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Difference between revisions of "Arizona Sunshine 2"
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{{Infobox Video Game|{{PAGENAME}} | {{Infobox Video Game|{{PAGENAME}} | ||
|name = Arizona Sunshine 2 | |name = Arizona Sunshine 2 | ||
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|genre=VR Action Zombie Shooter | |genre=VR Action Zombie Shooter | ||
}} | }} | ||
− | Developed and produced by Vertigo Games, '''''Arizona Sunshine 2''''' is a fast-paced VR zombie shooter and sequel to 2016's ''[[Arizona Sunshine]]''. The game | + | Developed and produced by Vertigo Games, '''''Arizona Sunshine 2''''' is a fast-paced VR zombie shooter and sequel to 2016's ''[[Arizona Sunshine]]''. The game's story follows the first game's unnamed protagonist and his dog Buddy as they once more search for help in a post-apocalyptic Arizona. As in the first game, both a story-based campaign and a wave-based "horde" mode are available to be played solo or multiplayer with up to 3 other players. |
{{VG Title}} | {{VG Title}} | ||
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*40mm grenades, which are used by the grenade launcher | *40mm grenades, which are used by the grenade launcher | ||
− | In addition, almost every weapon in the game has an "improved" version that | + | In addition, almost every weapon in the game has an "improved" version that are usually found later in the game or in secret areas. These upgraded weapons typically feature, among other upgrades, FDE furniture and an extended magazine. |
=Handguns= | =Handguns= | ||
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[[File:ArizonaSunshine2 Beretta92 5.jpg|600px|thumb|none|One freshly-inserted magazine later and the pistol is ready for a round in the chamber. This can be done either by powerstroking the slide or, as seen here, by pressing the slide release. ]] | [[File:ArizonaSunshine2 Beretta92 5.jpg|600px|thumb|none|One freshly-inserted magazine later and the pistol is ready for a round in the chamber. This can be done either by powerstroking the slide or, as seen here, by pressing the slide release. ]] | ||
[[File:ArizonaSunshine2 Beretta92 6.jpg|600px|thumb|none|Aiming down the Beretta's trinitum three-dot iron sights.]] | [[File:ArizonaSunshine2 Beretta92 6.jpg|600px|thumb|none|Aiming down the Beretta's trinitum three-dot iron sights.]] | ||
− | + | <br> | |
− | + | '''Improved''' | |
+ | <br> | ||
The improved version of the Beretta 92FS has an FDE-colored frame, beige grip panels, and a cylindrical muzzle device. It uses 12-round extended magazines. | The improved version of the Beretta 92FS has an FDE-colored frame, beige grip panels, and a cylindrical muzzle device. It uses 12-round extended magazines. | ||
[[File:M9A3 Left.jpg|350px|thumb|none|Beretta M9A3, which appears visually similar to the upgraded 92FS seen in-game - 9x19mm Parabellum]] | [[File:M9A3 Left.jpg|350px|thumb|none|Beretta M9A3, which appears visually similar to the upgraded 92FS seen in-game - 9x19mm Parabellum]] | ||
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[[File:ArizonaSunshine2 M1911 4.jpg|600px|thumb|none|Cramming a 7-round magazine into the pistol. While the witness holes in the magazines are not see-through, visually checking the fullness of your pistol magazines in the video game which features a magical automatic-magazine-packing chest rig is not a particularly useful operation.]] | [[File:ArizonaSunshine2 M1911 4.jpg|600px|thumb|none|Cramming a 7-round magazine into the pistol. While the witness holes in the magazines are not see-through, visually checking the fullness of your pistol magazines in the video game which features a magical automatic-magazine-packing chest rig is not a particularly useful operation.]] | ||
[[File:ArizonaSunshine2 M1911 5.jpg|600px|thumb|none|For as much as it may simplify the handling of ammunition, the game makes no attempts to cycle the handgun for you. That's nothing an old tug of the slide can't fix, of course.]] | [[File:ArizonaSunshine2 M1911 5.jpg|600px|thumb|none|For as much as it may simplify the handling of ammunition, the game makes no attempts to cycle the handgun for you. That's nothing an old tug of the slide can't fix, of course.]] | ||
− | + | <br> | |
+ | '''Improved''' | ||
+ | <br> | ||
The improved version of the M1911 (which is the first "improved" weapon available to the player) features an FDE-colored frame and cylindrical flash hider, a polished slide, and a 12-round extended magazine. | The improved version of the M1911 (which is the first "improved" weapon available to the player) features an FDE-colored frame and cylindrical flash hider, a polished slide, and a 12-round extended magazine. | ||
[[File:M45A1.jpg|350px|thumb|none|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP. This M1911-pattern pistol appears similar to the virtual pistol.]] | [[File:M45A1.jpg|350px|thumb|none|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP. This M1911-pattern pistol appears similar to the virtual pistol.]] | ||
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[[File:ArizonaSunshine2 DEagle 5.jpg|600px|thumb|none|Preparing to release the slide. ]] | [[File:ArizonaSunshine2 DEagle 5.jpg|600px|thumb|none|Preparing to release the slide. ]] | ||
[[File:ArizonaSunshine2 DEagle 6.jpg|600px|thumb|none|Drawing a bead on the most ferocious of opponents, an analog clock. ]] | [[File:ArizonaSunshine2 DEagle 6.jpg|600px|thumb|none|Drawing a bead on the most ferocious of opponents, an analog clock. ]] | ||
− | + | <br> | |
+ | '''Improved''' | ||
+ | <br> | ||
The Desert Eagle's "improved" variant features a slightly longer barrel, a stubby compensator, an 11-round extended magazine, and an FDE paintjob. | The Desert Eagle's "improved" variant features a slightly longer barrel, a stubby compensator, an 11-round extended magazine, and an FDE paintjob. | ||
