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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.
The following weapons appear in the video game Resident Evil 5:
Pistols
Beretta 92FS
The Beretta 92FS is Chris and Sheva's starting gun. It also used by Irving in a few cut scenes and Wesker wields a custom version called the "Samurai Edge". Jill also wields one in a cut scene during the raid on the Spencer mansion estate. Wesker also uses the normal 92FS on the plane to fire at Sheva, saving his Samurai Edge for Chris. It can be upgraded to hold an impossible number of rounds for the real firearm, close to 100 bullets a magazine! This is shared by the "starter" weapons of each type - the Skorpion, Ithaca and Sako.
Beretta 93R
The Beretta 93R 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" which is a burst firing pistol but 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).
Samurai Edge
This weapon 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 this weapon 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, an extended rail mount, a skeleton hammer, an extended beavertail, and is equipped with a LAM-1000 under the barrel.
Beretta 96F "Samurai Edge" Custom
This weapon is wielded exclusively by Barry Burton which he kept after the events of Resident Evil (2002). 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 96F (this model fires .40 S&W and is powerful than 9mm of 92F).It has a longer barrel and compensator for increased accuracy and stability.
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, both Chris and Sheva always have one each due to graphic mistakes.
The weapon is very similar to the "Punisher" 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.
SIG-Sauer P226
The SIG-Sauer P226 is the most powerful of the non-magnum caliber handguns. It is perhaps the most realistic weapon available when fully upgraded as the maximum ammunition it can hold is 16 rounds.
Beretta Px4 Storm
The Beretta Px4 Storm is Jill's exclusive weapon in the Mercenaries minigame (B.S.A.A). It does not exist in the game's story because Jill equipped a regular Beretta 92FS during the flashback scene (Lost in Nightmares).
The weapon's special ability is a combination between that of the P8 and the Critical Hit Ability as it has a high chance of killing an enemy with a headshot.
Smith & Wesson Model 29
The Smith & Wesson Model 29 is a .44 Magnum caliber weapon and is found in Chapter 3-1 on a 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.
Desert Eagle
The Desert Eagle appears in the game marked under the name "Lightning Hawk". Caliber is not stated but presumed to be .44 Magnum as the maximum magazine capacity is only 8 rounds and it shares ammo with the Model 29. It can be found in a stone tomb during the battle with Wesker.
The in-game version is identical to the Desert Eagle Leon Kennedy/Brian Iron used in Resident Evil 2 due to the same grips (exclusively R.P.D made).
Smith & Wesson Model 500
The Smith & Wesson Model 500 is another confirmed magnum. 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.
Shotguns
Ithaca 37
The Ithaca 37 is the first available shotgun and is a five shot riot gun fitted with a Stakeout model's rear pistol grip. while the weakest of shotguns in game 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.
- Note: 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, being covered by the laser sight.
Benelli M3 Super 90
The Benelli M3 Super 90 is the second available shotgun in game. 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.
Armsel Striker
An Armsel Striker variant is found in the tanker and can be bought later in the game. Called the 'Jail Breaker' in the game, it has an upgradable effective range. Oddly, in game this shotgun holds a default of 5 shots and a maximum of 15, whereas the real version holds 12.
Hydra Sawed off shotgun
A Secret Weapon. Called the 'Hydra' in game, it is a triple barrel Sawed off shotgun that is unlocked when the M37 is fully upgraded. Like the "Jailbreaker" it has an upgradable attack range.
Submachine Guns & Automatic Rifles
CZ Vz. 61 Skorpion
The Vz. 61 Skorpion SA 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. (This is shared by the "starter" weapons of each type - the Beretta 92FS, Ithaca and Sako.) 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 in-game.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3 is the second sub-machine 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).
AK-74
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 Armed Majini in Chapter 5, which they use it against you equipped with green laser sights.
SIG SG 556
B.S.A.A. agents are seen with the SIG SG 556 as their primary weapon. You can find one later on and also buy one. Like the MP5, it is equipped with a EOTech sight that has no function in-game. The SIG SG 556 maxes out it's ammunition capacity at 90 rounds, which would correspond with the use of a MWG 90 round drum.
Sniper Rifles
Sako Model 75
The Sako Model 75 is featured in-game as the bolt-action sniper rifle. It is the most powerful out of the 3 sniper rifles when fully upgraded 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.
SVD Dragunov
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 7.62x51mm NATO with the Sako 75 and HK PSG-1 despite its real life counterpart chambers the Soviet 7.62x54mmR. It has mid level performance, less powerful than the Sako but more than the PSG1.
Heckler & Koch PSG-1
The Heckler & Koch PSG-1 is found later in the game on the tanker 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 PSG-1 can use any magazine that the G3 battle rifle can this includes the G3's 20 round magazine and the 50 round drum magazines used in the HK11 automatic rifle series.
It is the only rifle in game where the scope can be upgraded.
Special Weapons
Milkor MGL Mk 1L
The Milkor MGL Mk 1L is the game's grenade launcher. In game 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. The rounds it fires are incorrectly depicted as flying straight with no arc, almost like a rocket launcher.
Grenades
Fragmentation, flashbang, and incendiary grenades are usable in-game.
Hybrid Machine gun
A what appears to be 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 a RPK style fore grip, and a PKM style carry handle and front sight.
GAU-17
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.
General Dynamics GAU-19/A
The General Dynamics GAU-19/A is seen in a naval mounting in the third chapter.
RPG-7V
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, it 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.
FIM-92A Stinger
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".
Proximity Mine
A Proximity Land Mine is featured in the game as a weapon and is mostly used against one of the bosses encountered. The Proximity Mine is fitted with a LED light on top and frequently beep's 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.
- I'm having trouble finding out what kind of Landmine this is, I think it resembles the Russian TMN-46 Anti-Tank mine but the one in-game is mostly used in an anti-personnel role, not anti-tank.
Beta/Removed Weapons
Chris uses a modified version of Leon's custom handgun called the Silver Ghost [1]. 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.
1911
In first two Official Trailers (E3 2007), with most prototypes removed, the Silver Ghost was totally replaced by a slightly modified 1911 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.
Unknown Shotgun
The only shotgun seen during E3 and TGS 2007, not much details known about it as the Ithaca 37 officially appears to be the only shotgun the player(s) can acquire during Kijuju event. It looks like the Ithaca 37, except with a Remington 870 Police Magnum's fore-end.
"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.