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Talk:Z.O.N.A Project X VR

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Revision as of 14:23, 9 November 2023 by AgentGumby (talk | contribs) (→‎AK-12)
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To serve as a WIP version of the article until it is finished.


Z.O.N.A. Project X VR
ZonaProjectXVRBoxArt.jpg
Steam Box Art
Release Date: August 25, 2023
Developer: AGaming+
Publisher: AGaming+
Platforms: Microsoft Windows
Genre: VR RPG Shooter


Released on August 25, 2023, Z.O.N.A Project X VR is a single-player VR game developed and published by the Ukrainian studio AGaming+. It is heavily inspired by the Stalker video game series. The player assumes the role of Sergey, the revenge-seeking sole survivor of a devastating attack. The game takes place within the Chernobyl Exclusion Zone, and the player must navigate supernatural "Anomalies," defeat ferocious monsters, and scavenge for weapons, supplies, and powerful "Artifacts," which increase certain player stats while decreasing others.

Note: Many of the firearm models featured in Z.O.N.A Project X VR appear to have been ripped, either intentionally or unintentionally, from the discontinued 2017 mobile game Maze Militia. As such, they are somewhat stylized and lack fine detail compared to other, more realistic attempts at weapon modeling.


The following weapons appear in the video game Z.O.N.A Project X VR:

Handguns

A useful backup weapon for when a lunging zombie gets a little too close for comfort, a handgun may be carried in a holster attached to the player's belt. They take up one "small" inventory slot in the player's backpack or storage when not equipped.

Desert Eagle Mark XIX

A Desert Eagle Mark XIX is the player's starting sidearm, given to them during the first mission. It has a large, M1911-esque trigger and a prominent screw through the center of the grip, two features not shared by the real pistol. Its caliber is never directly mentioned in-game beyond a vague description of it being a "high-powered handgun," but its 7-round magazine capacity suggests .50 AE. The cartridges modeled inside the magazine bear a much stronger visual similarity to unjacketed .45 ACP rounds than they do .50 AE rounds, however. It deals average damage per shot and its ammunition is plentiful, making it a dependable backup weapon throughout the game.

Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE
The Desert Eagle Mark XIX as it appears in-game. The circular green marking on the grip is also present on each of the pistol's magazines, allowing a player to quickly identify the correct type of magazine at a glance, especially in the dark.
Inspecting the left side of the Desert Eagle.
The other side. Don't mind the messy hideout, I've been meaning to do some spring cleaning.
Taking a closer look at the Desert Eagle's magazine and the ammunition contained within.
Inserting a 7-round magazine.
Chambering a round of ".50 ACP"; getting a finger caught in the Desert Eagle's action is generally not advisable.
Aiming down the Desert Eagle's sights. Wide and non-luminous, they restrict the handgun's usage to very close range.

Makarov PM

A Makarov PM was added in Update 1.00.30. It serves a similar 'generalist' role to the Desert Eagle, trading a small amount of damage for an extra round in the magazine. It can be found throughout the game and its ammunition and magazines are a common appearance.

Makarov PM - 9x18mm Makarov
The Makarov PM as it appears in-game.
Grasping at his PM for comfort, the player stands in the midst of a mazelike swamp.
Perhaps the way out of here is engraved on the other side of the gun?
No such luck. Loading the pistol sure wouldn't hurt, however.
Bringing a round into the chamber. Unfortunately, a black void is all that exists inside this handgun, preventing one from visually checking their firearm's status.
Aiming down the PM's crude irons at nothing in particular (although you can never be sure, especially in the Zone.)

SIG-Sauer P226

A SIG-Sauer P226 known as the "Night Hawk" is the game's most powerful (and elusive) pistol. It is somewhat stylized, featuring custom grips and a compensator. The "Night Hawk" is extremely useful, dealing more damage per trigger-pull than almost any other firearm in the game and holding 12 rounds per magazine, the highest among the handguns. Examining the Hawk's magazine offers a possible explanation for its excessive damage; its rounds are short and very stout, resembling large-caliber black powder munitions more than the actual P226's 9x19mm.

SIG-Sauer P226 with accessory rails - 9x19mm
The SIG-Sauer P220R "Night Hawk" as it appears in-game.
Inspecting the left side of the Night Hawk.
The other side.
Taking a closer look at a Night Hawk magazine, which can hold up to 12 of... whatever this is chunky round is. One thing is for sure; it hits like a truck.
Bringing a magazine to the Hawk, where it is happily sucked into the gun through the power of VR!
Pulling back on the slide to prepare this Night Hawk for flight. This also gives a clearer view of the compensator.
Looking down the Night Hawk's iron sights. They'll get the job done, but not much else.

Longarms

A selection of rifles and carbines can be used by the player over the course of the game. Although their iron sights tend to be less than useful, their main benefit is their ability to equip collimator sights or lasers, which greatly aid in aiming. One longarm can be stored over the player's shoulder and up to three may be stored in special "large" slots in the player's backpack.

AK-12 prototype

The 2015 prototype AK-12 is the final weapon the player can find in Z.O.N.A Project X VR's story mode. It is based on the later 2012 prototype version of the AK-12, featuring the same fire selector system (albeit nonfunctional in-game), pistol grip, and folding stock design. The AK-12 in-game has been used and abused, with the stock, pistol grip, and foregrip wrapped in either dirty orange tape or leather straps, and a wristwatch adorns the handguard. The AK-12 uses the same 5.45x39mm ammunition as the two AK-74s, which is realistic, but the rifle's magazines are stamped "7.62x39," which is incorrect. It can use either a 39-round box magazine or a 79-round drum magazine.