[[File:ArizonaSunshine2 DEagleImproved 1.jpg|600px|thumb|none|The improved Desert Eagle Mark XIX as it appears in-game.]] | [[File:ArizonaSunshine2 DEagleImproved 1.jpg|600px|thumb|none|The improved Desert Eagle Mark XIX as it appears in-game.]] | ||
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[[File:ArizonaSunshine2 Glock 4.jpg|600px|thumb|none|Lining up the Glock's iron sights in preparation to fire a shot.]] | [[File:ArizonaSunshine2 Glock 4.jpg|600px|thumb|none|Lining up the Glock's iron sights in preparation to fire a shot.]] | ||
[[File:ArizonaSunshine2 Glock 5.jpg|600px|thumb|none|Giving the trigger a squeeze. Unlike the Glock 17 seen in the first ''Arizona Sunshine'', this handgun correctly fires semi-automatically.]] | [[File:ArizonaSunshine2 Glock 5.jpg|600px|thumb|none|Giving the trigger a squeeze. Unlike the Glock 17 seen in the first ''Arizona Sunshine'', this handgun correctly fires semi-automatically.]] | ||
− | + | <br> | |
+ | '''Improved''' | ||
+ | <br> | ||
The Glock 17's improved variant has an FDE frame and a cylindrical flash hider. It holds 20 rounds per magazine and, most notably, fires exclusively in full-auto. | The Glock 17's improved variant has an FDE frame and a cylindrical flash hider. It holds 20 rounds per magazine and, most notably, fires exclusively in full-auto. | ||
[[File:Glock17ext.jpg|350px|thumb|none|Glock 17 converted to full auto with 33 round magazine, comparable to the in-game improved Glock 17 - 9x19mm.]] | [[File:Glock17ext.jpg|350px|thumb|none|Glock 17 converted to full auto with 33 round magazine, comparable to the in-game improved Glock 17 - 9x19mm.]] | ||
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[[File:ArizonaSunshine2 Redhawk 6.jpg|600px|thumb|none|Menacing a timepiece with the revolver. ]] | [[File:ArizonaSunshine2 Redhawk 6.jpg|600px|thumb|none|Menacing a timepiece with the revolver. ]] | ||
[[File:ArizonaSunshine2 Redhawk 7.jpg|600px|thumb|none|Demonstrating the Redhawk's double-action trigger, which correctly causes the hammer to move backwards as it is pulled.]] | [[File:ArizonaSunshine2 Redhawk 7.jpg|600px|thumb|none|Demonstrating the Redhawk's double-action trigger, which correctly causes the hammer to move backwards as it is pulled.]] | ||
− | + | <br> | |
+ | '''Improved''' | ||
+ | <br> | ||
The Redhawk's improved variant has black rubber grips, a polished stainless finish, and is chambered in .357 Magnum, giving the revolver an improved 8-round capacity. | The Redhawk's improved variant has black rubber grips, a polished stainless finish, and is chambered in .357 Magnum, giving the revolver an improved 8-round capacity. | ||
[[File:Redhawk 357 55.jpg|350px|thumb|none|Ruger Redhawk with 5.5" barrel and unfluted 8-shot cylinder - .357 Magnum ]] | [[File:Redhawk 357 55.jpg|350px|thumb|none|Ruger Redhawk with 5.5" barrel and unfluted 8-shot cylinder - .357 Magnum ]] | ||
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[[File:ArizonaSunshine2 MAC11 6.jpg|600px|thumb|none|Looking down the MAC-11's circle-and-post irons. ]] | [[File:ArizonaSunshine2 MAC11 6.jpg|600px|thumb|none|Looking down the MAC-11's circle-and-post irons. ]] | ||
[[File:ArizonaSunshine2 MAC11 7.jpg|600px|thumb|none|Blasting away. ]] | [[File:ArizonaSunshine2 MAC11 7.jpg|600px|thumb|none|Blasting away. ]] | ||
− | + | <br> | |
+ | '''Improved''' | ||
+ | <br> | ||
The improved version of the MAC-11 has a desert digital camouflage pattern, compensator, extended stock, and 40-round drum magazine. | The improved version of the MAC-11 has a desert digital camouflage pattern, compensator, extended stock, and 40-round drum magazine. | ||
[[File:MAC10Drum.jpg|350px|thumb|none|MAC-10 with 50-round drum magazine - .45 ACP ]] | [[File:MAC10Drum.jpg|350px|thumb|none|MAC-10 with 50-round drum magazine - .45 ACP ]] | ||
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[[File:ArizonaSunshine2 Uzi 7.jpg|600px|thumb|none|Aiming the Uzi. The awkwardness inherent to a stockless submachine gun is well-represented in the game, as drawing a bead on a target requires some slightly uncomfortable arm contortions.]] | [[File:ArizonaSunshine2 Uzi 7.jpg|600px|thumb|none|Aiming the Uzi. The awkwardness inherent to a stockless submachine gun is well-represented in the game, as drawing a bead on a target requires some slightly uncomfortable arm contortions.]] | ||
[[File:ArizonaSunshine2 Uzi 8.jpg|600px|thumb|none|Blasting away, all the while resisting the urge to make a [[The Terminator (1984)|''Terminator'']] reference. ]] | [[File:ArizonaSunshine2 Uzi 8.jpg|600px|thumb|none|Blasting away, all the while resisting the urge to make a [[The Terminator (1984)|''Terminator'']] reference. ]] | ||
− | + | <br> | |
+ | '''Improved''' | ||
+ | <br> | ||
The improved Uzi has an extended stock, an integral flash hider, and loads from 50-round drum magazines. | The improved Uzi has an extended stock, an integral flash hider, and loads from 50-round drum magazines. | ||
[[File:Uzi-1.jpg|450px|thumb|none|IMI Uzi with buttstock extended - 9x19mm]] | [[File:Uzi-1.jpg|450px|thumb|none|IMI Uzi with buttstock extended - 9x19mm]] | ||
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[[File:ArizonaSunshine Tommy 6.jpg|600px|thumb|none|Aiming down the "Tommy Gun's" iron sights. Unless the player has a physical gunstock accessory to attach to their VR controllers, the experience is something akin to attempting to aim a dual pistol-gripped [[:File:M1919_Thompson.jpg|M1919 Thompson submachine gun]]; in short, awkward.]] | [[File:ArizonaSunshine Tommy 6.jpg|600px|thumb|none|Aiming down the "Tommy Gun's" iron sights. Unless the player has a physical gunstock accessory to attach to their VR controllers, the experience is something akin to attempting to aim a dual pistol-gripped [[:File:M1919_Thompson.jpg|M1919 Thompson submachine gun]]; in short, awkward.]] | ||
