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Arizona Sunshine 2

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Arizona Sunshine 2 for current discussions. Content is subject to change.


Arizona Sunshine 2
ArizonaSunshine2.jpg
Steam box art
Release Date: December 7, 2023
Developer: Vertigo Games

Jaywalkers Interactive

Publisher: Vertigo Games
Platforms: Microsoft Windows

Meta Quest
PlayStation VR 2

Genre: VR Action Zombie Shooter


Developed and produced by Vertigo Games, Arizona Sunshine 2 is a fast-paced VR zombie shooter and sequel to 2016's Arizona Sunshine. The game, which was released exactly 7 years and 1 day after its predecessor, follows the first game's unnamed protagonist and his dog Buddy as they once more search for help in a post-apocalyptic Arizona. As in the first game, both a story-based campaign and a wave-based "horde" mode are available to be played solo or multiplayer with up to 3 other players.


The following weapons appear in the video game Arizona Sunshine 2:


Overview

In contrast to the weapons of the first game, the guns of Arizona Sunshine 2 (reflecting 7 years worth of improvements to virtual weapons) are rather detailed and can be manipulated realistically. Reloading is now a much more involved process, with the player now required to eject an empty magazine, grab a fresh one from their ammunition belt, insert it into the weapon, and, if necessary, manually chamber a round. Weapon classes not present in the previous game are also present, including pump and break-action firearms, and significant improvements have been made to two-handed weapons. Firearm ammunition is split into the following categories:

  • Pistol-caliber ammunition, which is used by handguns, submachine guns, and machine pistols
  • Rifle-caliber ammunition, which is used by rifles
  • Shotgun shells, which are used by shotguns
  • Flamethrower fuel, which is used by the flamethrower
  • 40mm grenades, which are used by the grenade launcher

In addition, almost every weapon in the game has an "improved" version that can typically only be found in hidden areas. These upgraded weapons typically feature, among other upgrades, FDE furniture and an extended magazine.

Handguns

Beretta 92FS

The Beretta 92FS can be found throughout the main campaign and is the player's starting weapon in the "horde" mode. It deals low damage per shot and holds an incorrect 10 rounds per magazine.

Beretta 92FS - 9x19mm Parabellum
The Beretta 92FS as it appears in-game. The Beretta logo on the grip has been replaced by a duck insignia.
Hands bloodied from a recent close-quarters encounter with a zombie, the player inspects the handgun.
Taking a look at the other side of the (slightly rusty) pistol.
The Beretta's pitiful 10-round capacity can be explained by taking a look at one of its magazines, which appear much skinnier than the real deal. Whether or not they're a whole 5 rounds slimmer is still up for debate.
One freshly-inserted magazine later and the pistol is ready for a round in the chamber. This can be done either by powerstroking the slide or, as seen here, by pressing the slide release.
Aiming down the Beretta's trinitum three-dot iron sights.

Improved

The improved version of the Beretta 92FS has an FDE-colored frame, beige grip panels, and a cylindrical muzzle device. It uses 12-round extended magazines.

Beretta M9A3, which appears visually similar to the upgraded 92FS seen in-game - 9x19mm Parabellum
The "level 2" Beretta as it appears in Arizona Sunshine 2.
Taking a closer look at the not-M9A3.
Flipping over the handgun, which is absent any markings aside from a fictional "W" insignia and "KB900768", a serial number.
The improved Beretta uses the same style of single-stack magazines as the standard pistol, just extended to hold an extra 2 rounds. Hooray?
Jamming a magazine into the handgun.
Powerstroking the slide.
Aiming (and firing) the handgun at nothing in particular.

Colt M1911

A Colt M1911 is the player's starting weapon in the main campaign. It erroneously features a short trigger and diamondless grips similar to those of the M1911A1 and holds 7 rounds per magazine.

