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Difference between revisions of "Resident Evil – Code: Veronica"

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The [[Beretta 93R]] is obtained during your first encounter with Steve.  When you first acquire it, it only holds 15 rounds and only fires in semi-automatic mode.  Later on, it can be upgraded to fire in 3-round bursts, as well as being given a 20-round magazine. It also receives a folding stock.
 
The [[Beretta 93R]] is obtained during your first encounter with Steve.  When you first acquire it, it only holds 15 rounds and only fires in semi-automatic mode.  Later on, it can be upgraded to fire in 3-round bursts, as well as being given a 20-round magazine. It also receives a folding stock.
  
It appears to be the standard handgun of the Rockford Island garrison, as Rodriqo carries one when Claire talks to him in the prison early in the game.
+
It appears to be the standard handgun of the Rockford Island garrison, as Rodrigo carries one when Claire talks to him in the prison early in the game.
 
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]
 
[[Image:Beretta M93.jpg|thumb|none|350px|Beretta 93R with wood grips - 9x19mm]]
 
[[Image:M93R (Code Veronica).jpg|thumb|none|400px|Standard Beretta 93R]]
 
[[Image:M93R (Code Veronica).jpg|thumb|none|400px|Standard Beretta 93R]]

Revision as of 19:51, 5 March 2018

Resident Evil – Code: Veronica is a survival horror video game developed and published by Capcom and released for the Dreamcast in 2000. It is the fourth major installment in the Resident Evil series and the first to debut outside a Sony PlayStation platform. The story takes place three months after the events of Resident Evil 2 (1998) and the concurrent destruction of Raccoon City as seen in Resident Evil 3: Nemesis (1999). It follows Claire Redfield and her brother Chris Redfield in their efforts to survive a viral outbreak at both a remote prison island in the Southern Ocean and a research facility in Antarctica. The game retains the traditional survival horror controls and gameplay seen in previous series installments; however, unlike the pre-rendered backgrounds of previous games, Code: Veronica utilizes real-time 3D environments and dynamic camera movement.

The following weapons were used in the videogame Resident Evil: Code Veronica:

Resident Evil: Code Veronica (2000)



Handguns

Beretta 93R

The Beretta 93R is obtained during your first encounter with Steve. When you first acquire it, it only holds 15 rounds and only fires in semi-automatic mode. Later on, it can be upgraded to fire in 3-round bursts, as well as being given a 20-round magazine. It also receives a folding stock.

It appears to be the standard handgun of the Rockford Island garrison, as Rodrigo carries one when Claire talks to him in the prison early in the game.

Beretta 93R with wood grips - 9x19mm
Standard Beretta 93R
Beretta 93R with burst-fire stock

Browning Hi-Power

Claire is shown with a Browning Hi-Power during the intro movie. She loses it when she is captured and it is never used in-game. It's presumably the same Hi-Power she acquired in Resident Evil 2.

Browning Hi-Power Mark III - 9x19mm
Claire enters John Woo mode, and "drops" her Hi-Power
Claire's Hi-Power has locked empty. Also seen in this shot is Rodrigo's Desert Eagle.

Calico Model 100P

A pair of Calico Model 100P pistols can be obtained relatively early on after the first encounter with Steve, these are taken off of a zombie that busts out of a window. The upside is that if fires faster than the 93R, and can lock onto 2 targets at once, fired akimbo. The downside is that there is limited ammunition for it and cannot be reloaded

Calico M100 - .22 LR
Calico M100-P

Glock 17

Chris Redfield's starting weapon is a Glock 17. The barrel can later be enhanced underneath the Rockfort Island training facility to fire rounds more powerfully, at which point the model is changed to that of a Glock 17L. The enchancement seems to increase the chances of getting a critical headshot.

Glock 17 (2nd Generation) - 9x19mm
Glock 17L (Gen 2 Pistol) - 9x19mm
Standard Glock 17
Glock 17 Enhanced

Luger P08

Steve's signature pistol(s) are a pair of ornately-engraved gold-plated Luger P08s he took from a display in the island's Palace, which activated a trap in the process. Claire saves him and he claims the Lugers, saying that he found them (even though Claire found them before he did, but due to the trap could not actually take them). The game claims that they are chambered for .30 Luger.

Claire can get the Lugers from Steve by exchanging them for a pair of MAC-11s. They are called the "Ashford Gold Lugers" in-game. Steve is a playable character in the Battle Game extra, and the Gold Lugers can be used by him. They have infinite ammunition and are reasonably powerful.

The "Ashford Gold Luger" airsoft pistol, manufactured by Tokyo Marui.
Gold Lugers
Steve with his Gold Lugers.