[[File:ArizonaSunshine Tommy 7.jpg|600px|thumb|none|Firing the Thompson. Whether due to recoil or poor hand positioning, the rear sight makes contact with the player's forehead.]] | [[File:ArizonaSunshine Tommy 7.jpg|600px|thumb|none|Firing the Thompson. Whether due to recoil or poor hand positioning, the rear sight makes contact with the player's forehead.]] | ||
− | + | <br> | |
− | + | '''Improved''' | |
+ | <br> | ||
The M1A1's upgraded variant has a beige polymer stock and handguard, a "birdcage" flash hider, a leather stock wrapping with a cheekpad, and a skeletonized angled foregrip. It uses 50-round drum magazines. | The M1A1's upgraded variant has a beige polymer stock and handguard, a "birdcage" flash hider, a leather stock wrapping with a cheekpad, and a skeletonized angled foregrip. It uses 50-round drum magazines. | ||
[[File:ArizonaSunshine2 TommyImproved 1.jpg|600px|thumb|none|The upgraded M1A1 Thompson as it appears in-game.]] | [[File:ArizonaSunshine2 TommyImproved 1.jpg|600px|thumb|none|The upgraded M1A1 Thompson as it appears in-game.]] | ||
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==Pump-Action Shotgun== | ==Pump-Action Shotgun== | ||
A generic pump-action shotgun firing what appears to be 20 gauge shotgun shells is one of the game's available firearms. It has a set of ghost ring iron sights, a cut-down stock, a short segment of heat shielding on the barrel, and a large spring wrapped around the magazine tube. The shotgun holds an optimistic 6 rounds in its magazine tube and, most notably, ejects spent shells from the top of the receiver, not unlike the [[Spencer 1882]]. | A generic pump-action shotgun firing what appears to be 20 gauge shotgun shells is one of the game's available firearms. It has a set of ghost ring iron sights, a cut-down stock, a short segment of heat shielding on the barrel, and a large spring wrapped around the magazine tube. The shotgun holds an optimistic 6 rounds in its magazine tube and, most notably, ejects spent shells from the top of the receiver, not unlike the [[Spencer 1882]]. | ||
+ | [[File:SawnoffShotgun2.jpg|450px|thumb|none|Remington Model 870 with sawed off barrel and stock, for comparison - 12 gauge]] | ||
+ | [[File:ArizonaSunshine2 PumpShorty 1.jpg|600px|thumb|none|The pump-action shotgun as it appears in-game. Aside from the forend, which is seemingly [[Remington 870]]-inspired, the weapon not based on any particular model of pump-action shotgun.]] | ||
+ | [[File:ArizonaSunshine2 PumpShorty 2.jpg|600px|thumb|none|Holed up in a dank, dingy room, the player gives the pump-action a once-over. ]] | ||
+ | [[File:ArizonaSunshine2 PumpShorty 3.jpg|600px|thumb|none|Turning over the shotgun. Note the lack of a side ejection port, which would suggest that the weapon both loads and ejects from the bottom, not unlike the [[Ithaca 37]]. ]] | ||
+ | [[File:ArizonaSunshine2 PumpShorty 4.jpg|600px|thumb|none|Bringing a slim shotgun shell (most likely 20 gauge, as seen when they are compared to the much beefier shells used by the 12 gauge Coach Gun) to the bottom of the receiver for loading. Note the pseudo-knuckleduster design of the trigger guard.]] | ||
+ | [[File:ArizonaSunshine2 PumpShorty 5.jpg|600px|thumb|none|Guiding a shell into the magazine tube with a reassuring press of the thumb. A total of 6 (plus one in the chamber) shells can be held in the weapon at once.]] | ||
+ | [[File:ArizonaSunshine2 PumpShorty 6.jpg|600px|thumb|none|Aiming and firing the shotgun at some shelves. ]] | ||
+ | [[File:ArizonaSunshine2 PumpShorty 7.jpg|600px|thumb|none|Giving the forend a hearty pump causes a spent (yet apparently unfired) shell to shoot straight out the top of the gun. ]] | ||
+ | |||
+ | <br> | ||
+ | '''Improved''' | ||
+ | <br> | ||
+ | The pump-action's improved variant has a "birdcage" muzzle device, an FDE forend and receiver, and a unique skeletonized stock. It features a tighter choke than its sawn-off counterpart. | ||
+ | [[File:ArizonaSunshine2 PumpImproved 1.jpg|600px|thumb|none|The full-length pump-action shotgun as it appears in-game.]] | ||
+ | [[File:ArizonaSunshine2 PumpImproved 2.jpg|600px|thumb|none|Taking a closer look at the shotgun's receiver, which is proudly stamped "Made in the USA". ]] | ||
+ | [[File:ArizonaSunshine2 PumpImproved 3.jpg|600px|thumb|none|The other side. ]] | ||
+ | [[File:ArizonaSunshine2 PumpImproved 4.jpg|600px|thumb|none|Thumbing in a new shell. ]] | ||
+ | [[File:ArizonaSunshine2 PumpImproved 5.jpg|600px|thumb|none|Checking the chamber.]] | ||
+ | [[File:ArizonaSunshine2 PumpImproved 6.jpg|600px|thumb|none|Aiming down the ghost ring irons at an unassuming group of Freds milling around. ]] | ||
+ | [[File:ArizonaSunshine2 PumpImproved 7.jpg|600px|thumb|none|Cycling the shotgun after sending a blast of shot downrange. ]] | ||
=Rifles= | =Rifles= | ||
==Colt Model 607== | ==Colt Model 607== | ||
A [[Colt Model 607]] can be found near the middle of the campaign. It is missing its characteristic muzzle device, utilizes 20-round STANAG magazines, and fires in full-auto only. | A [[Colt Model 607]] can be found near the middle of the campaign. It is missing its characteristic muzzle device, utilizes 20-round STANAG magazines, and fires in full-auto only. | ||
− | [[File:CAR-15 SMG 607.jpg|450px|thumb|none|Colt Model 607 - 5.56x45mm]] | + | [[File:CAR-15 SMG 607.jpg|450px|thumb|none|Colt Model 607 - 5.56x45mm NATO]] |
+ | [[File:ArizonaSunshine2 Colt607 1.jpg|600px|thumb|none|The Colt Model 607 as it appears in-game. Note the ahistorical flat-top receiver and unusual handguard.]] | ||
+ | [[File:ArizonaSunshine2 Colt607 2.jpg|600px|thumb|none|Taking a break from the arduous work of gunning down hordes of the undead, the player stops to inspect his newest toy.]] | ||
+ | [[File:ArizonaSunshine2 Colt607 3.jpg|600px|thumb|none|Ditto, while reflecting disappointedly on how dirty the weapon's finish is. Note that it doesn't use a completely normal flat-top upper receiver, as it has a forward assist and no case deflector like the actual 607's upper. Part of the magazine release fencing has also been inexplicably duplicated around the trigger group.]] | ||
