris reloads the Street Sweeper after clearing a village full of zombified tribesmen. For an unknown reason, he is going to always insert only two shells to the drum, no matter how many rounds were fired before the reload. The same happens with the other guns with an internal magazine, such as the Sako 75 rifle, or the other pump-action shotguns.
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A good view of the Street Sweeper as Chris climbs up to collect a diamond. This shotgun is not, as previously thought, an Armsel Striker; it lacks the drum advance lever and has a key rather than a knob on the front of the drum.

Hydra Sawed-off Shotgun

A secret weapon. Called the 'Hydra', it is a triple barrel sawed-off shotgun that is unlocked when the Ithaca 37 is fully upgraded. Like the "Jail Breaker" it has an upgradable attack range.

This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger.

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Resident Evil 5 Hydra Shotgun
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Chris reloads the Hydra.
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Sheva reloads the Hydra. Due to a bug, the characters first insert two shells at once, and another one later.

Submachine Guns

Heckler & Koch MP5A3

The Heckler & Koch MP5A3 is the second submachine 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 reflex sight that serves no function and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is 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).

The MP5A3 appears in the game as "H&K MP5" and features an unrealistic 45-round magazine by default, which can be upgraded to holds an impressive and impossible load of 150 rounds.

Heckler & Koch MP5A3 with Surefire 628 dedicated forend weaponlight and 0-1-2 trigger group - 9x19mm
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Resident Evil 5 MP5A3
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Chris fires his H&K MP5A3.
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Jill pulls back the bolt of the MP5A3 before reloading it.
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Chris reloads the MP5A3. Unlike the pistols, the MP5A3 features only one reload animation, where the shooter pulls back the bolt handle first, swaps the magazines, and does a so called HK-slap to release the bolt.

Skorpion Vz. 61

The Skorpion Vz. 61 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. (This is shared by the "starter" weapons of each type - the Beretta 92FS, Ithaca 37 and Sako 75.) It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner. The PAL version of Resident Evil 5 features the Skorpion with a 50 round magazine but less damage. Jill carries two Skorpions in-game.

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Skorpion Vz. 61 - .32 ACP
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Resident Evil 5 Skorpion Vz. 61
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Chris discovers a Skorpion placed conveniently in a metal crate right in the middle of the town's marketplace. The starting ammo for the Vz. 61 is 30 rounds, but the magazine is clearly a 20-rounder.
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Chris shoots a way through the incoming Majini tribesmen.
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Jill reloads her Vz. 61. Despite carrying two Skorpions in the Story Mode, Jill can only use one in Mercenaries mode. That one, however has its magazine capacity fully upgraded to hold 300 rounds.
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Unlockable figure of Jill Valentine posing with two Skorpion submachine guns.

Assault Rifles

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 Majini soldiers in Chapter 5, which they use it against Chris and Shiva. Their AK's are equipped with green laser sights.

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AK-74 - 5.45x39mm
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Resident Evil 5 AK-74
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Chris discovers an AK-74 in a steel crate.
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Chris engages some infested soldiers with his newly-acquired AK-74.
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Chris reloads his AK-74 during the battle with U-8, a giant spider-like thing.

SIG SG 556

B.S.A.A. agents are seen with the SIG SG 556 as their primary weapon. Like the MP5A3, it is equipped 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. Depicted to be fully automatic.

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SIG SG 556 - 5.56x45mm
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Resident Evil 5 SIG SG 556.
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The SG 556 with polymer magazine.
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Chris reloads the SG 556.
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Sheva pulls the charging handle of the SG 556.
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Chris opens fire with the SG 556, unlucky for the zombie trying to eat him.
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Josh and the rest of Delta team, armed with SIG SG 556's.
Josh with his SIG SG 556.

Sniper Rifles

Sako 75

The Sako 75 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. This is shared by the "starter" weapons of each type - the Beretta 92FS, Skorpion, Ithaca.

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Sako 75 Varmint - .223 Remington
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Resident Evil 5 Sako 75
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The "S75", as it is known in the game, on Chris's back, along with his machete.
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Good shot of the Sako 75 as Chris operates the mechanism inside the forgotten ruins.
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Chris operates the bolt of the rifle. After each shot, the camera backs out of the scope view till the shooter operates the bolt, then returns to the last position.
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Chris reloads the Sako. As the HUD tells, the maximum capacity is 50 rounds. Pretty impressive for a gun with an internal magazine.

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 75 and H&K PSG-1 despite its real life counterpart chambers the Soviet 7.62x54mmR. It has mid level performance, less powerful than the Sako but more than the PSG-1.

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SVD Dragunov Sniper Rifle - 7.62x54mmR
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Resident Evil 5 SVD
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An SVD Dragunov on Sheva's back in Mercenary mode.
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Another angle of that SVD on her back.
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Chris borrows the SVD from Sheva to do some long-range zombie-shooting. The reticle looks nothing like a genuine PSO-1 reticle.
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Sheva reloads the SVD.
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Unlockable figure of Sheva posing with the SVD.

Heckler & Koch PSG1

The Heckler & Koch PSG1 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 PSG1 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.

It is the only rifle in game where the scope can be upgraded.

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Heckler & Koch PSG1 - 7.62x51mm NATO
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Resident Evil 5 H&K PSG1
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A PSG1 rifle in a metal box.
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View through the PSG1's scope. Josh's scoped SG 556 has the same reticle when he kills the motorcycle Majinies during Chapter 1.
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Chris reloads his PSG1.

Heavy Weapons

Milkor MGL Mk 1L

The Milkor MGL Mk 1L 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. It cannot be upgraded.

