Resident Evil 5
Resident Evil 5 (known in Japan as Biohazard 5) is a survival horror third-person shooter video game developed and published by Capcom. It was released in 2009 for the Xbox 360, PS3, and PC. In the game Chris Redfield and Sheva Alomar investigate a terrorist threat in Kijuju, a fictional town in Africa. Two DLC, "Lost in Nightmares" and "Desperate Escape" were released for console versions of this game. "Nightmares" serves as a prequel to Resident Evil 5 and stars Chris Redfield and Jill Valentine, while "Escape" takes place concurrent to the main game, following Jill Valentine and Josh Stone. The DLCs also add content to the Mercenaries, including the return of Barry Burton and Rebecca Chambers, last seen in the original Resident Evil. While console exclusive for six years, both DLC were released for the PC as part of the "Untold Stories" Bundle when the game was ported to Steam on March 26, 2015.
Note In the console versions of this game (and on the PC when using a gamepad), weapons are aimed using their undermounted laser aiming modules (LAM), which are present on all weapons (even sniper rifles), as was seen in Resident Evil 4. These are not present in the vanilla PC version when using the standard mouse and keyboard controls; instead, a persistent reticule is placed on screen. As such, many of these screenshots will not depict the LAMs, as the screenshots are predominately from the PC version and the game automatically reverts to mouse and keyboard whenever either is touched, including when taking screenshots.
The following weapons appear in the video game Resident Evil 5 and its DLC:
The Beretta 92FS is Chris and Sheva's starting gun. Is also used by Irving in a few cut scenes and Wesker wields a custom version called the "Samurai Edge" from the REmake. Chris and Jill also wield them during the raid on Spencer's Estate during "Lost In Nightmares;" they acquire two identical ones from Spencer's deceased guards before confronting Wesker. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. Chris and Sheva both start with Beretta 92FS' as part of their default Mercenaries loadouts (with 50 and 40 round magazines, respectively). Wesker uses his Samurai Edge model from the REmake during the Mercenaries as well (the only time you'll find a Beretta with the correct 15 round capacity); Josh Stone carries one in Mercenaries Reunion with a respectable 100 round magazine.
Ironically, despite having several capacity upgrades that will eventually reach 100 rounds per magazine (more handgun ammo than you can carry in a single item slot), you will never be able to have the correct 15 rounds during normal gameplay. The closest you can come are a 16 shot magazine that becomes available early on (conceivably 15+1), and a thirty shot one later on, a real capacity in some civilian aftermarket M9 magazines.
The "M92F" starts off with a humble ten round mag (similar to the Silver Ghost in Resident Evil 4), but this will, by the end of the game, hold 100 rounds, and can be further upgraded with infinite ammo after fully upgrading the weapon and beating the game once. This ridiculously high capacity is shared by the "starter" weapons of each type - the Skorpion, Ithaca 37, and Sako 75.
Beretta 92FS "Samurai Edge"
This custom Beretta 92FS Brigadier is wielded exclusively by Albert Wesker which he kept after the events of Resident Evil (2002). It is used primarily in the cut scenes during the main game but can be used in the "Mercenaries" mode by equipping Wesker with the S.T.A.R.S. Outfit. This weapon cannot be unlocked and used in the main game, however it functions nearly identical to the standard 92FS but with a meatier firing sound and more damage with each shot, it's also got a 90% increased criticals available for headshots. Unlike the previous S.T.A.R.S. Samurai Edge pistols, Wesker's features a two-tone finish with Black and Inox parts, a full-length under-barrel rail, a skeletonized hammer, an extended beavertail, and is equipped with an LAM-1000 under the barrel. Similar to the Beretta 92FS for Chris, a Samurai Edge will always be in the holster for Wesker's STARS costume in the Mercenaries, even if you've discarded the weapon.