+ | [[File:ArizonaSunshine2 Colt607 4.jpg|600px|thumb|none|Dropping an empty magazine. Look, ma! No hands!]] | ||
+ | [[File:ArizonaSunshine2 Colt607 5.jpg|600px|thumb|none|Slotting in a new 20-round magazine.]] | ||
+ | [[File:ArizonaSunshine2 Colt607 6.jpg|600px|thumb|none|Pulling back on the charging handle as Buddy cases the joint.]] | ||
+ | [[File:ArizonaSunshine2 Colt607 7.jpg|600px|thumb|none|Aiming down the Model 607's irons, which are illuminated for your pleasure.]] | ||
+ | [[File:ArizonaSunshine2 Colt607 8.jpg|600px|thumb|none|Sowing some lead in the back of a train car.]] | ||
+ | |||
+ | <br> | ||
+ | '''Improved''' | ||
+ | <br> | ||
+ | The improved Colt Model 607 has a "birdcage" flash hider, FDE furniture, a triangular tri-tone camouflage patten on the receiver, and a stock inspired by the 6-position collapsible [[M4 Carbine]] stock. It uses 30-round STANAG magazines. | ||
+ | [[File:ArizonaSunshine2 Colt607Improved 1.jpg|600px|thumb|none|The improved Colt Model 607 as it appears in-game. While the rifle lacks its distinctive 1st-generation collapsible stock, its 607 legacy is still apparent in its handguard.]] | ||
+ | [[File:ArizonaSunshine2 Colt607Improved 2.jpg|600px|thumb|none|The player performs a thorough inspection of the rifle under the blinding lights of an operating room.]] | ||
+ | [[File:ArizonaSunshine2 Colt607Improved 3.jpg|600px|thumb|none|And by "thorough inspection", we mean "quick once-over". Those zombies aren't going to kill themselves, after all; there's work to be done.]] | ||
+ | [[File:ArizonaSunshine2 Colt607Improved 4.jpg|600px|thumb|none|Performing a speedy magazine swap. Note the abnormally chunky 5.56x45mm rounds in the magazine.]] | ||
+ | [[File:ArizonaSunshine2 Colt607Improved 5.jpg|600px|thumb|none|Performing a quick brass check. The reassuring sight of shiny brass may as well be a green light to get to killin'. ]] | ||
+ | [[File:ArizonaSunshine2 Colt607Improved 6.jpg|600px|thumb|none|Blasting away at the glass of a window, which stubbornly refuses to break.]] | ||
==Generic AK-pattern Carbine== | ==Generic AK-pattern Carbine== | ||
− | A nondescript AK-pattern carbine is the first longarm available to the player in ''Arizona Sunshine 2''. It features a milled receiver, not unlike the Type 3 [[AK-47]], and an elongated wooden handguard/barrel length seemingly inspired by the [[AKS-74U]] carbine. It also, rather unusually, fires 5.56x45mm ammunition and is said to have been manufactured in the United States. This AK | + | A nondescript AK-pattern carbine is the first longarm available to the player in ''Arizona Sunshine 2''. It features a milled receiver, not unlike the Type 3 [[AK-47]], and an elongated wooden handguard/barrel length seemingly inspired by the [[AKS-74U]] carbine. It also, rather unusually, fires 5.56x45mm ammunition and is said to have been manufactured in the United States. This AK uses straight 15-round magazines and fires in full-auto only. |
[[File:Ak 54.jpg|450px|thumb|none|Type 3 AK-47, for comparison - 7.62x39mm ]] | [[File:Ak 54.jpg|450px|thumb|none|Type 3 AK-47, for comparison - 7.62x39mm ]] | ||
[[File:AKSU-Krinkov.jpg|450px|thumb|none|AKS-74U, for comparison - 5.45x39mm ]] | [[File:AKSU-Krinkov.jpg|450px|thumb|none|AKS-74U, for comparison - 5.45x39mm ]] | ||
+ | [[File:ArizonaSunshine2 AK 1.jpg|600px|thumb|none|The AK amalgam as it appears in-game. ]] | ||
+ | [[File:ArizonaSunshine2 AK 2.jpg|600px|thumb|none|The player holds the bizarre AK aloft in bewilderment. Note the strange, tiny segment of Picatinny rail beneath the rear sight. ]] | ||
+ | [[File:ArizonaSunshine2 AK 3.jpg|600px|thumb|none|But wait, it gets better! Note the oversized charging handle and fire selector set to "safe" as well as the weapon's various markings, including "5.56" at the base of the magazine and "Made in the USA" on the receiver.]] | ||
+ | [[File:ArizonaSunshine2 AK 4.jpg|600px|thumb|none|Peering inside one of the AK's magazines in abject horror. These "bottlenecked" rounds resemble 2-liter bottles of supermarket cola more than they do 5.56x45mm NATO rounds.]] | ||
+ | [[File:ArizonaSunshine2 AK 5.jpg|600px|thumb|none|Inserting the magazine into the rifle. ]] | ||
+ | [[File:ArizonaSunshine2 AK 6.jpg|600px|thumb|none|Chambering a round. The fire selector, which should prevent this from happening while set to "safe", appears to be asleep on the job.]] | ||
+ | [[File:ArizonaSunshine2 AK 7.jpg|600px|thumb|none|Aiming and firing the AK at the wall.]] | ||
+ | |||
+ | <br> | ||
+ | '''Improved''' | ||
+ | <br> | ||
+ | The upgraded variant of the "AK" has ribbed 30-round [[AKM]]-esque magazines, beige furniture, a black stock wrap, and a "birdcage" flash hider. | ||
+ | [[File:ArizonaSunshine AKImproved 1.jpg|600px|thumb|none|The improved AK-pattern carbine as it appears in-game. ]] | ||
+ | [[File:ArizonaSunshine AKImproved 2.jpg|600px|thumb|none|Taking another look at the f'''AK'''e. While proper curved 30-round mags do make the weapon look more realistic, it still feels like somebody tried to draw an AK from memory.]] | ||
+ | [[File:ArizonaSunshine AKImproved 3.jpg|600px|thumb|none|The other side of the rifle, which is again proudly stamped "5.56x45mm". Whether or not this an attempt by Vertigo Games to explain why it shares ammunition with the Colt Model 607 or just a creative attempt to make the weapon a bit zanier is anyone's guess.]] | ||
+ | [[File:ArizonaSunshine AKImproved 4.jpg|600px|thumb|none|Preparing to slam a new magazine into the rifle. The curiously fat 5.56x45mm rounds make their reappearence. ]] | ||
+ | [[File:ArizonaSunshine AKImproved 5.jpg|600px|thumb|none|Aiming the upgraded AK. ]] | ||
+ | |||
+ | ==Remington Model 7600== | ||