Colt M1911 - .45 ACP
The M1911 as it appears in-game.
Handling the vintage handgun, as one does.
The other side of the venerable handgun. Note the decocked hammer, which should (and doesn't) prevent the single-action only M1911 from firing.
Cramming a 7-round magazine into the pistol. While the witness holes in the magazines are not see-through, visually checking the fullness of your pistol magazines in the video game which features a magical automatic-magazine-packing chest rig is not a particularly useful operation.
For as much as it may simplify the handling of ammunition, the game makes no attempts to cycle the handgun for you. That's nothing an old tug of the slide can't fix, of course.

Improved

The improved version of the M1911 (which is the first "improved" weapon available to the player) features an FDE-colored frame and cylindrical flash hider, a polished slide, and a 12-round extended magazine.

Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP. This M1911-pattern pistol appears similar to the virtual pistol.
The improved M1911 as it appears in-game.
Brandishing the upgraded handgun. While such a weapon (a First World War vintage pistol with various tactical-colored bits stuck to it) may seem ridiculous, M1911-style in arrangements similar to this (see the Colt M45A1 CQBP) have seen military service in the United States as recently as 2022.
Allowing the pistol to glitter in the sunlight. Note the large magazine floorplate, which primarily offers emotional support when fitted to such a large magazine.
Inserting an extended magazine into the improved M1911. Note that the witness holes stop where they would on a standard 7-round magazine.
Twelve (+1) rounds later and the slide locks back, producing a clearer view of the handgun's strange muzzle device.

IMI/Magnum Research Desert Eagle Mark XIX

A somewhat stylized Desert Eagle Mark XIX can be found throughout the game. Despite holding 7 rounds per magazine and lacking a fluted barrel, the Desert Eagle (and its magazines) are prominently marked ".44". It deals rather high damage per shot and, unlike the game's revolvers, has the ability to reload mid-magazine, potentially conserving ammunition in the long run.

Desert Eagle Mark XIX - .50 AE
The Desert Eagle Mark XIX as it appears in-game. Note the weapon's lack of a fluted barrel, which identifies its caliber as .50 AE, and the lack of any slide serrations forward of the safety.
Handling the magnum handgun, which seems to be somewhat smaller than the real deal.
The other side of the Desert Eagle. A fictional logo, three dots arranged in a triangle within a larger circle, attempts to fill the space that the Desert Eagle Mark XIX's large slide serrations usually occupy.
Shoving a 7-round magazine into the Desert Eagle. While hard to see in the screenshot, the handgun's magazine is marked ".44".
Preparing to release the slide.
Drawing a bead on the most ferocious of opponents, an analog clock.

Improved

The Desert Eagle's "improved" variant features a slightly longer barrel, a stubby compensator, an 11-round extended magazine, and an FDE paintjob.

The improved Desert Eagle Mark XIX as it appears in-game.
If the standard Desert Eagle wasn't already too bulky, this weapon's got you covered.
Wrangling one of the Desert Eagle's extended mags into the grip of the handgun. The ".44" marking can be clearly seen.
Pointing the pistol out the door of a moving train, as one does.

Glock 17

A 4th Generation Glock 17 can be found and used by the player. It holds 10 rounds per magazine, although its magazine model is that of a 17-rounder.

4th Generation Glock 17 - 9x19mm Parabellum
The Glock 17 as it appears in-game.
The player handles the Glock 17 within the poorly-lit confines of a train car.
Reloading the handgun. While 10-round Glock magazines do exist, this magazine is clearly not one of them, as indicated by the quantity and positions of the witness holes.
Lining up the Glock's iron sights in preparation to fire a shot.
Giving the trigger a squeeze. Unlike the Glock 17 seen in the first Arizona Sunshine, this handgun correctly fires semi-automatically.

Improved

The Glock 17's improved variant has an FDE frame and a cylindrical flash hider. It holds 20 rounds per magazine and, most notably, fires exclusively in full-auto.

