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Manhunt

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Manhunt (2004)

Manhunt is the first game in of Rockstar's more controversial franchises. James Earl Cash, a death row prisoner, is forced to participate in a series of snuff films for an underground director, former film producer Lionel Starkweather (voiced by Brian Cox).

Manhunt has been banned in several countries and implicated by the British media in a UK murder shortly after its release (to be exact, implicated by the victim's mother; as it turned out, she was so familiar with the game because it was the victim who owned a copy of Manhunt, not his killer).

In addition to the extremely brutal melee "execution" stealth kills that contributed to the game's infamy, firearms are capable of partially destroying the target's head instead of either not damaging it at all or completely removing it unlike most shooters at the time.

The sequel was released in 2007.


The following weapons appear in the video game Manhunt:


Handguns

Smith & Wesson Model 586

The Smith & Wesson Model 586 is used by many of the game's characters, and is referred to in-game simply as the "Revolver" (though it is named the ".38 Revolver" in the game's manual). It is often the only handgun available for much of the game. It holds six rounds and is reloaded round-by-round rather quickly by in-game characters, which is surprising given that none of them are seen to use speedloaders or similar devices to reload this weapon.

Smith & Wesson Model 586 - .357 Magnum
The ".38 Revolver"
Another view of the ".38 Revolver"
A member of the "Innocentz" carries a Smith & Wesson Model 586 at the beginning of "View of Innocence".
Cash aims his Smith & Wesson Model 586 in "View of Innocence"...
...and he shoots.
When Cash runs out of ammo, he opens the cylinder and removes all the spent cartridges without using the ejector rod.
Cash inserts the cartridges one by one into the cylinder of his Smith & Wesson Model 586...
...and closes the cylinder, ready to continue executing thugs and degenerates.
Cash pistol whips an "Innocentz" who got too close, Cash will automatically strike enemies/walls he is standing next to with firearms either as a melee attack or to make a sound to lure enemies. This mechanic technically exists in the early 3D GTA games as well but Manhunt has dedicated weapon bashing animations as opposed to just reusing regular unarmed attacks.
In addition, Cash will fire handguns one-handed (or hip-fire two-handed weapons) when they are fired without aiming.
The rarely appearing box of handgun ammo oddly is explicitly for the revolver, according to the texture (despite the fact it gives Cash ammo for the Glock 21 and Revolver in "Wrong Side of the Tracks" despite both weapons not sharing ammo and Heavy Handgun ammo in "Key Personnel"). The writing on the box says "50 CENTERFIRE CATRRIDGES 230gr Complete Copper Coat".

Glock 23

Called a "Light Handgun" or "GS Model 23" in the game, the Glock 23 is used in the game by a few gangs (most notably the "Smileys") and by Lionel Starkweather's (the "director" who tells you what to do and where to go in the game) personal henchmen. The gun itself is almost a carbon copy of the Glock, with only slight differences in the name and model. For example, the seven slide grooves are now at the front where as the real steel version has them at the back. It is even correctly referred to being chambered in .40 caliber. Oddly, it is the rarest handgun with the S&W Model 586 and Desert Eagle appearing far more often than it.

Glock 23 - .40 S&W
The "GS Model 23".
Cash aims his Glock 23 at the beginning of "Trained to Kill".
He fires his Glock 23.
As a result of the above, an officer arrives at the location where Cash was while he reloads his weapon.
Cash takes cover against a wall with his Glock 23 in his hand.
A good view of the top of the Glock 23.

IMI Desert Eagle Mark I

The Desert Eagle Mark I appears as the "Heavy Handgun" or the more decorative "Avenger Force .50 AE GS" in the game. It is used in the latter stages of the game by Carcer City SWAT officers and the Cerberus assault team. Like the Glock, the gun is almost an exact replica of the .50 caliber monster. Subtle differences that can be spotted is that the gun, whilst being chambered in .50 Action Express, holds 9 rounds which is what the .357 version of the Desert Eagle holds.

A satin nickel Magnum Research Desert Eagle Mark I - .357 Magnum
The Desert Eagle in-game
Cash with his "Heavy Handgun".
A "Heavy Handgun" dropped on the ground.

