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Perfect Dark Zero

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Nice, but where's the trigger?

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Perfect Dark Zero (2005)


The following firearms appear in the game Perfect Dark Zero.

Pistols

Walther P99

The standard pistol is a Walther P99, renamed as the "P9P", with a mounted rail for attachments, including a 4x scope on the top and a tactical light on the bottom, as well as a detachable suppressor that reduces damage to give pinpoint accuracy. In cutscenes that feature it, it has no attachments. It holds 9 rounds and can be dual-wielded.

Original model Walther P99 - 9x19mm
Joanna Dark with her unmodified P9P in a cutscene.
Joanna with a very tricked out P9P in the background.
Holding a P9P alongside an M67-like grenade.

Glock 17L

A Glock 17L with an unusable attached LAM goes by the "Falcon" name, serving as the predecessor (at least in name) to the original Perfect Dark's Double Eagle-derived "Falcon 2". Holds double the capacity of the P99, and has slightly better accuracy (at least when the P99 is not suppressed) but lower damage per shot. The secondary fire pulls out the magazine and tosses it, setting off the bullets in it in sequence to act as an improvised grenade.

Glock 17L - 9x19mm
The Falcon in combat.

Colt Python

The only revolver in the game, a Colt Python with minor visual differences returns as the "DY357 Magnum". Two variants appear in the game: the regular one in gameplay, with wooden grips, is used by Zhang Li's elite guards and can be acquired and used by the player. A second one shows up in cutscenes, where it is Jack's weapon of choice, featuring synthetic grips and a laser attached to the frame just below the barrel. Strangely, while Jack can be seen firing the weapon in double-action mode, Joanna will only fire it in single-action (including fanning the hammer when the weapon is fired at the fastest rate possible), except when the chambers are all empty. Why exactly this is the case is unknown, especially since it is one of only two weapons where pulling the trigger on empty plays a dry-fire animation rather than automatically triggering a reload.

Colt Python with nickel finish, wood grip, and 6" barrel - .357 Magnum
The DY357 Magnum in idle.

Beretta 93R "Auto 9"

Returning from the first game, the "MagSec 4" bears an even stronger resemblance to the Auto 9 of Robocop fame. The weapon functions nearly identically to the original version, including its 9-round capacity and options of semi-auto and three-round bursts, differing only in that a reflex sight has been attached to justify the ability to zoom in.

Beretta 93R "Auto 9" - 9x19mm
The Magsec 4 while in cover, looking a little M1911-ish.


"Psychosis Gun"

Small pistol used to "negate the target's distinction between friends and foes". Capacity is 6 rounds.

The psychosis gun in-game.

Submachine Guns

Heckler & Koch MP5A3

A nearly-unmodified Heckler & Koch MP5A3 features as the "DW-P5". It is for all intents and purposes a straight upgrade to the P99, featuring a larger magazine of 24 rounds, detachable suppressor, red dot scope, and tactical light, with its only downsides being that it takes up more space (two inventory slots to the P99's one) and cannot be dual-wielded with another weapon.

Heckler & Koch MP5A3 with Surefire 628 dedicated forend weaponlight - 9x19mm
DW-P5 in-game. Note attached suppressor.

IMI Uzi

An IMI Uzi appears in-game as the "UGL Liberator". Capacity is 24 rounds. It acts as a counterpart to the old "Dragon" assault rifle, as its secondary function drops the weapon and turns it into an improvised proximity mine. It is otherwise deficient in nearly every way to the MP5 save for its ability to be used alongside a second one-handed gun.

IMI Uzi with stock folded - 9x19mm
The Liberator.

Steyr TMP

Another returning weapon, the fast-firing Steyr TMP once again goes by the "CMP-150" name. Like the MP5 and Uzi, it holds 24 rounds per magazine, its secondary function being a "hologram projector" which places a holographic copy of the user nearby to distract enemies. It can also be dual-wielded.

Steyr TMP - 9x19mm
CMP-150 during co-op.

FN P90

A returner from GoldenEye, in a manner of speaking, the FN P90 goes by its old and infamous "RCP-90" moniker. Another SMG with a fast rate of fire, it features a secondary function of Threat Detector (placing a dull red filter over the user's view, which outlines and highlights enemies and traps, in return for reducing accuracy while active) and Reprogram (disabling and hijacking enemy gadgets). Unlike the real P90, the RCP-90 holds only 40 rounds. It's animated as if it is an open-bolt weapon, with the charging handle at the rear position normally, visibly sliding forward and then back between shots, and pushing forward when the trigger is pulled after emptying the magazine (also dutifully locking itself back on its own during the reload animation, since outside of the animation for equipping the weapon for the first time Joanna never feels the need to touch it). On the other hand, it's also correctly modeled with translucent magazines that properly empty as the player fires the weapon.