Returning from Code Veronica, an actual Beretta 93R (and not a remodeled version of the game's Beretta 92FS as is common in most games) is unlocked when one fully upgrades the Beretta 92FS. The pistol fires in 3 shot bursts. The burst mode in this game, unlike burst-firing weapons in other games, behaves realistically, requiring the player hold down the trigger for the full burst. Releasing the trigger prematurely results in only one or two rounds being fired. In game the optional shoulder stock is permanently attached and there is a laser sight bolted to the frame like a pistol scope in order to accommodate the folding forward hand grip. It's similar to Resident Evil 4's "Matilda:" a burst firing pistol which can be bought like any other weapon. Surprisingly the Beretta 93R's ammunition capacity tops out at 30 rounds which is equal in capacity to some aftermarket Beretta 92 magazines (which are interchangeable with those of the 93R). Excella Gionne carries one with said 30 shot magazine during the Mercenaries Reunion, but she never uses one in-game.
Beretta 96FS "Samurai Edge"
This weapon is wielded exclusively by Barry Burton which he kept after the events of Resident Evil (2002), although it is no longer capable of firing 3 rounds with a single button press. It can be used in the "Mercenaries Reunion" mode (DLC from PSN/XboxLive or RE5 Gold Edition) by equipping Barry and cannot be unlocked and used in the Main Game. It is a heavily customized version of the "Samurai Edge" but it is a 96FS (this model fires .40 S&W rounds and is more powerful than the 9mm bullets of the 92FS). It has a longer barrel and compensator for increased accuracy and stability. The Beretta 96 has a penetration ability similar to the P8 and the FiveseveN in the previous game, and as in the previous title, its critical hit chances reset after each successive penetration, making it possible to explode the head of the enemy behind the enemy you just shot. Fires from a 30 shot magazine and despite being a .40 handgun, uses 9mm rounds like everything else.
Beretta Px4 Storm
The Beretta Px4 Storm is B.S.A.A: Jill's exclusive weapon in the Mercenaries mini-game. It is apparently meant to be Jill's BSAA sidearm, though she wielded a regular Beretta 92FS in Revelations and "Lost in Nightmares" which both take place before Resident Evil 5.
The weapon's special ability is a combination between that of the H&K P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.
Barry Burton carries a custom Colt Python in the "Mercenaries Reunion" mode, which he uses in two of his melee attacks and is present in a special shoulder holster when not in use. This revolver is originally from Resident Evil (2002), and in the lore of the series is a weapon Barry built himself, called the "Silver Serpent."
Heckler & Koch P8
The Bundeswehr-issue variant of the 9mm H&K USP, identified by its reversed safety lever markings, is one of the usable pistols in this game. It appears as B.S.A.A standard issue sidearm, and all members (except Jill and informant Renard Fisher) in-game have a P8 in a thigh-holster. Despite equipping other guns, Sheva will always have one in her holster (even when no handgun is in her inventory) due to graphic mistakes; switching to a handgun will cause it to magically become whatever it should be. Wesker carries a P8 (along with a Model 500 and a lot of explosives) in the Mercenaries when equipping his Midnight costume; Chris uses one, along with the fictional Hydra and a PSG-1 in Mercenaries Reunion, when using the Warrior costume.
The weapon is very similar to the FiveseveN in Resident Evil 4, in that the weapon has a piercing ability able to penetrate 2 or 3 enemies at a time and flawlessly penetrate wooden shields. The weapon, like most handguns is fitted with under barrel laser sight and can be upgraded to hold more ammo than is realistically possible (25 to be exact).
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX appears in the game marked under the name "Lightning Hawk". Caliber is not stated but is specifically stated in Resident Evil 6 as .50 AE; since this is the exact same model found both there and in Resident Evil 2, logically it is the same caliber; fully upgraded, the weapon has a capacity of eight, further solidifying the reference. It can be found in a stone tomb during the battle with Wesker. Uses generic magnum ammo, which it shares with the Model 29 and Model 500. "Thanks" to its fast rate of fire and quick reload, it is both the "weakest" magnum and has a max capacity of only two more rounds than the Model 500; damage is relative, since it is still more than enough to kill even more powerful enemies in one shot.