AK-12 prototype, 2015 model - 5.45x39mm
The AK-12 as it appears in-game.
Sergey inspects the left side of his fancy-schmancy AK-12 within the dank depths of a military bunker. The fire selector is in the "safety" position, but this doesn't prevent the rifle from firing in exclusively full-auto.
The other side of the AK-12.
Inserting a fictional 39-round box magazine into the rifle. Again, despite the prominent "7.62x39" markings, the AK-12 uses 5.45x39mm ammunition both in-game and in real life.
Chambering a round. The bolt does not reciprocate, despite the game's attempts to hide this from the player, so the charging handle simply slides back and forth unburdened.
Aiming down the AK-12's iron sights, which are among the game's most usable. Of course, when you can stick a collimator sight on almost any rifle, this becomes less important.

AK-74

An early AK-74 serves as an upgrade to the AKS-74 rifle and is obtained near the middle of the game. It deals slightly more damage per shot compared to its shorter brother and fires slightly slower, allowing for more controllable fire (as it fires in full-auto only). It uses 30-round magazines, although they seem to be modeled after stamped 7.62x39mm AKM magazines instead of proper 5.45x39mm magazines. The AK-74 comes with a "Russian-to-Picatinny" adaptor, allowing it to mount the same optics as the game's other rifles.

AK-74, early version with 62-degree gas block - 5.45x39mm
The AK-74 as it appears in-game.
Back in the swamp, Sergey takes a close look at his rifle.
The other side of the AK-74. The fire selector is set to "safe," which should both prevent the rifle from either firing or chambering a round. Spoiler: it does neither.
Inserting a 30-round magazine.
Although the bolt can only travel a few inches, a round is brought into the chamber regardless.
Aiming down the AK-74's iron sights. Although the front sight post is small, they are still usable.

"AKS-74"

A so-called AKS-74 is the first longarm given to the player. It can be found commonly throughout the game, especially as it is frequently used by the human enemies that the player fights. Although it is ostensibly an AKS-74, the rifle is fitted with a crude, Galil-esque stock that does not fold, implying that it is a custom modification created by a crafty wastelander from an AK-74 with a broken or otherwise missing stock. It uses the same magazines as the full-length AK-74. It has high recoil and deals low damage-per-shot, meaning that the "AKS-74" is a less effective choice than most other rifles.

AKS-74 - 5.45x39mm
IMI Galil AR, a possible inspiration for the AKS-74's not-so-folding stock - 5.56x45mm NATO
The "AKS-74" as it appears in-game, with its Galil-inspired fixed stock.
Inspecting the hand-me-down rifle. It's nothing special, but it'll do in a pinch. Note that this rifle has also been fitted with a Picatinny adaptor for optics.
The other side of the rifle. Although it is hard to see, the fire selector of the "AKS-74" is properly set to full-auto.
Inserting a 30-round magazine of 5.45x39mm.
Cranking back on the bolt handle to chamber a round. Once again, the bolt travels for all of approximately two inches.
The AK's "sights" are laughably crude, consisting of a v-shaped rear post and a circular front bit, with no actual point of aim provided.
The only solution is to attach a proper optic.
Much better!

"CQ16"

The only fictional weapon in Z.O.N.A, the "CQ16" is seemingly a futuristic "what-if" take on a super-short carbine version of the M16 rifle. Its model is taken directly from the game Maze Militia, where it is depicted as a rapid-fire shotgun; it appears to be a store-purchased asset, given that the same weapon appears in Freeman: Guerrilla Warfare (as the "CQRifle). This lineage is reflected in Z.O.N.A rather directly, as the CQ16's cartridges bear a very strong resemblance to .410 bore shotgun shells despite functioning like traditional 5.56x45mm rounds (which the game claims the weapon is chambered for). Other unique aspects of the CQ16's design include its roughly MKb 42(W)-based receiver, its Heckler & Koch G36-derived folding stock (although how it folds is unclear, as the model doesn't appear to have a hinge anywhere), its steeply-angled pistol grip (seemingly based on the original variant of the FG 42), white finish, distended lower handguard, and integrated collimator sight. The CQ16 deals some of the lowest damage per shot of any weapon in the game, but this is offset by the weapon's very high rate of fire.

MKb 42(W) - 7.92x33mm Kurz
1st-pattern FG 42 - 7.92x57mm Mauser
Heckler & Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO
The CQ16 in all its sci-fi glory.
Grabbing the CQ16 by its less-than-ergonomic pistol grip reveals one of its most significant issues: the trigger is impossible to reach. This appears to be a bug
The right side of the carbine. The three large "speed holes" above the front handguard serve no apparent purpose. Nor do the iron sights, as the gun comes fitted with a non-removable optic.
Peeking inside one of the CQ16's magazines reveals its shotgun lineage, although it simply fires standard bullets in-game.
Inserting a 30-round magazine.

M4 Carbine

PKP Pecheneg

Saiga-9

VSK-94

Categories: VR, Ukranian Produced, Video Game, Upcoming


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