Shotguns

Double Barreled Sawed-Off Shotgun

Powerful up close, the Double Barreled Sawed-Off Shotgun is used and seen in many areas of the game and is the first real firearm available to Crash after a Nail Gun. The make and model are unclear. It fires two 12 gauge cartridges, although it is depicted in-game with huge barrels, implying that this is a very large-caliber gun.

Stevens 311R (sawed-off) - 12 gauge
For comparison: SK 1878 shotgun (used in Appaloosa) - 8 gauge
The sawed off shotgun in the hands of some dangerous people.
Not only are they dangerous people, but they are the "Skinz" of Darkwoods Penitentiary, somewhat incongruous considering they run the Carcer City junkyard.
More shotgun, more dangerous people.
A Sawed-Off Shotgun pickup.
Cash aims his enlarged-barreled sawed-off shotgun at a location away from the "Innocentz" in "Graveyard Shift".
Cash fires his sawed-off shotgun, the recoil is so powerful that Cash must stabilize himself before he can fire again.
Cash opens the barrel and discards the spent cartridges from the shotgun.
Note that the cartridges are disproportionately sized compared to the barrel.
Cash inserts the only cartridge he has left.
Cash leans against the wall to give us a close-up view of his sawed-off.
Cash with his "Sawed-Off Shotgun" in "Mouth of Madness".
A pouch of shotgun shells, these are mainly found in levels that make heavy use of the SPAS-12 but all the shotguns share ammo.

Franchi SPAS-12

The Franchi SPAS-12 appears as "Sap 12" or "12-Gauge" in the game. Variants of this gun are carried by the CCPD/SWAT team as well as Cerberus with flashlights attached. This is the same model of SPAS-12 which was used in the early version of GTA: Vice City. Notably, the stock of the SPAS-12 is folded when on Cash's back but unfolded whenever he equips it and whenever Crash reloads the shotgun, he pumps it after inserting the shells which ejects a shell that isn't deducted from the player's ammo.

Franchi SPAS-12 w/ stock folded - 12 gauge
The SPAS-12 on Cash's back.
Cash points his SPAS-12 at the beginning of "Kill the Rabbit".
he shoots...
...and pumps the SPAS-12 to eject the spent shell.
After expending all the shotgun shells, Cash begins to quickly reload.
Cash hides in the dark so the "Smileys" won't find him.
A close-up shot of the SPAS-12.
Due to a bug, Cash can use the SPAS-12 with the stock folded. This will only work if the shotgun is not fired; otherwise the stock will unfold on its own.
The SPAS-12 with a flashlight as a pickup.
Aiming the SPAS-12 with flashlight, Hunters will notice the flashlight, making it more of a hindrance than a help to Cash as it's always automatically turned on when aiming.

Submachine Guns

"Submachine Gun"

A mash-up of a Uzi and a MAC-10 (although it looks more like the Uzi), this fictional weapon has good range and fair accuracy, as well as a high rate of fire and is fed by 30-round magazines. It is referred to simply as "Sub-Machine Gun" in-game, as well as the "Spaz Mark 1" in the game's manual. The in-game HUD icon for the SMG appears to be a proper Uzi however. This SMG is primarily carried by CCPD officers and SWAT personnel in the game.

IMI Uzi with stock removed - 9x19mm Parabellum
Ingram MAC-10 - 9x19mm Parabellum
The "Carcer City SWAT" fire their SMGs in "Wrong Side of the Tracks".

Rifles

Enfield Enforcer

Used in only a few missions, the Enfield Enforcer fires 7.62mm ammunition with an incorrect six shot capacity, as opposed to the correct 10. The gun appears to be bolt-action and very accurate. Its in-game name is simply "Sniper Rifle", but the manual's name for it is "IDK Type 2 Sniper." It should be noted that its HUD icon displays the PSG-1, hinting that it was originally intended to be used instead of the Enfield.

Enfield Enforcer w/ Harris bipod - 7.62x51mm NATO
The sniper rifle being aimed by Cash.
Cash with his Enfield Enforcer in the top of the watchtower of Darkwoods Penitentiary in "Kill The Rabbit".
Cash fires his Enfield Enforcer without aiming.
Cash works the bolt handle of the Enfield Enforcer.
Cash removes and inserts a new magazine to continue firing his Enfield Enforcer.
Cash using the scope of the Enfield Enforcer.
Note the poor Cerberus who thinks his pellets can hit Cash.
A police sniper searches for Cash, enemy snipers that are placed on high positions follow the usual video game trope of "snipers who inexplicably use highly visible laser sights so the player can easily spot them".
Standalone ammo pickup for the Enfield Enforcer, which appears to be some sort of en-bloc clip.