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Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
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Resident Evil 5 Grenade Launcher
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The MGL Mk 1L in a metal crate.
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The MGL Mk 1L on Chris's back.
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Chris fires the grenade launcher at a group of infested tribesmen. The rounds it fires are incorrectly depicted as flying straight with no arc, almost like a rocket launcher.
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Good view of the MGL as a zombie tries to eat Chris alive.

Hybrid Machine gun

A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna 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 (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has a RPK style fore grip, and a PKM style carry handle and front sight.

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M249-E2 SAW with a 200 round ammo drum - 5.56x45mm
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RPK Light Machine Gun with 40 round magazine - 7.62x39mm
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PKM with latest version of Flash hider - 7.62x54mmR
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Chris opens fire on Majini pursuing the Humvee.
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Chris with the Hybrid machine gun.
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Chris fires the Hybrid machine gun at Ndesu, one of the Tricell pets. During this boss battle, the game switches to first-person perspective.

M134 Minigun

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 desperately 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.

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Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgement Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm NATO
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Chris fires the unlockable handheld minigun.
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Sheva spins up the barrels of the M134 when Ndesu arrives during one of the game's many boss battles.
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Sheva opens fire with the vehicle mounted M134.
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A Majini (with anger management issues) fires his minigun, right into the ceiling of Wesker's tanker.

M2 Flamethrower

The M2 Flamethrower can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss. A refueling station is located on the wall. At any time, the flamethrower may be placed back on the wall to charge. This gives unlimited fuel to the flamethrower, however using just the flamer cannot kill the boss.

M2 Flamethrower
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Chris waiting for the M2 Flamethrower to refill. The M2 looks like a modern-day flamethrower, but it is pretty obvious which weapon it was based on.
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Chris engages the mutant from up close. The flamethrower holds 100 "rounds", which last for about 12-15 seconds.
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Sheva gives Mkono a warm welcome.

General Dynamics GAU-19/A

The General Dynamics GAU-19/A is seen in a naval mounting in the third chapter. Two GAU-19/A's are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat.

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GD GAU-19/A with muzzle break and external weapon mount - .50 BMG
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Chris examines the GAU-19A that nearly blew his head off.
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Chris with an Ithaca 37 and a General Dynamics GAU-19/A in the background.
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An angry Majini with a GAU-19/A aboard Irving's yacht.
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Chris test fires the GAU-19/A machine gun.

RPG-7

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.

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RPG-7 - 40mm
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Resident Evil 5 RPG-7
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An RPG-7 placed in a metal box.
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Chris and Sheva reload the RPG-7 at the hangar.
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View through the scope of the standard RPG-7.
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View through the NV scope of the special RPG used during the Wesker boss battle, otherwise known as "RPG-7 NVS" (Night Vision Sight).
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A Majini soldier aiming at Chris and Sheva.

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".

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FIM-92A Stinger - 70mm
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The Majini aims the FIM-92A Stinger at Doug's helo.
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He misses the helicopter and gets an 5.56mm round between his eyes from Jill's SG 556.

Explosives

Mk 48 Grenade Series

A fictional (or could we say "generic") series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. Due to a bug, the characters do not remove the safety pins before throwing these grenades.

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Chris feeds U-8 with a delicious fragmentation grenade. The safety pin is clearly visible on the grenade.
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Chris about to throw a frag grenade towards the Majini soldiers.
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Chris (in S.T.A.R.S. outfit) prepares to toss a flash grenade to disable a small group of Majinies.
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Uroboros Mkono about to taste an incendiary grenade.

M26 Frag Grenade

Some of the infested soldiers have M26 hand grenades on their vests.

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M26 High-Explosive Fragmentation hand grenade
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Bunch of M26 grenades visible on the soldier's vest.

Model 24 Stielhandgranate

Despite carrying M26 hand grenades, some soldiers are throwing low-detail Model 24 Stielhandgranates at Chris and Sheva. These soldiers also appear in Mercenaries mode.

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Model 24 Stielhandgranate "Potato Masher" stick grenade with fragmentation sleeve
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A low-quality Model 24 Stielhandgranate about to hit the floor (circled in red).

Proximity Mine

The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.

The Proximity Mine is fitted with a LED light on top and frequently beep's when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire.

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A proximity mine placed on a shelf.
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Chris about to place the proximity mine.

Beta / Removed Weapons

Silver Ghost

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 modified 1911 as his main weapon instead (the 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.

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Chris aims the "Silver Ghost", Teaser's final moment.

M1911

In first two Official Trailers (E3 2007), with most prototypes removed, the Silver Ghost was totally replaced by a slightly modified M1911 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 1911 never appeared again in any later cutscenes.

It appears to be a relatively standard 1911 with a stainless, threaded barrel, fixed sights, a commander-style hammer and what looks like A1 cocking serrations. Some interesting points are that the magazine release, trigger and trigger guard seem to be taken from the Beretta 92FS, implying a customized, fictional weapon like the "Silver Ghost" from the previous game.

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The 1911 in the E3 2007 Trailer, a moment before the first Majini encounter, resembles 2005's Teaser final moment. The scene later appears in official game, but Beretta 92FS equipped instead.
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E3 2007 Extended Trailer, Chris alone, encounters a town Majini group. Note Majini(es) never appear this many in the official game, but possibly from a Bench-Mark.
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Chris with the 1911. Note the threaded barrel, trigger and finger rest.

"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 SG 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.

Hybrid Assault Rifle, as it originally appears in Dead Rising
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E3 2007 Extended Trailer, Chris use the Hybrid weapon against Majini(es), probably in Public Assembly.