+ | A [[Remington Model 7600]] pump-action rifle can be found on the roof of a burning gas station in the main campaign, marking its first known appearance in a video game. The in-game rifle is seemingly chambered in .223 Remington and holds an incorrect 6 rounds per magazine. | ||
+ | [[File:RemingtonModel7600.jpg|450px|thumb|none|Remington Model 7600]] | ||
+ | [[File:ArizonaSunshine2 Remington760 1.jpg|600px|thumb|none|The Remington Model 7600 as it appears in-game. ]] | ||
+ | [[File:ArizonaSunshine2 Remington760 2.jpg|600px|thumb|none|While the pump-action shotgun is a staple of the zombie apocalypse, the pump-action rifle is anything but. ]] | ||
+ | [[File:ArizonaSunshine2 Remington760 3.jpg|600px|thumb|none|Maybe it's time for this to change. The Model 7600 is an extremely fun weapon to use in ''Arizona Sunshine 2'', combining the satisfying, tactile motions of manually-operated VR weapons with the powerful ability to drop almost any Fred in the game with a single bullet, often launching their ragdolls to comedic effect.]] | ||
+ | [[File:ArizonaSunshine2 Remington760 4.jpg|600px|thumb|none|The detachable magazines even make reloading a breeze! No struggling to shove half a dozen shells into a magazine tube here, no siree.]] | ||
+ | [[File:ArizonaSunshine2 Remington760 5.jpg|600px|thumb|none|Bringing a round of .223 Remington into the chamber. ]] | ||
+ | [[File:ArizonaSunshine2 Remington760 6.jpg|600px|thumb|none|Aiming down the Model 7600's iron sights. The point of aim is small, but precise. ]] | ||
+ | [[File:ArizonaSunshine2 Remington760 7.jpg|600px|thumb|none|One pull of the trigger later and the forend is given a hearty pump, ejecting a spent round. ]] | ||
− | + | <br> | |
− | + | '''Improved''' | |
− | [[File: | + | <br> |
+ | The improved version of the Model 7600 has an FDE receiver and forend, 12-round extended magazine, and a pistol grip/6-position collapsible stock combination inspired by the Remington Model 7615P. | ||
+ | [[File:7615 Collapsible Left.jpg|450px|thumb|none|Remington 7615P with AR-15 stock and pistol grip (action open) - 5.56x45mm NATO]] | ||
+ | [[File:ArizonaSunshine2 Remington760Improved 1.jpg|600px|thumb|none|The upgraded Remington Model 7600 as it appears in-game. ]] | ||
+ | [[File:ArizonaSunshine2 Remington760Improved 2.jpg|600px|thumb|none|The player prepares to grab ahold of the souped-up Remington 7600's foregrip in the yellow-tinted light of an FCA relief tent.]] | ||
+ | [[File:ArizonaSunshine2 Remington760Improved 3.jpg|600px|thumb|none|And what does FCA stand for, you may ask? Your guess is as good as mine. Either way, here's the other side of the rifle.]] | ||
+ | [[File:ArizonaSunshine2 Remington760Improved 4.jpg|600px|thumb|none|Swapping magazines. The in-game approach to providing extended magazines for the Remington 7600 involved stretching the standard 4-round magazines to hold a grand total of 12 rounds. The real-life approach to the same problem was to simply adapt the rifle to take STANAG magazines.]] | ||
+ | [[File:ArizonaSunshine2 Remington760Improved 5.jpg|600px|thumb|none|Bringing the first of 12 rounds into the 7600's chamber.]] | ||
+ | [[File:ArizonaSunshine2 Remington760Improved 6.jpg|600px|thumb|none|Aiming down the 7600's irons. While the improved rifle's sight radius is slightly shorter than the standard's (a favorable trade-off for the improved close-quarters flexibility of the improved gun's shorter barrel), it makes little difference at the ranges you'll typically find yourself fighting at.]] | ||
+ | [[File:ArizonaSunshine2 Remington760Improved 7.jpg|600px|thumb|none|One trigger-pull later and a bloom-heavy muzzle flash awaits the player. ]] | ||
+ | [[File:ArizonaSunshine2 Remington760Improved 8.jpg|600px|thumb|none|Cycling the pump. ]] | ||
=Machine Guns= | =Machine Guns= | ||
− | |||
− | |||
− | |||
− | == | + | ==General Dynamics GAU-17/A== |
− | A [[ | + | A handheld [[General Dynamics GAU-17/A]] can be utilized by the player at a few key moments during the campaign, including a climactic battle on top of a moving train. It has infinite ammunition but features an "overheat" mechanic which prevents the player from firing the minigun continuously for too long. |
+ | [[File:GAU-17A Sea Hawk Mount.jpg|450px|thumb|none|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]] | ||
[[File:Minigun 2.JPG|450px|thumb|none|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force]] | [[File:Minigun 2.JPG|450px|thumb|none|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force]] | ||
+ | [[File:ArizonaSunshine2 Minigun 1.jpg|600px|thumb|none|The GAU-17/A as it appears in-game. ]] | ||
+ | [[File:ArizonaSunshine2 Minigun 2.jpg|600px|thumb|none|Rotary cannon in hands, the player takes a moment to inspect the writing on the weapon. It reads "CAUTION: EXPERIMENTAL HIG (sic) RPM WEAPON. USE OUTSIDE ONLY. WILL BUILD UP HEAT QUICKLY. CHECK BARRELS FREQUENTLY FOR THERMAL DAMAGING. HEAVY RECOIL. MAKE SURE TO BRACE PROPERLY BEFORE ENGAGING THE TRIGGER. BARRELS MUST SPIN BEFORE WEAPON CAN BE FIRED." The notion that the minigun warms up quickly (to the point of becoming red-hot after just ~15 seconds of continuous fire) is dubious, as the weapon's multi-barreled design is specifically intended to ''reduce'' the amount of built-up heat gained while firing.]] | ||
+ | [[File:ArizonaSunshine2 Minigun 3.jpg|600px|thumb|none|Flipping over the minigun to get a closer look at its feed system. ]] | ||
+ | [[File:ArizonaSunshine2 Minigun 4.jpg|600px|thumb|none|Inspecting the weapon's helical magazine, which can somehow hold a whopping 1500 rounds of 7.62x51mm ammunition.]] | ||
+ | [[File:ArizonaSunshine2 Minigun 5.jpg|600px|thumb|none|Bringing the weapon to bear on an approaching horde. ''My cause is just, my will is strong, and my gun is very, very large.'' ]] | ||
+ | [[File:ArizonaSunshine2 Minigun 6.jpg|600px|thumb|none|[[Team Fortress 2#Heavy|I AM BULLETPROOF!]] ]] | ||
+ | |||
+ | ==M249 Paratrooper== | ||
