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Aliens vs. Predator (2010 VG)

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Aliens vs. Predator
AVP2010-Cover-Art.jpg
Official Boxart
Release Date: 2010
Developer: Rebellion Developments
Publisher: Sega
Series: Alien / Predator
Platforms: Microsoft Windows, PlayStation 3, Xbox 360
Genre: First-Person Shooter


Aliens vs. Predator is a 2010 science fiction, first person, action-horror shooter developed by Rebellion. The same developers who made 1994 release of Alien vs Predator for the Atari Jaguar, and the 1999 Windows release of Aliens vs. Predator. Sometimes referred to Aliens vs Predator 3 or AVP3, despite this, the game is a reboot title and thus holds no connection to either Aliens vs. Predator 1999 or Aliens vs. Predator 2. It does however, have mention (albeit very loosely) the events of the 2004 film. The game is also known for its visceral and gruesome finisher moves available to the Xenomorphs and Predators. It also introduced a melee and block mechanic for all playable species to utilize in game.

The following weapons appear in the video game Aliens vs. Predator (2010 VG):


Overview

The weapons featured in game differ from their original on screen counterparts, this was a deliberate design choice to show a semi significant time of passage from since the films took place. While some still overall resemble their original incarnations, others were outright replaced, or completely redesigned.

"Weyland-Yutani VP-78 Pistol"

The standard issue sidearm for the USCM, replacing the "M4A3" and VP-70 pistol, as seen seen in Aliens and also the Aliens: Colonial Marines Technical Manual. For all intents and purposes, it is effectively a Beretta 93R with a laser aiming module mounted to the frame, as well as a flashlight mounted to the side of it . Albeit the laser sight and the actual weapon light isn't actually usable, the Marine's armor mounted shoulder lamp is used instead. It is chambered in 9mm "squash head" rounds (possibly HESH/HEP which is plausible, considering there's mention of the USCM having extensive combat engagements with Xenomorphs. However, one may also think it could be referring to hollow point rounds as well, considering it has weak overall damage.). It holds 18 rounds in a magazine, capable of burst fire, like the VP-70 that preceded it, and like the 93R. It also has infinite ammo, unlike its previous iterations.

Beretta 93R 9x19mm
"The Rookie" carefully scans his surroundings for any bugs that may be lurking in the shadows.
During a close encounter of the hundredth kind, the rookie blasts away at a lone Xeno Warrior
After realizing he isn't in Doom 3 anymore, the Rookie takes the time to reload his sidearm. The slide never locks back regardless if the weapon is empty or not. It's plausible that these animations were initially intended for a proper VP-70 model at some point in development, as the slide doesn't lock back on said handgun.
Close up shot of the VP-78, note the Weyland-Yutani marking on the slide and the fact that it has a different trigger than seen on a typical Beretta.


"M41A/2 Pulse Rifle"

An updated model of the M41A from the film, it still retains the iconic 99 round magazine and fires 10x24mm caseless "Light Explosive Armor Piercing" rounds, and the underbarrel 30mm pump-action grenade launcher. As opposed to its predecessor, it looks like it has an entirely metal receiver with a green finish. If one looks closely, there is a USCM insignia on the front of the receiver.

M1A1 Thompson .45 ACP (Used as the base for the weapon)
Screen-used M41A Pulse Rifle prop from the film.
Out of game render, for a better look at the M41A/2
Ditto, but opposite side. Note the LED ammo counter is now on the left side of the weapon.
The Rookie while linking up with "Tequila" armed with with an M41A/2
After finally getting his hands on one, he now proceeds to enter the club within the Colony to aid any potential Marines in the area.
While getting jumped by Xenos for club hopping, the Rookie exercises his natural instinct to defend himself in a growing hostile environment. Also note the charging handle is now on the left side of the receiver.
A neat detail: If you continuously fire, eventually the front end of the weapon starts glowing hot. The same is also true for the Smart Gun
Putting the blocking mechanic to good use, here you can see a better look at the aforementioned USCM insignia
Ditto, but opposite side of the weapon.


"ZX-76 Shotgun"

An oddball in the USCM's arsenal. A double barreled, magazine fed, pump action shotgun. Holds 8 rounds in a magazine. Great for crowd control against xenos, or if a Pred is brazen enough to charge a Marine head on. It seems to resemble a stockless variant of the Hawk Type 97-2

Hawk Type 97-2
After coming back from one heck of a party, he finds a special favor stashed away in corner that some poor soul left behind.
After finding some extra shells, Rookie tops off his newly acquired boomstick. Notice the taped magazines, appears to be a dual magazine fed, with dual ejection ports.
After a successful block and melee counter, we're greeted with a nice look of the other side of the weapon, as well as a better look at the taped dual magazines.

"M260B Flamethrower"

The successor to the M240 Incinerator Unit previously fielded by the USCM, while it bears no resemblance to the M240, it is virtually identical in terms of performance. Feeds from a fuel tank and holds 250 "units", it is fairly effective to use when dealing with Facehugger eggs, while it is effective against full grown warrior xenomorphs, one must take heed by not staying near once ablaze, as it makes them into a ticking timebomb.

M240 Incinerator Unit (used as reference for comparison)
Another out of game render for the M260B
Having being right outside the Hive, the Rookie just so happens to stumble upon such a fitting weapon for the job. Call it blind luck?
Seconds after torching a xeno and it leads to a "kaboom!"
Replacing the canister while taking a short breather, he's probably wondering why in the universe he decided to enlist in the Corps.


"M42C Scoped Rifle"

Like the M260B, it also bears no resemblance to its predecessor. The M42 series was first seen in the aforementioned Aliens: Colonial Marines Technical Manual, the original M42 was chambered in a 10x28mm Caseless (same cartridge the M56 Smart Gun is chambered in). The M42C itself is chambered in an unknown cartridge, unlike its predecessor, it ejects brass like a standard firearm would. According to the established lore, the M42C is capable of "penetrating an APC from several miles away.", it is a very powerful and viable weapon, but it's only limited to a 6 round magazine. The scope itself can outline nearby enemies, even if they're hiding behind a wall, or if it's a cloaked Predator or combat android.

After escaping from the hive in one piece, the Rookie decides to treat himself to something nice. A well deserved break of picking off enemies from a safe distance.
Rookie admires his new powerhouse of the rifle, capable of killing a xenomorph in a single shot to the head. Notice the brass ejecting.

"M59/B Smart Gun"

This is the only incarnation of the weapons from the film that is relatively unchanged from its original source material, only difference it has is that it has a targeting system similar to the M42Cs, able to outline any targets within range, being able to lock on like in true Smart Gun fashion. Chambered in 10x28mm Caseless, like usual, but only carries 150 round in a drum, as opposed to 500 rounds as depicted in previously entries. It's only found in two sequences in the Marine campaign, as a result, ammo for it is understandably rare.

MG42 7.92x57mm Mauser
Vasquez's M56 from Aliens.
Gearing up for something big, the Rookie takes it upon himself to take something that has a little bit more firepower to the party.
"LET'S ROOCK!". A nice screenshot of the M59/B's unique muzzle flash. Unfortunately, what isn't seen is the targeting system, because of a mod used to remove the HUD.
Like on the Pulse Rifle, the Smart Gun's muzzle is also capable of glowing hot after sustained fire for a long period.
A rare sight in most Aliens media, Rookie taking the initiative to replace the drum when empty. Note the LED counter as well, which can only be seen when reloading...
...then said counter actually tracks the rounds left in the new drum.

See Also


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