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Difference between revisions of "Talk:Z.O.N.A Project X VR"

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A [[PKP Pecheneg]] is given to the player during an early-game mission and serves as their primary source of heavy firepower. Known simply as the "HMG," it is heavily stylized and features many custom parts, design changes, and incorrect features. For example, it has a solid stock (not unlike the [[Zastava M84]]), a short section of heat shielding on the barrel, and two carry handles, one mounted perpendicular on the left side of the receiver and the other mounted parallel on the right side. It also has a non-functional Picatinny rail on the top of the receiver. The PKP uses 200-round belts and incorrectly feeds from left to right. Somewhat bizarrely, it is also depicted as closed-bolt, which allows the machine gun to store a round in the chamber. When used by the player, the PKP is essentially a souped-up assault rifle with a massive magazine, as it features controllable recoil and no handling disadvantages compared to the game's other rifles.  
 
A [[PKP Pecheneg]] is given to the player during an early-game mission and serves as their primary source of heavy firepower. Known simply as the "HMG," it is heavily stylized and features many custom parts, design changes, and incorrect features. For example, it has a solid stock (not unlike the [[Zastava M84]]), a short section of heat shielding on the barrel, and two carry handles, one mounted perpendicular on the left side of the receiver and the other mounted parallel on the right side. It also has a non-functional Picatinny rail on the top of the receiver. The PKP uses 200-round belts and incorrectly feeds from left to right. Somewhat bizarrely, it is also depicted as closed-bolt, which allows the machine gun to store a round in the chamber. When used by the player, the PKP is essentially a souped-up assault rifle with a massive magazine, as it features controllable recoil and no handling disadvantages compared to the game's other rifles.  
 
[[File:Pecheneg.jpg|350px|thumb|none|PKP Pecheneg with ammo box - 7.62x54mm R]]
 
[[File:Pecheneg.jpg|350px|thumb|none|PKP Pecheneg with ammo box - 7.62x54mm R]]
[[File:Zastava-m84.jpg|350px|thumb|none|Zastava M84, which this PKP's stock appears to be based on - 7.62x54mm R ]]
+
[[File:Zastava-m84.jpg|350px|thumb|none|Zastava M84, upon which this PKP's stock appears to be based - 7.62x54mm R ]]
 
[[File:ZONAProjectX PKP model.jpg|600px|thumb|none|The Pecheneg (or "HMG") as it appears in-game. ]]
 
[[File:ZONAProjectX PKP model.jpg|600px|thumb|none|The Pecheneg (or "HMG") as it appears in-game. ]]
 
[[File:ZONAProjectX PKP leftside.jpg|600px|thumb|none|Hefting the machine gun into frame for inspection purposes. It is, rather aptly, designated with a skull and purple line. ]]
 
[[File:ZONAProjectX PKP leftside.jpg|600px|thumb|none|Hefting the machine gun into frame for inspection purposes. It is, rather aptly, designated with a skull and purple line. ]]

Revision as of 21:14, 10 November 2023

To serve as a WIP version of the article until it is finished.


Z.O.N.A. Project X VR
ZonaProjectXVRBoxArt.jpg
Steam Box Art
Release Date: August 25, 2023
Developer: AGaming+
Publisher: AGaming+
Platforms: Microsoft Windows
Genre: VR RPG Shooter


Released on August 25, 2023, Z.O.N.A Project X VR is a single-player VR game with RPG elements developed and published by the Ukrainian studio AGaming+. It is heavily inspired by the Stalker video game series and features a linear, story-driven campaign where the player assumes the role of Sergey, the sole survivor of a devastating attack who sets out to exact revenge on his assailants. The game takes place within the Chernobyl Exclusion Zone, and the player must navigate supernatural "Anomalies," defeat ferocious monsters, and scavenge for weapons, supplies, and powerful "Artifacts" to survive.


The following weapons appear in the video game Z.O.N.A Project X VR:

Handguns

A useful backup weapon for when a lunging zombie gets a little too close for comfort, a handgun may be carried in a holster attached to the player's belt. They take up one "small" inventory slot in the player's backpack or storage when not equipped.