Magnum Handguns

Colt Python

The only way to get the Colt Python is to place the fire extinguisher in the items box at the beginning of the game. Chris can recharge this later in the Antarctic Base, put out the fire and then get the revolver. Ammo for this weapon is extremely rare, 6 rounds in the gun and 12 rounds that are found in the later half of the game.

Nickel plated Colt Python with 4" barrel - .357 Magnum
Colt Python Magnum

IMI Desert Eagle Mark VII

Rodrigo Juan Raval holds a Desert Eagle on Claire in the opening FMV. However, this weapon does not appear in-game.

MRI Desert Eagle Mark VII with nickel finish - .44 Magnum
Rodrigo holds his Desert Eagle on Claire in the opening FMV.

Submachine Guns

MAC-11

Claire finds a pair of MAC-11's and gives them to Steve who uses them throughout the game. Chris has the opportunity to find a pair as well and uses them until the ammo runs out (no spare ammo). Also, in the main game playing as Steve, if the player presses the aim button then releases it then presses it again Steve will hold his weapons with his arms cross linked much like Arnold Schwarzenegger does in True Lies

Ingram MAC-11 - .380 ACP
Ingram MAC-11

Shotguns

Franchi SPAS-12

Chris finds a SPAS-12 in the Rockfort Island Training Facility and is used to operate lever mechanism locks at certain key points. It is a cruiser grip model (no buttstock) and holds 8 rounds of 12 gauge Buckshot.

Franchi SPAS-12 with stock removed - 12 gauge
SPAS 12

Rifles

AK-47

Claire finds a AK-47 in the Antarctic Research Facility Weapons Storage. It fires rapidly and ammunition is represented in percent, rather than traditional numeric value, as is the standard for fully-automatic (or High Capacity) weapons in the the early Resident games. It does not have a stock in this game. Chris can later use the AK-47 should the player deposit it in the Item Chest before completion of Claire's 1st scenario. Chris can also find a spare magazine (50%) in the Rockfort Island Training Facility.

AK-47 (Type III) - 7.62x39mm
AK-47

Marlin MR7 Sniper Rifle

The weapon used by Alfred Ashford throughout most of Claire's game, is a Marlin's manufactured version, a custom combination of both Remington 700 and Winchester 70. Claire can acquire it after Steve shoots Alfred. The weapon, according to the inventory screen, holds 7 shots but it must be taken into account that Alfred fired the weapon 2 or 3 times before he is shot. This weapon is required to trigger the next cutscene. After climbing onto a building's roof top, Claire will automatically equip it as the primary weapon to battle Nosferatu (a mutated Alexander Ashford). Normally killing Nosferatu requires about 3 or 4 accurately shots at his heart. Besides, a final blow with MR7 triggers an extended scene as well.

This is also the very first Sniper Rifle of the Resident Evil series thanks to the full-3D environment. Through out the game its caliber is never reviewed, however in the game's novelization (by S.D.Perry) its ammo type is claimed to be .22 LR although the model in-game does not look it (to be fair, this is apparently a go-to cartridge for Perry, as in another novel she states the M16 also fires this), Alfred also comments that he uses Glazer Safety slugs while killing a zombie he knew in the previous life. Players can use cheat device to get it anytime outside Nosferatu battle, even so the real damage to zombies is not much better than handguns, despite its capabilities to deal direct headshots.

The famous Remington 700 in .308 Winchester, basis of Marlin MR7.
MR7
Alfred misses with his sniper rifle.

Launchers

M79 Grenade Launcher

Also returning from Resident Evil 2 is the M79. Just like in the previous game, the M79 fires one shell at a time (most of which are fictional), although unlike other launchers featured in the series, the M79 can load all grenades of a specific type in a player's inventory (rather than being limited by a fixed capacity like the MGL in Resident Evil 5), making it an extremely useful space saver. Unique to this game is the inclusion of B.O.W Gas Rounds for the grenade launcher.

M79 grenade launcher - 40x46mm
M79 Grenade Launcher

AT4

What looks like an AT4 is an unlockable Rocket Launcher. Due to its power, it is capable of taking down nearly every enemy in one shot. It has infinite ammunition and can be obtained by beating the game with an A rank.

AT4 Anti-Tank recoilless launcher - 84mm
Rocket Launcher

Linear Launcher

The Linear Launcher is an "advanced weapon designed to handle B.O.Ws". This anti-B.O.W launcher designed by Umbrella does not appear to be based off of any real life weapon and is only obtained at the very end of the game to be used against Alexia. It can also be unlocked for use in the Battle Game.

Anti-B.O.W. Linear Launcher

Bows

Bow Gun

The Bow Gun returns from Resident Evil 2. It deals slightly less damage than before using standard bolts, but it has now the ability to use special explosive bolts that are a lot deadlier. Explosive Bolts are colored red, while standard bolts are colorless.

Bow Gun

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