Glock 17 converted to full auto with 33 round magazine, comparable to the in-game improved Glock 17 - 9x19mm.
The Glock 17's improved variant as it appears in-game. Note the duck emblem on the grip, a feature also seen on the grips of the game's Beretta 92FS.
Handling the tactical Glock during one of the game's many sewer segments.
Turning the extended hangun over in an ill-fated game of "find the selector switch".
The locked-back Glock next to one of its extended magazines. Note that the witness holes do not extend the entire length of the magazine, unlike actual 33-round Glock magazines.
One fresh magazine later and the handgun is ready for a round in the chamber.
One hijacked train later and the firepower of the improved Glock is ready to be unleashed. No less than three cartridge casings can be seen in this screenshot, which hints at the handgun's obnoxiously high rate of fire.

Ruger Redhawk

A Ruger Redhawk with a stainless finish can be found throughout the game. The six-shooter deals very high damage per shot but must be reloaded frequently.

Ruger Redhawk with 5.5" barrel and stainless steel finish - .44 Magnum
The Ruger Redhawk as it appears in-game.
Taking a closer look at the Redhawk. As with most of the game's other weapons, it could do with a good polish.
The other side of the Redhawk. Aside from the lack of a cylinder release, it's more of the same. Note the "Red Duck" engraving underneath the cylinder, a continuation of the duck-themed branding seen on other weapons.
Swinging the cylinder out for reloading. Note the unstruck primers on the rounds and that some of the rounds are blocked by the recoil shield.
Dumping the spent casings from the revolver, which can be done by either tilting the weapon downwards or pressing the cylinder release button again. Any unfired rounds in the revolver are lost at this point, and all 6 rounds are depicted as spent casings regardless of how many shots were actually fired.
Menacing a timepiece with the revolver.
Demonstrating the Redhawk's double-action trigger, which correctly causes the hammer to move backwards as it is pulled.

Improved

The Redhawk's improved variant has black rubber grips, a polished stainless finish, and is chambered in .357 Magnum, giving the revolver an improved 8-round capacity.

Ruger Redhawk with 5.5" barrel and unfluted 8-shot cylinder - .357 Magnum
Ruger Redhawk with stainless steel finish, square butt, rubber Hogue grips and 4.2" barrel - .41 Magnum
The enhanced Redhawk as it appears in-game.
Handling the 8-shooter in the evening sun.
Turning over the revolver. The "Red Duck" is back, and this time it's personal.
Pressing the cylinder release reveals not 6, but 8 rounds of .357 Magnum. Note that the cylinder has not swung out far enough to properly eject all 8 rounds.
Removing the spent rounds. The player's ability to catch a facefull of brass is not to be underestimated.
Slotting in a fresh speedloader. Note the round clipping straight through the recoil shield.
Lining up a shot on an oblivious Fred.
Kaboom.

Smith & Wesson/Colt Hybrid Revolver

A generic revolver with a large wooden grip, Colt-style trigger guard, and Smith & Wesson-style cylinder release can be found throughout the game. This revolver is effectively identical to the aforementioned Redhawk.

Colt Anaconda, for comparison - .44 Magnum
Smith & Wesson Model 629, for comparison - .44 Magnum
The hybrid revolver as it appears in-game.
Taking a look at the left side of the beat-up revolver.
The other side. When a mommy Colt and a daddy S&W love each other very much, the result might look something like this.
Swinging out the cylinder for reloading. Note the nonsensical cuts in the recoil shield as well as the reoccurring issue of revolver cylinders not swinging out all the way.
Ejecting half a dozen spent casings directly into the player's mouth.
Slamming in a fresh speedloader of .44 Magnum.
Aiming the revolver. The strange "witness cuts" in the recoil shield are made even more ridiculous in light of the fact that struck primers aren't modeled.

Submachine Guns

Ingram MAC-11

The Ingram MAC-11 returns from the first game as the first submachine gun available to the player. Its folding stock buttplate has been removed and its grip panels have been cut away, allowing the player to see the magazine being inserted into the weapon. It holds only 15 rounds in each 32-round magazine and fires very quickly, which means both that it kills zombies rapidly and consumes lots of ammunition.