The in-game version is identical to the Desert Eagle Leon Kennedy/Brian Irons used in Resident Evil 2 due to the same grips (exclusively R.P.D. made). Wesker carries one in the Mercenaries when equipping his STARS costume, while Sheva uses one alongside the P8 in her "Business" costume.
The SIG-Sauer P226 is the most powerful of the non-magnum caliber handguns, similar to the Mauser C96 in the previous game. It is perhaps the most realistic weapon available when fully upgraded as the maximum ammunition it can hold is 16 rounds. Does not, unlike both useable Berettas and the P8, have a special stat that can be upgraded, which tends to limit its usage. Appears as "SIG P226" in the game. Chris carries one in his Safari outfit with the aforementioned 16-shot magazine in the Mercenaries.
Smith & Wesson Model 29
The Smith & Wesson Model 29 is a .44 Magnum caliber weapon and is found in Chapter 3-1 on a booby-trapped corpse of a BSAA member in a hut. It can later be purchased for 3000 gold. It may be upgraded to hold 12 rounds, which is quite extraordinary considering there is no choice of magazines on a revolver. Chris carries one with said 12-shot cylinder in the Mercenaries mode when equipping his STARS outfit; Barry carries an identical magnum in Mercenaries Reunion. Uses generic magnum ammo, which it shares with the .50 AE Desert Eagle and .500 Model 500. Oddly, despite this fact it does more damage per shot than the Desert Eagle, possibly to balance its slower rate of fire.
Smith & Wesson Model 500
The Smith & Wesson Model 500 returns from Resident Evil 4, this time under its correct name, but is still the most powerful Magnum type weapon. Its damage tops out at 5,000, which is higher per single shot that any other in-game weapon barring the 30,000 damage dealt by the rocket launcher. A single shot is usually enough to take down most foes. Can be upgraded from its standard (correct) capacity of five shots to six. Wesker carries one alongside an H&K P8 in the Mercenaries when using his Midnight costume; Sheva uses one in Mercenaries Reunion alongside a SIG 556 if equipping her Fairytale costume. Shares generic magnum ammo with two weapons of a different caliber, the Desert Eagle and Model 29.
Strangely, after each shot the hammer returns to cocked position, even though there is clearly no animation of the characters cocking it. While a DAO variant of the M500 exists, it wasn't in wide production in 2008, when Resident Evil 5 was released, so it's unlikely the shooter is partially depressing the trigger to drop the hammer.
The Ithaca 37 is the first available shotgun and is a 5-shot riot gun fitted with a Stakeout model's rear pistol grip. while the weakest of shotguns ingame it's capabilities can be upgraded far beyond the real life capabilities of the weapon. Its critical hits can be upgraded, allowing a strategy somewhat similar to the older RE titles - wait for a mob to approach and fire a shot at head level last second. It can be upgraded to hold an impossible number of rounds for the real firearm. This is shared by the "starter" weapons of each type - the Beretta 92FS, Skorpion, and Sako 75. Chris carries one in his default costume (alongside his trusty Beretta) in the Mercenaries.
Even though the Ithaca is supposed to eject downwards, the in-game version ejects to the side, despite there being no ejection port on the side and being covered by the laser sight.
Benelli M3 Super 90
Returning from Resident Evil 4 (this time with its correct name but without the Benelli M4-style sliding stock), the Benelli M3 Super 90 is the second available shotgun in game, found near the oil rig; another M3 with a fixed eight-round magazine can be found in Spencer's bedroom during "Lost in Nightmares." While the magazine capacity can be upgraded to ten rounds, this is still more ammunition than the weapon can really carry. Also, while all the shotguns in the game use the exact same ammunition; the damages done vary wildly - the M3 is the hardest-hitting shotgun at close range.
Chris carries one (along with a P226 and a pair of RPG-7s) when equipping his Safari costume in the Mercenaries; Josh Stone, not to be outdone, carries an M3 of his own (along with a fully-upgraded Beretta and a single RPG-7) in the Mercenaries Reunion.