Desert Eagle Mark XIX

A Desert Eagle Mark XIX is the player's starting sidearm, given to them during the first mission. It has a large, M1911-esque trigger and a prominent screw through the center of the grip, two features not shared by the real pistol. Its caliber is never directly mentioned in-game beyond a vague description of it being a "high-powered handgun," but its 7-round magazine capacity suggests .50 AE. The cartridges modeled inside the magazine bear a much stronger visual similarity to unjacketed .45 ACP rounds than they do .50 AE rounds, however. It deals average damage per shot and its ammunition is plentiful, making it a dependable backup weapon throughout the game.

Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE
The Desert Eagle Mark XIX as it appears in-game. The circular green marking on the grip is also present on each of the pistol's magazines, allowing a player to quickly identify the correct type of magazine at a glance, especially in the dark.
Inspecting the left side of the Desert Eagle.
The other side. Don't mind the messy hideout, I've been meaning to do some spring cleaning.
Taking a closer look at the Desert Eagle's magazine and the ammunition contained within.
Inserting a 7-round magazine.
Chambering a round of ".50 ACP"; getting a finger caught in the Desert Eagle's action is generally not advisable.
Aiming down the Desert Eagle's sights. Wide and non-luminous, they restrict the handgun's usage to very close range.

Makarov PM

A Makarov PM was added in Update 1.00.30. It serves a similar 'generalist' role to the Desert Eagle, trading a small amount of damage for an extra round in the magazine. It can be found throughout the game and its ammunition and magazines are a common appearance.

Makarov PM - 9x18mm Makarov
The Makarov PM as it appears in-game.
Grasping at his PM for comfort, the player stands in the midst of a mazelike swamp.
Perhaps the way out of here is engraved on the other side of the gun?
No such luck. Loading the pistol sure wouldn't hurt, however.
Bringing a round into the chamber. Unfortunately, a black void is all that exists inside this handgun, preventing one from visually checking their firearm's status.
Aiming down the PM's crude irons at nothing in particular (although you can never be sure, especially in the Zone.)

SIG-Sauer P226

A SIG-Sauer P226 known as the "Night Hawk" is the game's most powerful (and elusive) pistol. It is somewhat stylized, featuring custom grips and a compensator. The "Night Hawk" is extremely useful, dealing more damage per trigger-pull than almost any other firearm in the game and holding 12 rounds per magazine, the highest among the handguns. Examining the Hawk's magazine offers a possible explanation for its excessive damage; its rounds are short and very stout, resembling large-caliber black powder munitions more than the actual P226's 9x19mm.

SIG-Sauer P226 with accessory rails - 9x19mm
The SIG-Sauer P220R "Night Hawk" as it appears in-game.
Inspecting the left side of the Night Hawk.
The other side.
Taking a closer look at a Night Hawk magazine, which can hold up to 12 of... whatever this is chunky round is. One thing is for sure; it hits like a truck.
Bringing a magazine to the Hawk, where it is happily sucked into the gun through the power of VR!
Pulling back on the slide to prepare this Night Hawk for flight. This also gives a clearer view of the compensator.
Looking down the Night Hawk's iron sights. They'll get the job done, but not much else.

Longarms

A selection of rifles and carbines can be used by the player over the course of the game. Although their iron sights tend to be less than useful, their main benefit is their ability to equip collimator sights or lasers, which greatly aid in aiming. One longarm can be stored over the player's shoulder and up to three may be stored in special "large" slots in the player's backpack.

AK-12 prototype

The 2015 prototype AK-12 is the final weapon the player can find in Z.O.N.A Project X VR's story mode. The AK-12 in-game has been used and abused, with the stock, pistol grip, and foregrip wrapped in either dirty orange tape or leather straps, and a wristwatch adorns the handguard. The AK-12 uses the same 5.45x39mm ammunition as the two AK-74s, which is realistic, but the rifle's magazines are stamped "7.62x39," which is incorrect. It can use either a 39-round box magazine or a 79-round drum magazine.

AK-12 prototype, 2015 model - 5.45x39mm
The AK-12 as it appears in-game.
Sergey inspects the left side of his fancy-schmancy AK-12 within the dank depths of a military bunker. The fire selector is in the "safety" position, but this doesn't prevent the rifle from firing in exclusively full-auto.
The other side of the AK-12.
Inserting a fictional 39-round box magazine into the rifle. Again, despite the prominent "7.62x39" markings, the AK-12 uses 5.45x39mm ammunition both in-game and in real life.
Chambering a round. The bolt does not reciprocate, despite the game's attempts to hide this from the player, so the charging handle simply slides back and forth unburdened.
Aiming down the AK-12's iron sights, which are among the game's most usable. Of course, when you can stick a collimator sight on almost any rifle, this becomes less important.