FN P90 - 5.7x28mm
The RCP-90 in idle.

Assault Rifles

FAMAS G2

No sci-fi shooter is complete without a Plasma Rifle, and in this game it's a barely-disguised FAMAS G2 with a few LEDs attached. The gun has unlimited ammo, recharging up to 200 units at a time and using 5 per shot. Secondary fire is Cloak, spending ammo to make the user invisible.

FAMAS G2 with STANAG magazine for comparison - 5.56x45mm
The Plasma Rifle in action. Notably, you can see the rear sight atop the carry handle, surprisingly both present on an energy weapon and relatively accurate to the real FAMAS's sights.

AK-47

A Kalashnikov-style assault rifle which goes by the name of "KSI-74". Despite the name suggesting it is an AK-74, it has the overall appearance of a standard AK-47, fitted with the straight stock of an AKM. It holds 30 rounds per magazine, and features a Soviet ballistic knife as a bayonet, which can only hold a single knife at a time.

Type III AK-47 - 7.62x39mm
AKM - 7.62x39mm. The KSI's stock is based on the AKM's, but is otherwise a straight-up AK-47.
The KSI-74 in idle. Note the reversed ejection port; unlike the first game's insistence on making everyone use left-handed guns in their right hand and vice-versa at every conceivable opportunity, this is the only weapon in Zero with a reversed model.

Colt Model 727 w/ M203

The "FAC-16" assault rifle is based on the Colt Model 727, with an ACOG mounted on the carrying handle and what appears to be an M203 grenade launcher underneath the barrel. It can use a suppressor, making it the second and final straight upgrade in the P99 to MP5 chain. Holds 30 rounds per magazine, alongside up to six grenades for the launcher.

Colt Model 727 with attached M203 - 5.56x45mm NATO & 40x46mm
Joanna with the FAC-16 in the background.
Reloading the M203 after using it to ruin someone's day.

Heckler & Koch G36KV

The "Superdragon", a predecessor to the original game's vaguely Heckler & Koch XM8-inspired future rifle; this time, rather appropriately for a prequel, it's a Heckler & Koch G36KV with a mounted magazine-fed, semi-auto grenade launcher resembling the Heckler & Koch AG36 or M320. The weapon is modified slightly from the real thing, including a charging handle shifted down along the center of the left side, rather than being directly attached to the bolt carrier along the top, which animates in such a way to suggest the weapon is an open-bolt design. The weapon also includes integrated ironsights along the top of the carry handle, while the actual sight is apparently repurposed as a night-vision optic, giving the weapon a night vision overlay as a secondary function. It holds 20 rounds while the launcher holds 6.

Heckler & Koch G36K with AG36 - 5.56x45mm NATO & 40x46mm
Heckler & Koch G36KV with export optical sight - 5.56x45mm NATO
The Superdragon as viewed through its night-vision function.

"Laptop Gun"

A fake laptop able to transform into an assault rifle with the appearance of a cross between a non-bullpup FAMAS and a Magpul FMG-9, holding 30 rounds per magazine. It can also be deployed as a sentry turret.

4 gigs of RAM is nice. 30 rounds of ammo is better.

Unique/Heavy Weapons

Franchi SPAS-12

The "DEF-12 Shotgun" is a shortened, stockless Franchi SPAS-12 with a left-mounted shell rack and unusable laser sight. Holds 6 rounds at a time with radar sweep as its secondary function, revealing nearby enemies on the user's radar, but giving away their own position as well. Multiplayer also assigns it a "mimic" tertiary mode, which makes the user appear on enemy radar as a friendly.

Franchi SPAS-12 with stock removed - 12 gauge
The DEF-12 in idle.

AI Arctic Warfare

A bolt-action sniper rifle, the "Jackal" vaguely resembles an Accuracy International Arctic Warfare series rifle with what appears to be a non-functional suppressor. Rather than being magazine-fed, the gun loads a single round at a time, with thirty extra rounds held in reserve.

Accuracy International Arctic Warfare Police - 7.62x51mm NATO
The Jackal in idle.

M60

The only gun to actually feature its real-life name, the M60 is an LMG with an 80-round capacity (despite the actual model only having a belt of maybe seven or eight rounds, which never decreases even when the weapon is emptied). Secondary fire uses four bullets to place a caltrop, injuring players that run over them.

M60 machine gun with bipod extended - 7.62x51mm NATO
The enemy, gettin' some.

Rocket Launcher

A fictional rocket launcher holding 4 rockets and a secondary function called fly-by-wire where the rockets can be guided with a "flip-out target finder".


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