SWD/Cobray Street Sweeper
Retunring (sort of) from Resident Evil 4, an SWD/Cobray Street Sweeper is found in the tanker and can be bought later in the game. Called the 'Jail Breaker' in the game (odd since it was the only gun in the previous game with the correct name), it has an upgradable effective range. Oddly, ingame this shotgun holds a default of 5 shots and a maximum of 15, whereas the real version holds 12.
Sheva carries one (along with an AK-74 and a Sako 75) when equipping her Clubbin' costume in the Mercenaries; Rebecca Chambers uses another one (alongside an MP5) in Mercenaries Reunion.
Hydra Sawed-off Shotgun
A secret weapon. Called the 'Hydra', it is a triple barrel sawed-off shotgun that is unlocked when the Ithaca 37 is fully upgraded. Like the "Jail Breaker" it has an upgradable attack range.
This gun was likely based on a Dickson triple-barreled shotgun with a sawed-off stock and barrels - but unlike that shotgun, this one has only one trigger, meaning only one barrel can be fired at a time, like an over/under shotgun. Strangely, the transition between barrels happens automatically. The Hydra has a baffling starting capacity of four, and this can be further improved as the game progresses. Wesker carries a Hydra in his STARS costume (alongside his custom Beretta and a Desert Eagle) in the Mercenaries; Chris uses one (with a PSG-1 and a P8) in the Mercenaries Reunion when equipping his Warrior costume.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3 is the second submachine gun found in the game and can be bought after that. Like all the other "machine gun" type weapons, it fires "machine gun ammunition" for the sake of balanced gameplay. It is seen with a reflex sight that serves no function and a laser pointer/flashlight combination attachment on the forend, though the flashlight component is never turned on even where flashlights are needed (they would rather carry around a 40-pound lamp and let the other guy do all the fighting by himself).
The MP5A3 appears in the game as "H&K MP5" and features an unrealistic 45-round magazine by default, which can be upgraded to hold an impressive and impossible load of 150 rounds. The MP5 is recovered at a BSAA rally point fairly early in the game; one with a hilariously impossible 100 round magazine can be found by Jill upstairs during "Lost in Nightmares." Jill uses one in her default BSAA costume in the Mercenaries (with her Px4 as a backup); Rebecca carries one alongside a Streetsweeper in Mercenaries Reunion.
Skorpion Vz. 61
The Skorpion Vz. 61 is found very early in the game with an initial 30 round magazine capacity. Like all the other guns, it can be "upgraded" to do a ridiculous amount of damage considering its low caliber rounds, and to hold a truly absurd 300 rounds of ammunition per magazine (that's not one, but two full boxes of the generic machine gun ammo). (This is shared by the "starter" weapons of each type - the Beretta 92FS, Ithaca 37 and Sako 75.) It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner. The PAL version of Resident Evil 5 features the Skorpion with a 50 round magazine but less damage. Jill carries two Skorpions during a boss battle midway through the game, but switches to one both during "Desperate Escape" and in the Mercenaries, where she uses it in her Battlesuit costume (alongside a PSG-1). Sheva carries another, alongside a Beretta 92FS and an SVD, in her default BSAA Mercenaries costume.
The AK-74 is one of the available automatic weapons that can be found in Chapter 5-1, and can later be bought for $4000. The AK-74 is rare in that it's ammunition capacity is almost the same as it's real life counterpart. The real AK-74 being restricted to 30 or 45 round magazines in real life (not counting drum magazines) as opposed to the 50 rounds possible in game.
It's also equipped by some of the Majini soldiers in Chapter 5, which they use it against Chris and Sheva; they'll also carry them on the Mercenaries stage "Experimental Facility," but only if the player is using the Mercenaries Reunion expansion. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed. The AK-74 is the most powerful of the "machine gun" class weapons, but is also by far the least accurate and has the smallest capacity. Sheva carries one in her Clubbin' costume in the base game's Mercenaries mode; Excella has one in Mercenaries Reunion.