Ingram MAC-11 - .380 ACP
The MAC-11 as it appears in-game.
Assessing the left side of the pautina-encrusted firearm.
The other side. A round of .380 ACP can be seen at the top of the magazine through the weapon's open bolt.
Swapping magazines. The lack of grip panels, aside from providing some visual interest to the reloading process, would allow for dirt and other junk to easily enter (and potentially interfere with the operation of) the MAC'S internals.
Open-bolt weapons in Arizona Sunshine 2 must be re-cocked after every reload, the status of the previous magazine (empty or partially-full) notwithstanding.
Looking down the MAC-11's circle-and-post irons.
Blasting away.

Improved

The improved version of the MAC-11 has a desert digital camouflage pattern, compensator, extended stock, and 40-round drum magazine.

MAC-10 with 50-round drum magazine - .45 ACP
The souped-up MAC-11 as it appears in-game.
Trapped in a crumbling hospital, the player takes solace in their improved bullet-hose of a submachine gun.
The beige MAC's other side. An insignia of a stylized W can be seen on the lower corner of the receiver.
Inserting a magazine of the 40-round .380 ACP variety.
Locking the bolt open.
Aiming and firing the MAC. The extended stock's canvas buttwrapping obscures most of the player's view while aiming down sights.

IMI Uzi

A stockless IMI Uzi is one of the game's available submachine guns. It can hold 15 rounds per magazine.

IMI Uzi with stock removed - 9x19mm Parabellum
The stockless Uzi as it appears in-game.
Unveiling the Uzi.
Grabbing hold of the Uzi's handguard for support, the player takes a look at the other side of the submachine gun.
Finagling with one of the Uzi's magazines. Despite having been modeled after a 32-round example, these magazines hold just 15 rounds of ammunition each.
Inserting the magazine into the Uzi's grip. No grip panel cutaways here!
Working the charging handle.
Aiming the Uzi. The awkwardness inherent to a stockless submachine gun is well-represented in the game, as drawing a bead on a target requires some slightly uncomfortable arm contortions.
Blasting away, all the while resisting the urge to make a Terminator reference.

Improved

The improved Uzi has an extended stock, an integral flash hider, and loads from 50-round drum magazines.

IMI Uzi with buttstock extended - 9x19mm
The upgraded drum-fed Uzi as it appears in-game.
An Uzi in the hand is worth two in the bush, unless you find an Uzi with a drum magazine. In that case, the early bird gets the worm.
Birds notwithstanding, the player grasps at the Israeli submachine gun as they fight to escape from an abandoned hospital.
Swapping magazines.
Locking the bolt open. This can also (nonsensically) be done by pressing the "release slide/magazine" binding on the hand holding the weapon, but that makes for less interesting screenshots.
Putting a spray of rounds into the drywall. If the building's going to come down anyways, what's the harm?

M1A1 Thompson

A somewhat stylized M1A1 Thompson submachine gun can be found throughout the game. It has a non-functional segment of Picatinny rail on top of the receiver and utilizes 20-round stick magazines. While the M1A1 (like the other submachine guns) correctly utilized pistol ammunition during the game's initial release, it was changed for balancing reasons to consume rifle ammunition in Patch 1.1.

M1A1 Thompson with 20-round stick magazine - .45 ACP
The M1A1 Thompson as it appears in-game.
When it comes to putting the dead back to rest, what could be more effective than a heavy, fast-firing, low-capacity WW2-vintage submachine gun?
While there may be more practical weapon choices for the zombie apocalypse, it's hard to deny that the Thompson gets the job done in style. The attachment of a Picatinny rail segment on the top of the receiver (which does not serve a function in the game) would theoretically allow for compatibility with superior optics and the tritium-painted irons work well in low-light environments.
The 20-round magazines are quite the drag, however.
Cranking on the charging handle, as one does.
Aiming down the "Tommy Gun's" iron sights. Unless the player has a physical gunstock accessory to attach to their VR controllers, the experience is something akin to attempting to aim a dual pistol-gripped M1919 Thompson submachine gun; in short, awkward.
Firing the Thompson. Whether due to recoil or poor hand positioning, the rear sight makes contact with the player's forehead.