AK-74

An early AK-74 serves as an upgrade to the AKS-74 rifle and is obtained near the middle of the game. It deals slightly more damage per shot compared to its shorter brother and fires slightly slower, allowing for more controllable fire (as it fires in full-auto only). It uses 30-round magazines, although they seem to be modeled after stamped 7.62x39mm AKM magazines instead of proper 5.45x39mm magazines. The AK-74 comes with a "Russian-to-Picatinny" adaptor, allowing it to mount the same optics as the game's other rifles.

AK-74, early version with 62-degree gas block - 5.45x39mm
The AK-74 as it appears in-game.
Back in the swamp, Sergey takes a close look at his rifle.
The other side of the AK-74. The fire selector is set to "safe," which should both prevent the rifle from either firing or chambering a round. Spoiler: it does neither.
Inserting a 30-round magazine.
Although the bolt can only travel a few inches, a round is brought into the chamber regardless.
Aiming down the AK-74's iron sights. Although the front sight post is small, they are still usable.

"AKS-74"

A so-called AKS-74 is the first longarm given to the player. It can be found commonly throughout the game, especially as it is frequently used by the human enemies that the player fights. Although it is ostensibly an AKS-74, the rifle is fitted with a crude, Galil-esque stock that does not fold, implying that it is a custom modification created by a crafty wastelander from an AK-74 with a broken or otherwise missing stock. It uses the same magazines as the full-length AK-74. It has high recoil and deals low damage-per-shot, meaning that the "AKS-74" is a less effective choice than most other rifles.

AKS-74 - 5.45x39mm
IMI Galil AR, a possible inspiration for the AKS-74's not-so-folding stock - 5.56x45mm NATO
The "AKS-74" as it appears in-game, with its Galil-inspired fixed stock.
Inspecting the hand-me-down rifle. It's nothing special, but it'll do in a pinch. Note that this rifle has also been fitted with a Picatinny adaptor for optics.
The other side of the rifle. Although it is hard to see, the fire selector of the "AKS-74" is properly set to full-auto.
Inserting a 30-round magazine of 5.45x39mm.
Cranking back on the bolt handle to chamber a round. Once again, the bolt travels for all of approximately two inches.
The AK's "sights" are laughably crude, consisting of a v-shaped rear post and a circular front bit, with no actual point of aim provided.
The only solution is to attach a proper optic.
Much better!

"CQ16"

The only fictional weapon in Z.O.N.A, the "CQ16" is a futuristic "what-if" take on a super-short carbine version of the M16 rifle. It is most likely a store-purchased asset, given that the same weapon appears in Freeman: Guerrilla Warfare (as the "CQRifle"). The CQ16 is seemingly a mishmash of parts from a variety of German firearms, such as what appears to be the receiver of the MKb 42(W), the folding stock of the Heckler & Koch G36 (although how it folds is unclear, as the model doesn't appear to have a hinge anywhere), and the steeply-angled pistol grip of the original variant of the FG 42. It also features white finish, distended lower handguard, and integrated collimator sight. Despite functioning as traditional bullets, its cartridges visually resemble cyan .410 bore shotgun shells. The CQ16 deals some of the lowest damage per shot of any weapon in the game, but this is offset by the weapon's very high rate of fire.

MKb 42(W) - 7.92x33mm Kurz
1st-pattern FG 42 - 7.92x57mm Mauser
Heckler & Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO
The CQ16 in all its sci-fi glory.
Grabbing the CQ16 by its less-than-ergonomic pistol grip. The player's hand position is bugged, and the trigger appears unreachable.
The right side of the carbine. The three large "speed holes" above the front handguard serve no apparent purpose. Nor do the iron sights, as the gun comes fitted with a non-removable optic.
A closer look at one of the CQ16's magazines, revealing the "shells" contained within.
Inserting a 30-round magazine.
Pulling back on the cocking handle to chamber a round.
Aiming down the carbine's iron sights, which aren't very useful.
Looking through the CQ16's integrated collimator sight, which is much more functional.