SIG-Sauer SIG556 HOLO
The SIG-Sauer SIG556 HOLO is depicted as the primary weapon of the BSAA. Like the MP5A3, it is equipped with an aftermarket sight (a holosight in this case) that has no function in-game; Josh uses one with some form of scope during a battle between his team and a group of motorcycle riding Majini for which there exists an in-game model, though it also isn't used. The SIG SG 556 maxes out its ammunition capacity at 90 rounds, which would correspond with the use of a MWG 90-round drum. Depicted to be fully automatic; the real SIG556 is a semi-auto only rifle for civilian use. From a purely in-universe standpoint, the SIG556 HOLO is a somewhat logical choice for the BSAA to use as their primary rifle, since they often operate alongside regular NATO and UN member nations at this point in the series, and the SIG556 can share STANAG magazines.
Chris carries one in his STARS costume in the Mercenaries with his STARS costume; Sheva has one in her Fairytale costume in Reunion.
The Sako 75 is featured in-game as the S75. It is the most powerful out of the 3 sniper rifles when fully upgraded (likely to balance its slow rate of fire; it actually fires the smallest round) and can be upgraded to hold more ammunition that what the real rifle actually has. This is shared by the "starter" weapons of each type - the Beretta 92FS, Skorpion, Ithaca. It shares ammo with two different 7.62 caliber rifles, the SVD and the PSG-1, just like the magnums and automatic weapons.
Sheva carries a Sako when equipping her Clubbin costume in the Mercenaries.
The SVD Dragunov is the first semi-auto sniper rifle found in the game. Like most of the the weapons in the game, the ammo capacity can be upgraded beyond the real one. In game it shares the same ammunition as the .223 Remington Sako 75 and the 7.62x51mm NATO H&K PSG-1 despite its real life counterpart chambers the Soviet 7.62x54mmR, similar to magnums and "machine guns." It has mid level performance, less powerful than the Sako but more than the PSG-1.
Sheva carries one in her BSAA costume in the Mercenaries.
Heckler & Koch PSG1
The Heckler & Koch PSG1 is found later in the game in Chapter 5-3 and can be bought after you find it. Starts out with 5 round capacity, but it cannot be upgraded beyond the capacity of the real rifle. In game the rifle can only be upgraded to a total of 15 round magazines. In real life the PSG1 can use any magazine that the G3 battle rifle can, including the G3's 20-round magazine and the 50-round drum magazines used in the HK11 automatic rifle series, making it the only weapon in the game with a final capacity lower than it can hold in real life.
It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems. The PSG-1 is the "weakest" rifle in the game (though this is again, relative), but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else. The rifle is found in story mode aboard the Tricell freighter; another can be found in the storeroom of Spencer's mansion during "Lost in Nightmares." Jill carries one (alongside a single Skorpion) in her Battlesuit costume in the Mercenaries; Chris uses one with his Warrior costume in the Mercenaries Reunion.
Milkor MGL Mk 1L
The Milkor MGL Mk 1L is the game's grenade launcher. Ingame it holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, fictional rounds are available which include flashbang rounds, sulfuric acid rounds, liquid nitrogen rounds, and electric rounds. It cannot be upgraded.
In the Mercenaries, Chris's STARS costume and Sheva's Tribal costume both equip them (loaded with fictional Electric and Nitrogen rounds, respectively); Excella uses one in Mercenaries Reunion. One loaded with incendiary rounds can be picked up on the "Ship Deck" stage, while several more are scattered throughout the "Ruins" stage in Mercenaries No Mercy for the PC.
Hybrid Machine gun
A fictional (although quite convincing) hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a FN M249 SAW as evident from the club foot stock (which in this case it's made out of wood), general receiver layout, and the gas regulator knob under the barrel. However the front section has an RPK style fore grip, and a PKM style carry handle and front sight. This same gun is used by several enemies and some BSAA light vehicles in Resident Evil 6.
There are two Miniguns in the game. The first is mounted on a tripod in the bed of a BSAA HMMWV and is used by Sheva. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. When the Skorpion is fully-upgraded and you beat the game on any difficulty, the "Gatling gun" can be purchased for N50,000.
The hand held version is what you would expect from a video game Minigun. It fires at only 600RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate. Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose. Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons.