Improved

The M1A1's upgraded variant has a beige polymer stock and handguard, a "birdcage" flash hider, a leather stock wrapping with a cheekpad, and a skeletonized angled foregrip. It uses 50-round drum magazines.

The upgraded M1A1 Thompson as it appears in-game.
Working their way through the parking lot of an abandoned pet store, the player assesses the new-and-improved Thompson.
"Improved" is, of course, subjective. The beige furniture and bizzare stock wrapping are an acquired taste, not to mention the uncomfortable-looking "angled foregrip" (composed of a single bent strip of metal). The 50-round drums are a nice touch, even if their usage with the M1A1, which lacks the cutouts to take drum magazines, is incorrect.
On the topic of magazines, here's a closer look at the markings found on each of the Thompson's drums.
Slotting a magazine into the submachine gun. As with the standard M1A1, the improved Thompson uses rifle ammunition instead of pistol ammunition after Patch 1.1.
Cranking on the charging handle.
Foregoing any attempt at proper aiming in favor of the infamous "Call of Duty tactical stance".

Shotguns

Stoeger Coach Gun Supreme

A Stoeger Coach Gun Supreme with a nickel finish and engraved receiver can be found in the game. Possessing a tighter spread than its sawed-off counterpart, the Coach Gun wreaks havoc on swarms of zombies but, predictably, can only be fired twice before it has to be reloaded. It is incorrectly modeled with only one trigger and features a curious set of three-dot tritium iron sights, which, while helpful in dark environments, are not typically found on smoothbore shotguns.

Stoeger/IGA Coach Gun Supreme with polished nickel finish - 12 gauge
The Coach Gun as it appears in-game.
Inspecting the Coach Gun Supreme up close and personal. Note the finely-engraved receiver.
Taking an even closer look at the side of the shotgun, whose markings read "SLA Coach Gun - Arizona .12-Gauge".
Unlike most other VR games with double-barreled shotguns, Arizona Sunshine 2 requires the player to physically break the weapon open with both hands for reloading.
Sending a pair of spent shells skywards.
Thumbing a pair of 12-gauge shells into the chambers.
Snapping the gun closed.
Aiming down the Coach Gun Supreme's blocky three-dot tritium iron sights.
Adopting a more classical approach to aiming the double-barrel, as one does.

Sawed-Off

A sawed-off version of the Coach Gun is the first shotgun available to the player. It is the only non-pistol caliber firearm to be classified as "small", meaning that it is stored in the player's hip holsters instead of over their shoulder. It has a wider spread than the full-length Coach Gun and lacks any sights to speak of.

Photoshopped sawed-off Stoeger/IGA Coach Gun Supreme with polished nickel finish - 12 gauge
The sawed-off Coach Gun Supreme as it appears in-game.
Hefting the dirty double-barrel into the frame. The weapon's short overall length, thankfully, makes this an easy process.
Flipping over the boomstick.
Opening the shotgun's action in preparation to feed it another pair of shells. Note that the top-break lever is incorrectly not operated by the player during this process.
Pausing mid-reload to size up one of the Coach Gun's shells.
Flicking the shotgun closed one-handed like a true action hero.
The Coach Gun Supreme's lack of sights and very wide spread means that pointing the shotgun in the general direction of the enemy and pulling the trigger is typically enough to get the job done.
Firing the Super Coach Gun.

Pump-Action Shotgun

A generic pump-action shotgun firing what appears to be 20 gauge shotgun shells is one of the game's available firearms. It has a set of ghost ring iron sights, a cut-down stock, a short segment of heat shielding on the barrel, and a large spring wrapped around the magazine tube. The shotgun holds an optimistic 6 rounds in its magazine tube and, most notably, ejects spent shells from the top of the receiver, not unlike the Spencer 1882.