+ | An [[M249 Paratrooper]] can be found near the end of the campaign. It lacks a bipod and utilizes 25-round box magazines, making it essentially a souped-up assault rifle as opposed to a proper light machine gun. | ||
+ | [[File:M249ParaWAmmo.jpg|450px|thumb|none|M249 Paratrooper with Picatinny rail and 200-round drum - 5.56x45mm]] | ||
+ | [[File:Fn m249saw mk2 10-1-.jpg|450px|thumb|none|M249 with folding carry handle, heat shield, improved handguard, plastic stock, and 200-round drum - 5.56x45mm. The in-game machine gun uses the same stock and heat shield (albeit stylized) as this reference image.]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1 1.jpg|600px|thumb|none|The M249 Para resting inside a gun case. ]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1 2.jpg|600px|thumb|none|The player one-hands the machine gun in an impressive display of wrist strength. ]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1 3.jpg|600px|thumb|none|Of course, just because you ''can'' one-hand the LMG doesn't mean you ''should''. ]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1 4.jpg|600px|thumb|none|Preparing to cram a not-STANAG magazine into the M249. While the M249 has the ability to use STANAG magazines in real life, this reportedly tanks the weapon's reliability and tends to ruin the mags, making it an emergency option at best.]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1 5.jpg|600px|thumb|none|Charging the machine gun. ]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1 6.jpg|600px|thumb|none|Drawing a bead on a dark corner of the room. The M249 Para features simple ring-and-post irons, which are more than adequate for the close-quarters focused combat of ''Arizona Sunshine 2''.]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1 7.jpg|600px|thumb|none|Pulling the trigger. ]] | ||
+ | <br> | ||
+ | '''Improved''' | ||
+ | <br> | ||
+ | The improved M249 has a vertical foregrip, muzzle brake, and FDE receiver. It loads from 50-round belt boxes. | ||
+ | [[File:ArizonaSunshine2 Mk46mod1Improved 1.jpg|600px|thumb|none|The upgraded M249 Para as it appears in-game, complete with a new paintjob, a vertical foregrip, and a much larger magazine.]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1Improved 2.jpg|600px|thumb|none|The player takes a closer look at their newest destructive implement. While the wonders of human vision make dark areas surprisingly easy to navigate in VR, they do absolutely nothing to make dark screenshots not look horrible.]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1Improved 3.jpg|600px|thumb|none|Fortunately, the all-mighty paint.net swoops in to save the day and make the images easier to view. Rejoice!]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1Improved 4.jpg|600px|thumb|none|Reloading the M249. The magical floating belt of cartridges emerging from the box makes this an easy process; just rip out the old belt and shove in a new one, no messing with the top cover required!]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1Improved 5.jpg|600px|thumb|none|Cranking back on the charging handle. It's showtime! ]] | ||
+ | [[File:ArizonaSunshine2 Mk46mod1Improved 6.jpg|600px|thumb|none|''Fred, please! I know we all get a little excited at concerts, but that's no excuse to rush the stage!'' ]] | ||
=Launchers= | =Launchers= | ||
==M79 Grenade Launcher== | ==M79 Grenade Launcher== | ||
− | A [[M79 grenade launcher]] can be found near the end of the game. It does not feature its characteristic leaf sight, which can make aiming at longer ranges difficult; however, the launcher's lack of a minimum arming distance and the player's immunity to self-damage lend the weapon favorably to point-blank usage | + | A [[M79 grenade launcher]] can be found near the end of the game. It does not feature its characteristic leaf sight, which can make aiming at longer ranges difficult; however, the launcher's lack of a minimum arming distance and the player's immunity to self-damage lend the weapon favorably to point-blank usage. |
[[File:M79-Grenade-Launcher.jpg|450px|thumb|none|M79 grenade launcher - 40x46mm ]] | [[File:M79-Grenade-Launcher.jpg|450px|thumb|none|M79 grenade launcher - 40x46mm ]] | ||
+ | [[File:ArizonaSunshine2 M79 1.jpg|600px|thumb|none|The M79 as it appears in-game. Note the lack of a ladder sight.]] | ||
+ | [[File:ArizonaSunshine2 M79 2.jpg|600px|thumb|none|Hefting the grenade launcher into the air to take a closer look at it. With its wooden stock and handguard, the M79 is very reminiscent of a single-barreled break-action shotgun,.]] | ||
+ | [[File:ArizonaSunshine2 M79 3.jpg|600px|thumb|none|Taking a look at the other side of the launcher. Unsurprisingly, it's more of the same. ]] | ||
+ | [[File:ArizonaSunshine2 M79 4.jpg|600px|thumb|none|The player breaks open the M79 with both hands, dodging the ejected grenade casing as they do so.]] | ||
+ | [[File:ArizonaSunshine2 M79 5.jpg|600px|thumb|none|Thumbing a 40mm grenade into the chamber. ]] | ||
+ | [[File:ArizonaSunshine2 M79 6.jpg|600px|thumb|none|Snapping the weapon closed. For better or for worse, it is not possible to swing the M79 closed with one hand. ]] | ||
+ | [[File:ArizonaSunshine2 M79 7.jpg|600px|thumb|none|"Aiming" the launcher at a crowd of Freddies. ]] | ||
+ | [[File:ArizonaSunshine2 M79 8.jpg|600px|thumb|none|The player's aim rings true as the 'nade explodes in the middle of the horde. ]] | ||
=Explosives= | =Explosives= | ||
Line 260: | Line 384: | ||
[[M67 hand grenade]]s can be crafted by the player. They are the standard explosive option, possessing a three-second fuse and dealing heavy damage in a large radius. | [[M67 hand grenade]]s can be crafted by the player. They are the standard explosive option, possessing a three-second fuse and dealing heavy damage in a large radius. | ||
[[File:M67.jpg|150px|thumb|none|M69 training grenade, which is externally identical (aside from color) to the M67 ]] | [[File:M67.jpg|150px|thumb|none|M69 training grenade, which is externally identical (aside from color) to the M67 ]] | ||