The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel such as the ones found on early GE Miniguns and includes a custom "chainsaw grip" attached to the gun mount. The portable weapon features a brass deflector and a fully-modeled flexible chute (much too large for 7.62mm rounds) that attaches to the bottom right side of the enormous ammunition pack and into an unidentifiable block on the bottom of the gun (as opposed to the feeder/delinker). The ammo back pack stores an unlimited supply of rounds and is completely indestructible. Flaming arrows and bullets alike will bounce off doing absolutely no damage and enemies seem to have trouble grabbing Chris from behind when he wears it. Even if the weapon is unequipped, he will still wear the backpack giving him an extra measure of protection at all times; this can be helpful unless you also equip the Hydra, since the change of perspective puts that ammo box right in the center of the screen.
Chris carries one in his Heavy Metal costume in the Mercenaries Reunion.
The M2 Flamethrower can be used during Chapter 5-2, when Chris and Sheva are fighting the Uroboros Mkono boss. A refueling station is located on the wall. At any time, the flamethrower may be placed back on the wall to charge. This gives unlimited fuel to the flamethrower, however using just the flamer cannot kill the boss.
As with the flamethrower in Resident Evil 2, the ammunition is represented by a percentage bar, although the percent symbol itself is not present, making it appear as if the flamethrower is loaded with 100 invisible projectiles which become a torrent of flame whenever the weapon is fired.
General Dynamics GAU-19/A
The General Dynamics GAU-19/A is seen in several fixed gun emplacements, first on the back of a truck near the Mines, and later on a naval mounting in the third chapter. Two GAU-19/As are also mounted on Irving's boat along with two fictional missile launchers. Has unlimited ammunition, but can overheat. Despite being designed to destroy tanks the weapon is treated more like a machine gun in Resident Evil (meaning it inflicts damage roughly comparable to an electric airsoft gun); most notably, it's a completely valid strategy to hide behind sheet metal during the player's first encounter with the weapon.
Equipped by various Armed Majini in Chapter 5 at select stages. Three varieties of this rocket launcher exist. The first is a disposable 1-shot style weapon similar to the RPG-7 in Resident Evil 4, which can be found in the Marshlands on a half sunken boat and can bought after that for $10,000. The Second type is a special RPG-7 fitted with a night vision scope and is used exclusively in the first battle with Wesker (unlike the previous disposable version, this weapon can be reloaded with various RPG ammunition laying around in ammunition crates and barrels but it must be picked up and carried separately from the launcher requiring your partner to carry the ammunition while another operates and reloads the weapon.) The Third and final RPG is an Unlimited version that can be unlocked for use after having a total time of 5:00:00 or less. This particular weapon will replace any RPGs already in inventory or encountered by the player, and due to having infinite ammo, is an absolute must for completing the game on higher difficulties. Because the RPG lacks a reload animation, it's possible to fire the infinite version without allowing the scope animation to take place, meaning the player can see the magically respawning warheads on the weapon.
RPGs are depicted in much the same way they were in the previous game (and like the MGL is here): they fire in a straight line with very little sway. In fact, the RPG-7 has a variable zoom scope with similar power to the sniper rifles, meaning it can be used to kill large groups of enemies at extreme ranges.
Chris carries two in his Safari costume in the Mercenaries mode (the only time two of the same weapon can be carried at a time); Josh has one in Reunion. Several are scattered around the Mercenaries stage "Ship Deck" in all versions of the game (along with an MGL); they appear in all stages in Mercenaries No Mercy, probably to help the player deal with multiple bosses at a time.
A Majini uses a FIM-92A Stinger surface-to-air missile launcher in an attempt to destroy the helicopter in the downloadable Chapter "Desperate Escape". Unlike in Resident Evil 2, here it is correctly depicted as a lock-on missile; bizarrely, it doesn't lock on to the chopper, but the pilot instead.
Mk 48 Grenade Series
A fictional (or could we say "generic") series of grenades, consisting of a fragmentation, flashbang, and incendiary grenade. Due to a bug, the characters do not remove the safety pins before throwing these grenades.