Remington Model 870 with sawed off barrel and stock, for comparison - 12 gauge
The pump-action shotgun as it appears in-game. Aside from the forend, which is seemingly Remington 870-inspired, the weapon not based on any particular model of pump-action shotgun.
Holed up in a dank, dingy room, the player gives the pump-action a once-over.
Turning over the shotgun. Note the lack of a side ejection port, which would suggest that the weapon both loads and ejects from the bottom, not unlike the Ithaca 37.
Bringing a slim shotgun shell (most likely 20 gauge, as seen when they are compared to the much beefier shells used by the 12 gauge Coach Gun) to the bottom of the receiver for loading. Note the pseudo-knuckleduster design of the trigger guard.
Guiding a shell into the magazine tube with a reassuring press of the thumb. A total of 6 (plus one in the chamber) shells can be held in the weapon at once.
Aiming and firing the shotgun at some shelves.
Giving the forend a hearty pump causes a spent (yet apparently unfired) shell to shoot straight out the top of the gun.

Improved

The pump-action's improved variant has a "birdcage" muzzle device, an FDE forend and receiver, and a unique skeletonized stock. It features a tighter choke than its sawn-off counterpart.

The full-length pump-action shotgun as it appears in-game.
Taking a closer look at the shotgun's receiver, which is proudly stamped "Made in the USA".
The other side.
Thumbing in a new shell.
Checking the chamber.
Aiming down the ghost ring irons at an unassuming group of Freds milling around.
Cycling the shotgun after sending a blast of shot downrange.

Rifles

Colt Model 607

A Colt Model 607 can be found near the middle of the campaign. It is missing its characteristic muzzle device, utilizes 20-round STANAG magazines, and fires in full-auto only.

Colt Model 607 - 5.56x45mm

Generic AK-pattern Carbine

A nondescript AK-pattern carbine is the first longarm available to the player in Arizona Sunshine 2. It features a milled receiver, not unlike the Type 3 AK-47, and an elongated wooden handguard/barrel length seemingly inspired by the AKS-74U carbine. It also, rather unusually, fires 5.56x45mm ammunition and is said to have been manufactured in the United States. This AK, to add further to the strangeness, uses straight 15-round magazines and fires in full-auto only.

Type 3 AK-47, for comparison - 7.62x39mm
AKS-74U, for comparison - 5.45x39mm

Remington Model 760

A Remington Model 760 pump-action rifle can be found on the roof of a burning gas station in the main campaign, marking its first known appearance in a video game. The in-game rifle has a hooded front sight, is seemingly chambered in .223 Remington, and holds an incorrect 6 rounds per magazine.

Remington Model 760 with scope

Machine Guns

Mk 46 Mod 1

A Mk 46 Mod 1 can be found near the end of the campaign. It lacks a bipod and utilizes 25-round box magazines, making it essentially a souped-up assault rifle as opposed to a proper light machine gun.

Mk 46 Mod 1 - 5.56x45mm

Handheld M134 Minigun

A Handheld M134 Minigun can be utilized by the player during a climactic battle on top of a moving train. It has infinite ammunition but features an "overheat" mechanic which prevents the player from firing the minigun continuously for too long.

Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force

Launchers

M79 Grenade Launcher

A M79 grenade launcher can be found near the end of the game. It does not feature its characteristic leaf sight, which can make aiming at longer ranges difficult; however, the launcher's lack of a minimum arming distance and the player's immunity to self-damage lend the weapon favorably to point-blank usage.

M79 grenade launcher - 40x46mm

Explosives

M67 Hand Grenade

M67 hand grenades can be crafted by the player. They are the standard explosive option, possessing a three-second fuse and dealing heavy damage in a large radius.

M69 training grenade, which is externally identical (aside from color) to the M67

Model 24 Stielhandgranate

The player can craft and use Model 24 Stielhandgranates to defeat zombies. The stick grenade is incorrectly depicted as impact-detonated, exploding only upon contact with an enemy or hard surface.

Model 24 Stielhandgranate "Potato Masher" high-explosive fragmentation hand grenade

TM-46 Anti-Tank Mine

Craftable TM-46 anti-tank mines are available in-game. There are erroneously depicted as anti-personnel mines, detonating on contact with the undead.

TM-46 anti-tank mine

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