+ | [[File:ArizonaSunshine2 M67 1.jpg|200px|thumb|none|The M67 as it appears in-game. ]] | ||
+ | [[File:ArizonaSunshine2 M67 2.jpg|600px|thumb|none|Holding an M67, the player stands on an abandoned desert road. ]] | ||
+ | [[File:ArizonaSunshine2 M67 3.jpg|600px|thumb|none|Pulling the pin. Fire in the hole! ]] | ||
+ | [[File:ArizonaSunshine2 M67 4.jpg|600px|thumb|none|[[Hot Dogs, Horseshoes & Hand Grenades|Now, where did I put that horseshoe?]] ]] | ||
==Model 24 Stielhandgranate== | ==Model 24 Stielhandgranate== | ||
The player can craft and use [[Model 24 Stielhandgranate]]s to defeat zombies. The stick grenade is incorrectly depicted as impact-detonated, exploding only upon contact with an enemy or hard surface. | The player can craft and use [[Model 24 Stielhandgranate]]s to defeat zombies. The stick grenade is incorrectly depicted as impact-detonated, exploding only upon contact with an enemy or hard surface. | ||
− | + | [[File:M24handgrenade.JPG|350px|thumb|none|Model 24 Stielhandgranate "Potato Masher" high-explosive fragmentation hand grenade]] | |
+ | [[File:ArizonaSunshine2 StickGrenade 1.jpg|600px|thumb|none|The Model 24 Stielhandgranate as it appears in-game. ]] | ||
+ | [[File:ArizonaSunshine2 StickGrenade 2.jpg|600px|thumb|none|The player holding a Stielhandgranate. A sober man would throw it...]] | ||
+ | [[File:ArizonaSunshine2 StickGrenade 3.jpg|600px|thumb|none|There's no alcohol to be seen, thankfully, so the first step is to pull the grenade's fuse. ]] | ||
+ | [[File:ArizonaSunshine2 StickGrenade 4.jpg|600px|thumb|none|One throwing motion later and a fiery explosion awaits. ]] | ||
==TM-46 Anti-Tank Mine== | ==TM-46 Anti-Tank Mine== | ||
Craftable [[TM-46 anti-tank mine]]s are available in-game. There are erroneously depicted as anti-personnel mines, detonating on contact with the undead. | Craftable [[TM-46 anti-tank mine]]s are available in-game. There are erroneously depicted as anti-personnel mines, detonating on contact with the undead. | ||
[[File:Tm-46.jpg|350px|thumb|none|TM-46 anti-tank mine]] | [[File:Tm-46.jpg|350px|thumb|none|TM-46 anti-tank mine]] | ||
− | + | [[File:ArizonaSunshine2 Mine 1.jpg|600px|thumb|none|The TM-46 as it appears in-game. ]] | |
+ | [[File:ArizonaSunshine2 Mine 2.jpg|600px|thumb|none|Turning over the mine, which reveals a faded sticker telling you not to do... something. ]] | ||
+ | [[File:ArizonaSunshine2 Mine 3.jpg|600px|thumb|none|Arming the mine... ]] | ||
+ | [[File:ArizonaSunshine2 Mine 4.jpg|600px|thumb|none|...and promptly (and unintentionally) using it as a melee weapon. The mines were (until Patch 1.2) ''extremely'' sensitive, detonating on contact with any enemies, dead or undead. ]] | ||
[[Category:VR]] | [[Category:VR]] |
Latest revision as of 17:19, 26 May 2024
|
Developed and produced by Vertigo Games, Arizona Sunshine 2 is a fast-paced VR zombie shooter and sequel to 2016's Arizona Sunshine. The game's story follows the first game's unnamed protagonist and his dog Buddy as they once more search for help in a post-apocalyptic Arizona. As in the first game, both a story-based campaign and a wave-based "horde" mode are available to be played solo or multiplayer with up to 3 other players.
The following weapons appear in the video game Arizona Sunshine 2:
Overview
In contrast to the weapons of the first game, the guns of Arizona Sunshine 2 (reflecting 7 years worth of improvements to virtual weapons) are rather detailed and can be manipulated realistically. Reloading is now a much more involved process, with the player now required to eject an empty magazine, grab a fresh one from their ammunition belt, insert it into the weapon, and, if necessary, manually chamber a round. Weapon classes not present in the previous game are also present, including pump and break-action firearms, and significant improvements have been made to two-handed weapons. Firearm ammunition is split into the following categories:
- Pistol-caliber ammunition, which is used by handguns, submachine guns, and machine pistols
- Rifle-caliber ammunition, which is used by rifles
- Shotgun shells, which are used by shotguns
- Flamethrower fuel, which is used by the flamethrower
- 40mm grenades, which are used by the grenade launcher
In addition, almost every weapon in the game has an "improved" version that are usually found later in the game or in secret areas. These upgraded weapons typically feature, among other upgrades, FDE furniture and an extended magazine.
Handguns
Beretta 92FS
The Beretta 92FS can be found throughout the main campaign and is the player's starting weapon in the "horde" mode. It deals low damage per shot and holds an incorrect 10 rounds per magazine.
Improved
The improved version of the Beretta 92FS has an FDE-colored frame, beige grip panels, and a cylindrical muzzle device. It uses 12-round extended magazines.
Colt M1911
A Colt M1911 is the player's starting weapon in the main campaign. It erroneously features a short trigger and diamondless grips similar to those of the M1911A1 and holds 7 rounds per magazine.
Improved
The improved version of the M1911 (which is the first "improved" weapon available to the player) features an FDE-colored frame and cylindrical flash hider, a polished slide, and a 12-round extended magazine.
IMI/Magnum Research Desert Eagle Mark XIX
A somewhat stylized Desert Eagle Mark XIX can be found throughout the game. Despite holding 7 rounds per magazine and lacking a fluted barrel, the Desert Eagle (and its magazines) are prominently marked ".44". It deals rather high damage per shot and, unlike the game's revolvers, has the ability to reload mid-magazine, potentially conserving ammunition in the long run.
Improved
The Desert Eagle's "improved" variant features a slightly longer barrel, a stubby compensator, an 11-round extended magazine, and an FDE paintjob.