M16A2 (mockup)

The M16A2 is called the "Defender Mark 1", and can be fired in semi or fully automatic. The original textures of the weapon are based on the M933, and modified to resemble an M16A2. The carry handle texture is chopped in such a way as to have the thumb nuts removed, the collapsible stock reshaped into a fixed one and the handguard is elongated. The game manual also states that the weapon has 990mm total length and 533mm barrel length which is in line with M16 parameters. However, the shorter in game barrel appears to be due to recycling the barrel directly from the original texture which is actually an 11.5" barrel as can be seen in Manhunt 2, where the unmodified original texture is used. The gun also holds 30 rounds, despite being fitted with a 20-round STANAG magazine. This gun is quite powerful; 2-3 shots to the body will kill, whereas a shot to the head will remove most of it entirely. It is only seen in the last few levels of the game in the hands of Cerberus agents.

Colt M16A2 - 5.56x45mm
Colt Model 933 with bayonet lug deleted and thinner A1-profile barrel - 5.56x45mm. This is essentially the configuration of the original unmodified textures.
A Cerberus team member holds a "Defender Mark 1".
A Cerberus agent with the M16A2.
Several dropped "Defender Mark 1" rifles.

Miscellaneous

Tranquillizer Gun

A "Tranquilizer Rifle", reminiscent of a Ruger 10/22 fitted with a suppressor is used in only a few missions. In the manual, it is stated to have both a flash-hider and that it is custom made. While technically not a firearm, it is the most non-violent way to subdue an enemy. The gun fires .50 caliber Ketamine shots, enough of a dosage to make Mike Tyson fall asleep. Unrealistically, given this caliber, the tranquilizer rifle holds 10 rounds in a single magazine, which appears to be extremely thin on the in-game model. When the player is hit by a dart, they will take a small amount of damage, the screen will become distorted, and Cash will be unable to pick up Painkillers to heal until the effect wears off while Hunters will either collapse unconscious if hit in the head or go into a prolonged stun animation if hit anywhere else.

Suppressed Ruger 10/22 - .22 LR
The world model of the Ruger 10/22-based rifle.
The rifle carried by Cash.
Aiming at a "Wardog" with the Tranquillizer Rifle's scope.
A "Wardogs" gang member aims his Ruger 10/22.

Advanced Taser M26

The Advanced Taser M26 appears at the end of "Trained to Kill", where it is used by a Cerberus agent in the ending cutscene to stun Cash.

Advanced Taser M26
The Cerberus Leader with his Taser.

M18 Smoke Grenade

What appears to be a very low detail grenade based onM18 smoke grenade appears on the belt of some Cerberus character models (not that it stops their voice lines complaining about their lack of grenades).

M18 smoke grenade
The grenade on a Cerberus belt.

Z-M LR 300

The Z-M LR 300 appears on the boxes of Assault Rifle ammunition and Submachine Gun ammunition. Whenever this is asset reuse due to the SMG not having its own ammo box or if both weapons somehow share ammo is unknown as the player never obtains both at once. This same model would be reused in Grand Theft Auto: San Andreas, causing an anachronism.

Z-M LR 300ML-A - 5.56x45mm
The Z-M LR300 on the box of ammo for Assault Rifles/Submachine Guns.

Cut Weapons

Heckler & Koch PSG-1

The PSG-1 was to appear as a second (or, more likely, the initial) sniper rifle, but was removed before the final release.

Heckler & Koch PSG-1 - 7.62x51mm NATO
The render of the removed PSG-1.
Concept art of the Wardogs sniper shows the original Heckler & Koch PSG-1 model.

Heckler & Koch MP5K

The MP5K is an another cut weapon. As with several other Manhunt weapons, for some mysterious reason it can be found in the GTA: San Andreas game files. It may have been the original in-game submachine gun, later replaced by the mutant Uzi.

Heckler & Koch MP5K with 15-round magazine - 9x19mm

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