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Difference between revisions of "Resident Evil 3: Nemesis"
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== Beretta 92FS "Samurai Edge"== | == Beretta 92FS "Samurai Edge"== | ||
Jill's main weapon is a custom [[Beretta 92FS Brigadier]] made especially for S.T.A.R.S. Members. It can fire modified bullets for more power. It is specifically designated as a Custom 92FS in a fax from Robert Kendo. The game refers to the gun as "M92FS". | Jill's main weapon is a custom [[Beretta 92FS Brigadier]] made especially for S.T.A.R.S. Members. It can fire modified bullets for more power. It is specifically designated as a Custom 92FS in a fax from Robert Kendo. The game refers to the gun as "M92FS". | ||
− | [[Image:STARGun.jpg|thumb|none| | + | [[Image:STARGun.jpg|thumb|none|350px|Airsoft Replica of the Beretta 92FS "Samurai Edge" Custom from the Resident Evil videogame franchise.]] |
[[Image:RE3 Samurai Edge.jpg|thumb|none|300px|92FS, Samurai Edge Kendo Custom as seen in RE3.]] | [[Image:RE3 Samurai Edge.jpg|thumb|none|300px|92FS, Samurai Edge Kendo Custom as seen in RE3.]] | ||
Revision as of 11:09, 22 February 2019
The following weapons were used in the videogame Resident Evil 3: Nemesis:
Pistols
Beretta 92FS "Samurai Edge"
Jill's main weapon is a custom Beretta 92FS Brigadier made especially for S.T.A.R.S. Members. It can fire modified bullets for more power. It is specifically designated as a Custom 92FS in a fax from Robert Kendo. The game refers to the gun as "M92FS".
STI Edge
Jill finds parts to make a STI Edge in 9mm with purple grips and a scope after two encounters with the Nemesis, labeled as the STI Eagle 6.0. It is also Carlos Olivera's primary sidearm in the Mercenaries mini-game. The weapon fires and reloads twice as fast as the standard handgun and the scope allows the weapon to occasionally inflict critical shots on standard zombie enemies, instantly killing them. It cannot use enhanced ammunition, however.
The weapon can only be obtained during hard mode.
SIG Pro SP 2009
The SIG Pro SP 2009 is used by Nicholai Ginovaef in both the main and Mercenaries mini-game and by Carlos in his segment of the main game. It is functionally identical to Jill's 92FS Samurai Edge pistol. Brad Vickers, the S.T.A.R.S team's pilot, is also curiously armed with an SP2009 instead of a Samurai Edge when he is encountered in the bar, as referenced by the dull-grey finish of his sidearm instead of the two-tone black and white finish of the custom handgun.
Smith & Wesson Model 629 Classic
A Smith & Wesson Model 629 Classic can be found either in the S.T.A.R.S. Office weapons locker or the locker in the Power Station. The in-game description says the weapon is fitted with weights to reduce recoil, yet the weapon has a heavy recoil anyway. This is Mikhail's primary sidearm in the Mercenaries bonus game.
As the magnum-type handgun in the game, its the most powerful non-explosive weapon available, capable of killing non-boss enemies with a single direct hit and is also capable of dismemberment. Ammunition for it, however, is exceedingly limited (there are only two ammo pickups in the entire game, one from the corpse of a dead mercenary in the park and the last one is at the final phase of the dead factory) and hard to make (it requires a C+C+C gunpowder mixture).
Browning Hi-Power
The Browning Hi-Power is still depicted as the main duty sidearm of the RPD, as seen during the RPD's last stand in the opening cutscene; this is a continuity nod to Resident Evil 2, which confusingly takes place after the events of the first part of the game. As Jill is a member of the elite STARS unit, she is equipped with her custom Beretta 92FS instead, so the Hi Power is not usable in-game.
Shotguns
Remington 870
Two variants of the Remington 870 are seen in the opening FMV cutscene, the police folder, and the synthetic full-stocked variant with a Surefire dedicated forend weaponlight. All patrol cars seem to have the folding stock variant equipped, while the elite Select Police Force (the successor to the devastated STARS teams from the first game) carry the fixed stock version. In reality, this seems backward, as the folding stock would be much more useful to the close quarters riot police normally encounter, while the fixed stock would be more practical for armed standoffs.
Benelli M3 Super 90
Jill finds a Benelli M3 Super 90 shotgun with a pistol grip on a corpse in a zombie ridden basement early in the game and its also used by Mikhail during The Mercenaries minigame. It correctly holds 7 rounds and seems to have wood furniture instead of the usual plastic furniture. It can fire modified shells for increased firepower. The modified shells are so powerful, however, that Jill is slightly pushed back a bit after firing a shot.
Winchester 1892 "Mare's Leg"
Jill finds parts to make a Winchester 1892 "Mare's Leg" with a loop lever, after five encounters with the Nemesis. It is called a "M37 Western Custom" and incorrectly depicted as being a 12 gauge shotgun like a Winchester Model 1887. It cannot use the modified shells and does slightly less damage than the Super 90, but has a faster rate of fire, quicker reload time, and wider shot-spread due to the shorter barrel, making it more effective at clearing rooms of non-boss enemies.
Jill "flip-cocks" the lever mechanism with one hand; unlike most videogames, the lever loop at least appears to have been widened on the inventory icon to accommodate this.
The weapon can only be obtained during hard mode.
Submachine Guns
Heckler & Koch MP5A3
The MP5A3 with a Navy trigger group is depicted as the main duty weapon of the RPD's Select Police Force. Although the models are somewhat low detailed, they have Navy fire-selector levers but lack the pictogram markings. Several weapons are seen during the RPD's last stand, although none are available in-game.