Glock 17
A 4th Generation Glock 17 can be found and used by the player. It holds 10 rounds per magazine, although its magazine model is that of a 17-rounder.
Improved
The Glock 17's improved variant has an FDE frame and a cylindrical flash hider. It holds 20 rounds per magazine and, most notably, fires exclusively in full-auto.
Ruger Redhawk
A Ruger Redhawk with a stainless finish can be found throughout the game. The six-shooter deals very high damage per shot but must be reloaded frequently.
Improved
The Redhawk's improved variant has black rubber grips, a polished stainless finish, and is chambered in .357 Magnum, giving the revolver an improved 8-round capacity.
Smith & Wesson/Colt Hybrid Revolver
A generic revolver with a large wooden grip, Colt-style trigger guard, and Smith & Wesson-style cylinder release can be found throughout the game. This revolver is effectively identical to the aforementioned Redhawk.
Submachine Guns
Ingram MAC-11
The Ingram MAC-11 returns from the first game as the first submachine gun available to the player. Its folding stock buttplate has been removed and its grip panels have been cut away, allowing the player to see the magazine being inserted into the weapon. It holds only 15 rounds in each 32-round magazine and fires very quickly, which means both that it kills zombies rapidly and consumes lots of ammunition.
Improved
The improved version of the MAC-11 has a desert digital camouflage pattern, compensator, extended stock, and 40-round drum magazine.
IMI Uzi
A stockless IMI Uzi is one of the game's available submachine guns. It can hold 15 rounds per magazine.
Improved
The improved Uzi has an extended stock, an integral flash hider, and loads from 50-round drum magazines.
M1A1 Thompson
A somewhat stylized M1A1 Thompson submachine gun can be found throughout the game. It has a non-functional segment of Picatinny rail on top of the receiver and utilizes 20-round stick magazines. While the M1A1 (like the other submachine guns) correctly utilized pistol ammunition during the game's initial release, it was changed for balancing reasons to consume rifle ammunition in Patch 1.1.
Improved
The M1A1's upgraded variant has a beige polymer stock and handguard, a "birdcage" flash hider, a leather stock wrapping with a cheekpad, and a skeletonized angled foregrip. It uses 50-round drum magazines.
Shotguns
Stoeger Coach Gun Supreme
A Stoeger Coach Gun Supreme with a nickel finish and engraved receiver can be found in the game. Possessing a tighter spread than its sawed-off counterpart, the Coach Gun wreaks havoc on swarms of zombies but, predictably, can only be fired twice before it has to be reloaded. It is incorrectly modeled with only one trigger and features a curious set of three-dot tritium iron sights, which, while helpful in dark environments, are not typically found on smoothbore shotguns.
Sawed-Off
A sawed-off version of the Coach Gun is the first shotgun available to the player. It is the only non-pistol caliber firearm to be classified as "small", meaning that it is stored in the player's hip holsters instead of over their shoulder. It has a wider spread than the full-length Coach Gun and lacks any sights to speak of.
Pump-Action Shotgun
A generic pump-action shotgun firing what appears to be 20 gauge shotgun shells is one of the game's available firearms. It has a set of ghost ring iron sights, a cut-down stock, a short segment of heat shielding on the barrel, and a large spring wrapped around the magazine tube. The shotgun holds an optimistic 6 rounds in its magazine tube and, most notably, ejects spent shells from the top of the receiver, not unlike the Spencer 1882.
Improved
The pump-action's improved variant has a "birdcage" muzzle device, an FDE forend and receiver, and a unique skeletonized stock. It features a tighter choke than its sawn-off counterpart.
Rifles
Colt Model 607
A Colt Model 607 can be found near the middle of the campaign. It is missing its characteristic muzzle device, utilizes 20-round STANAG magazines, and fires in full-auto only.
Improved
The improved Colt Model 607 has a "birdcage" flash hider, FDE furniture, a triangular tri-tone camouflage patten on the receiver, and a stock inspired by the 6-position collapsible M4 Carbine stock. It uses 30-round STANAG magazines.
Generic AK-pattern Carbine
A nondescript AK-pattern carbine is the first longarm available to the player in Arizona Sunshine 2. It features a milled receiver, not unlike the Type 3 AK-47, and an elongated wooden handguard/barrel length seemingly inspired by the AKS-74U carbine. It also, rather unusually, fires 5.56x45mm ammunition and is said to have been manufactured in the United States. This AK uses straight 15-round magazines and fires in full-auto only.
Improved
The upgraded variant of the "AK" has ribbed 30-round AKM-esque magazines, beige furniture, a black stock wrap, and a "birdcage" flash hider.
Remington Model 7600
A Remington Model 7600 pump-action rifle can be found on the roof of a burning gas station in the main campaign, marking its first known appearance in a video game. The in-game rifle is seemingly chambered in .223 Remington and holds an incorrect 6 rounds per magazine.
Improved
The improved version of the Model 7600 has an FDE receiver and forend, 12-round extended magazine, and a pistol grip/6-position collapsible stock combination inspired by the Remington Model 7615P.
Machine Guns
General Dynamics GAU-17/A
A handheld General Dynamics GAU-17/A can be utilized by the player at a few key moments during the campaign, including a climactic battle on top of a moving train. It has infinite ammunition but features an "overheat" mechanic which prevents the player from firing the minigun continuously for too long.
M249 Paratrooper
An M249 Paratrooper can be found near the end of the campaign. It lacks a bipod and utilizes 25-round box magazines, making it essentially a souped-up assault rifle as opposed to a proper light machine gun.
Improved
The improved M249 has a vertical foregrip, muzzle brake, and FDE receiver. It loads from 50-round belt boxes.
Launchers
M79 Grenade Launcher
A M79 grenade launcher can be found near the end of the game. It does not feature its characteristic leaf sight, which can make aiming at longer ranges difficult; however, the launcher's lack of a minimum arming distance and the player's immunity to self-damage lend the weapon favorably to point-blank usage.
Explosives
M67 Hand Grenade
M67 hand grenades can be crafted by the player. They are the standard explosive option, possessing a three-second fuse and dealing heavy damage in a large radius.
Model 24 Stielhandgranate
The player can craft and use Model 24 Stielhandgranates to defeat zombies. The stick grenade is incorrectly depicted as impact-detonated, exploding only upon contact with an enemy or hard surface.
TM-46 Anti-Tank Mine
Craftable TM-46 anti-tank mines are available in-game. There are erroneously depicted as anti-personnel mines, detonating on contact with the undead.