M26 Frag Grenade
Some of the infested soldiers have M26 hand grenades on their vests. These can be shot, with predictable results.
Model 24 Stielhandgranate
Despite carrying M26 hand grenades, some soldiers are throwing low-detail Model 24 Stielhandgranates (likely recycled from RE4) at Chris and Sheva, possibly for their higher profile. These soldiers also appear in Mercenaries mode. Strangely, they sometimes function like flash-bang grenades when thrown by enemies. That particular breed of M24 is slightly magical, as the burst and report only affect the player, despite player thrown grenades effecting everyone, and being instantly lethal to any exposed Plaga form.
The Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. It does not appear to be based on any real-life land mine.
The Proximity Mine is fitted with a LED light on top and frequently beeps when planted after 5 seconds. It cannot be triggered by the player characters, though they can be caught in the blast if detonated by an enemy or gunfire. In Versus, they can be set off by enemy players, and are extremely lethal.
Beta / Removed Weapons
Chris uses a modified version of Leon's custom handgun called the Silver Ghost . The reason it appeared in trailer might be the project was set in the same time with Resident Evil 4 PlayStation 2 port, that is also why early images are seen with PlayStation 2 or GameCube graphic quality.
Due to Capcom's other projects which caused Resident Evil 5 development delayed almost 2 years, this very handgun disappeared. Since E3 2007, the 2 official trailers showed Chris using a modified 1911 as his main weapon instead (the 1911 was later replaced by Beretta 92FS).
In 2008 interview, Producer Jun Takeuchi also mentioned the Resident Evil 4's weapon system received good feedback, however most fans wanted the new guns to be more-realistic, that makes no reason to remain it in the official game. Eventually Albert Wesker's main weapon is switched back to Beretta 92FS "Samurai Edge" despite he used this silenced variant during the last event of Umbrella Chronicles.
In first two Official Trailers (E3 2007), with most prototypes removed, the Silver Ghost was totally replaced by a slightly modified M1911 as Chris's primary weapon. Despite both it and Beretta 92FS co-exist during the same FMVs, it was the only handgun seen being firing by Chris until E3 2008 when the Beretta took its place. The 1911 never appeared again in any later cutscenes.
It appears to be a relatively standard 1911 with a stainless, threaded barrel, fixed sights, a commander-style hammer and what looks like A1 cocking serrations. Some interesting points are that the magazine release, trigger and trigger guard seem to be taken from the Beretta 92FS, implying a customized, fictional weapon like the "Silver Ghost" from the previous game.
"Dead Rising" Hybrid Assault Rifle
An assault rifle Chris wields to battle against town Majinis, a hybrid version that originally appears in Dead Rising. It caused a lot of identification mistakes for Resident Evil fans who never play Dead Rising before because of its mixed parts. The rifle itself is not an actual Colt M4, Heckler & Koch G41 nor FN SCAR, even SIG SG 556. It features a FN FAL-style fixed stock, G41/SCAR body, STANAG magazine, R.I.S handguard with red-dot sight and 40mm Grenade Launcher module attached.
An early screenshot in the official strategy guide's "Development" section shows Chris holding this weapon near the (at one point not a static object, and overturned) bus on Public Assembly. Curiously, its waiting animation at this point has Chris with both hands on the grip, with the weapon aimed straight up at the 12 o'clock "High Ready" position, just like the default handgun animation.
Alternate Benelli M3
In the early trailers for the game, Chris can bee seen blasting huge groups of Majini with a stockless version of the Benelli M3. The weapon's utility is unknown, thought judging by the location it's seen used in it seems to have been replaced by the Ithaca 37. Whether or not the weapon was present at the same time as the Merchant is also unknown, so it's possible the weapon would've been upgradeable with a stock (as some weapons in RE4 were). As a final note, the model used here appears to be a higher resolution version of the one seen in Resident Evil 3: Nemesis, complete with wooden furniture. This would make it the third "throwback" weapon present, alongside the Samurai Edge and the heavily customized Desert Eagle from Resident Evil 2.