M4 Carbine

The M4 Carbine can be found throughout the game and it is known incorrectly as the "M16." It has a yellow striped paintjob, a Magpul MOE Carbine stock, and an abnormally large, blocky foregrip. It fires exclusively in semi-automatic. Although the M4 deals above-average damage per shot, it is nigh-unusable as it lacks any iron sights to speak of and cannot mount an optic.

Colt M4 Carbine with 4 position collapsible stock - 5.56x45mm
The M4 Carbine as it appears in-game.
The left side of the M4. Note that the fire selector is set to "safe."
The other side. The forward assist appears as a crude cylinder.
Inserting a 30-round magazine.
Charging the weapon.
"Aiming" the carbine; the lack of a rear sight is, for lack of a better word, crippling.

PKP Pecheneg

A PKP Pecheneg is given to the player during an early-game mission and serves as their primary source of heavy firepower. Known simply as the "HMG," it is heavily stylized and features many custom parts, design changes, and incorrect features. For example, it has a solid stock (not unlike the Zastava M84), a short section of heat shielding on the barrel, and two carry handles, one mounted perpendicular on the left side of the receiver and the other mounted parallel on the right side. It also has a non-functional Picatinny rail on the top of the receiver. The PKP uses 200-round belts and incorrectly feeds from left to right. Somewhat bizarrely, it is also depicted as closed-bolt, which allows the machine gun to store a round in the chamber. When used by the player, the PKP is essentially a souped-up assault rifle with a massive magazine, as it features controllable recoil and no handling disadvantages compared to the game's other rifles.

PKP Pecheneg with ammo box - 7.62x54mm R
Zastava M84, upon which this PKP's stock appears to be based - 7.62x54mm R
The Pecheneg (or "HMG") as it appears in-game.
Hefting the machine gun into frame for inspection purposes. It is, rather aptly, designated with a skull and purple line.
The other side. The right-side carry handle is visible here.
Attaching a 200-round belt. The weapon is said to fire ".50 caliber" rounds in-game, but the cartridges coming out of the box (and the fact that the weapon can be fired from the shoulder at all) say otherwise.
Chambering a round. Yes, you read that correctly; this PKP fires from a closed bolt.
Aiming down the Pecheneg's simple (but effective) irons while utilizing the leftmost carry handle.

Saiga-9

The Saiga-9 can be obtained by completing an optional side mission early in the game or found uncommonly throughout the later game. The Saiga in-game appears to be modeled after the sporterized YAROVIT version of the weapon (albeit with a shorter barrel), featuring a FAB Defense GL-CORE S stock, a stumpy, rectangular foregrip, and a seemingly homemade suppressor. Despite firing pistol-caliber ammunition, the Saiga deals very high damage per shot (more than most other weapons) and is capable of killing most enemies in the game with a single headshot.

Saiga-9 YAROVIT - 9x19mm
The Saiga-9 as it appears in-game.
The left side of the Saiga-9, which is helpfully labeled as such.
The other side.
Inserting a 19-round magazine; this is incorrect, as the Saiga-9's standard magazines can only hold 10 rounds. Note that the magazine's feed lips and cartridges within are not modeled, causing it to appear as a solid brick.
Chambering a round of 9x19mm.
Aiming down the Saiga-9's iron sights.

VSK-94

An older-model VSK-94 can be found in a few locations throughout the game. Integrally suppressed, optics-compatible, and high-capacity, the VSK is a powerful weapon let down only by the scarcity of its ammunition. It fires in semi-automatic only, which is both a blessing (in terms of ammunition conservation) and a curse (when panic-firing in close-quarters).

VSK-94 - 9x39mm
The VSK-94 as it appears in-game. Note that this is the older model, as opposed to the current production model (which features a different handguard, among other things).
The left side of the suppressed sniper rifle.
The other side. The weapon's rather prominent cocking handle is clearly visible.
Inserting a 20-round magazine. The wide-bodied 9x39mm rounds can be seen inside it.
The bolt at maximum travel, which is a far cry from actually bringing a round into the chamber.
The VSK-94's simple u-notch and post sights aren't especially useful. Optics can also be attached to the rifle, thankfully.

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