Assault Rifles
Colt M4A1 Carbine
Jill starts with a customized M4A1 Carbine in her inventory on easy mode and it cannot be obtained by her in hard mode, save for buying the infinite version in the mercenaries minigame. In-game it is equipped with a vertical grip, a bipod, a rear back-up sight, and an Aimpoint optical sight, the color of the lens of which changes color depending on the firing mode (red for full-auto and green for manual). It is erroneously depicted with both a three-round burst and a fully automatic option; M4A1s only have Safe-Semi-Full Auto trigger groups. The gun is fired from the hip if set to auto-mode and fired from the shoulder if set to the "manual" 3-round burst mode.
Carlos is armed with an M4A1 in both the Mercenaries and the small part of the main game in which he is playable. Mikhail is also equipped with an M4A1 carbine in the main game and depending on events he uses it to kill off both zombies and distract the Nemesis. It is also used by the majority of U.B.C.S. members, none of whom have any after market attachments or any idea what the weapon's sights are for, since literally not one of them decides to fire the gun from the shoulder while shooting.
A curious note about the M4 is that despite it using a rifle cartridge, one which would be comparable in power to the .44 Magnum revolver, the M4 is quite weak, requiring around 8 rounds to dispatch a normal zombie while the 92F only requires around 4-5 shots and the magnum is capable of taking out everything but boss-type enemies in a single shot. This is likely a balancing measure in response to the percentage-based ammo system automatic weapons use in Resident Evil games prior to 4, as each percentage of the M4's ammo is equivalent to three bullets fired. It appears Capcom themselves were aware of this discrepancy, as later installments largely changed the U.B.C.S' service weapon into MP5s to better reflect their weapons' underpowered nature.
- All M4s in CGI cutscenes equipped by U.B.C.S. are seen without any modifications, a most notable scene reflect that Mikhail Victor fires it at Nemesis on the streetcar; the two M4A1s in in-game scene and CGI scene are quite different, despite the fact that they must be the same one. The vertical foregrip and bipod seem to be attached via a rail bolted to the hand guard as the rest of the hand guard resembles the standard hand guard and not a R.I.S. hand guard. The Aimpoint is attached via an older mount.
Sniper Rifles
Accuracy International Arctic Warfare
A low-detail Accuracy International Arctic Warfare-type sniper rifle can be seen standing up against machinery in the Incinerator Room, apparently left behind by the deceased US Special Forces team Jill finds scattered about the Dead Factory. It is the first sniper rifle in the series, and is unusable to the player.
Machine Guns
Minigun
The same three-barreled Gatling Gun from RE2 returns as an unlockable weapon.
Launchers
"Hk-P" (Fictional Grenade Launcher)
A grenade launcher called the "Hk-P" in-game seems to be based on an DefTech 1315 37mm gas gun with the addition of a horizontal foregrip, OD furniture, and a folding grenade sight. The "Hk-P" is found randomly inside either the locker inside the S.T.A.R.S office or inside a locker in the powerplant. Like in most Resident Evil games, it can use many different (and usually fictional) grenades rounds which include: standard (explosive), acid, flame, and nitrogen.
"Mine Thrower"
The Mine Thrower is an fictional break-action, cylinder-fed weapon created by Umbrella that is designed to fire Anti-Personnel SMART mines which explode after a short delay or when a creatures comes close to them. The explosion however, damages everyone in range, including the shooter.
If the weapon is given infinite ammo by either the mercenaries minigame or Nemesis' last item drop; the mines will stop acting like mines and instead be miniature seeker missiles that home into enemies and also penetrate through multiple ones.
M202 FLASH
Perhaps the most powerful weapon available. The M202 FLASH, incorrectly identified as the "M66 Rocket Launcher" (a name seemingly alluding to its 66mm bore) is capable of firing powerful rockets that will kill all non-boss enemies with a single shot- as is the norm in video games, these are high-explosive rockets, rather than the incendiary rockets that the FLASH actually used. It can take down Nemesis in only 2 shots. A regular non-unlimited rocket launcher can be found in the very late portion of the game or an unlimited ammo version can be bought in the Mercenaries bonus game. Mikhail has the same rocket launcher in the Bonus game but this holds 8 rounds as opposed to 4.
The launcher in the game appears to have been referenced from the prop M202 seen in Commando rather than a real weapon, and has a front pistol grip and MP5-like rear grip.
Fictional Hybrid Missile Launcher
The Nemesis is armed with a fictional rocket launcher that he uses during certain encounters, which gives him dangerous ranged capabilities as it allows him to snipe at the player at great ranges, although it's projectiles can be dodged. The weapon has a limited ammunition count 6 rockets, which the Nemesis cycles through by "pumping" the weapon over his shoulder after every shot (although there's no clear indication as to where the extra rockets he cycles through are stored). After all the rockets are expended, he'll discard it (which also destroys it in the process) and resort to close combat.
Its based loosely on the FIM-92A Stinger which lacks the top-mounted tracking antenna combined with the design and soft launch system of the FGM-148 Javelin. The missiles it launches are smaller than the launcher's length, being roughly similar in size to 83mm rockets. The launcher is also much longer than the real-life FIM-92A, with a length of over 7 feet, almost as tall as Nemesis. Overall, it appears to be a custom launcher made by Umbrella specifically for the his use, as shown in Operation Raccoon City, where he gains access to it via weapon crates.
He loses this weapon after the clock tower encounter, due to sustaining heavy damage.