Resident Evil 3 (2020 VG)
Work In Progress
Resident Evil 3 is the 2020 remake of the 1998 video game Resident Evil 3: Nemesis. The game uses the same engine as the 2019 Resident Evil 2 remake. It is released alongside an asymmetric 1v4 multiplayer title known as Resident Evil Resistance, where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.
Entries marked with (*) are weapons exclusive to Resistance and do not make an appearance in Resident Evil 3, while those marked with (**) appear in both.
The following weapons appear in the video game Resident Evil 3 (2020 VG):
Resident Evil 3
Similar to the Resident Evil 2 remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original Resident Evil 3: Nemesis. After obtaining every possible item from him, incapacitating the Nemesis further will only drop ammo.
Gunplay is largely the same across the board as the Resident Evil 2 remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing. Also gone are the enhanced ammo types, namely those for the Samurai Edge and shotgun, so the only way to increase weapon damage is via specific mods.
Certain weapons that appeared in the original do not return in the remake, having either been replaced (Desert Eagle vs. Smith & Wesson Model 629 Classic), combined into one (Glock 19 vs. Samurai Edge and STI Eagle 6.0), or are just absent entirely (e.g. Mare's Leg, Minigun).
Resident Evil Resistance
Resistance reuses most of the guns that appeared in the Resident Evil 2 remake, which can be purchased from the item chests with Umbrella Credits. These weapons come with attachments right out of the box if applicable. All firearms in Resistance use the same type of universal ammo, with more powerful weapons using up more "units" per shot, translating into less ammo overall. As a holdover from RE2's gameplay style, grenades can be used as subweapons to shake out of an enemy's grasp, though specific skills are required to be able to do this.
Special weapons like the Sparkshot, M79, and Minigun are only obtainable from Supply Zombies. These run on their own stocks of finite ammo that cannot be replenished, and will be discarded once empty.
Nicholai uses a Makarov PM as his sidearm, where it is first seen being used to execute a UBCS soldier named Murphy Seeker, who he believed was infected. Jill will also briefly gain possession of the gun during the final stand-off with Nicholai at the end of the story, but it is never made available for player use outside this.
Mikhail may also have one, which he draws and fires during The Nemesis' subway ambush, but it's never shown clearly and quickly loses it in the confrontation with the creature.
As it is the same model from Resident Evil 7: Biohazard, it has a squared-off trigger guard and custom grips like that of the Arsenal P-M01 commercial variant, and an M1911-esque hammer.
The Beretta 92FS appears in early promotional materials of Resistance, but seems to have been cut from the final release. One does appear on boxes in the toy store and on Barry's desk in the STARS office and on a magazine cover in Jill's apartment.
Beretta 92FS "Samurai Edge"
The customized Beretta 92FS "Samurai Edge" briefly returns as Jill's sidearm in the beginning of the game, where she quickly loses it when Nemesis smashed his way into her room. Its role is replaced by the Glock 19 from then on. It can be unlocked for use after beating the game, and boasts slightly superior stats to the Glock 19, at the cost of not having any mods. Do note that the pistol's slide, like in RE2 (2019), has the "A1" (from the Revelations series) slide engravings of "Custom Kendo Shop" on the right side of the slide. In canon, these markings did not exist on the original Samurai Edges, and instead were marked "Mod.SAMURAI EDGE - LAW ENFORCEMENT USE ONLY". Only on the further modified models presented to and owned by Jill Valentine, Chris Redfield, Barry Burton, and Albert Wesker did the right side markings change to "CUSTOM kendo SHOP".
Browning Hi-Power Mark III
The Browning Hi-Power Mark III returns as the RPD's duty sidearm, seen in the hands of some police officers. Strangely enough, Lieutenant Marvin Branagh isn't equipped with the Hi-Power, despite canonically using one in the Resident Evil 2 remake. This seems to be a continuity error, as he has a M1911A1 in this game instead.
Desert Eagle Mark XIX (**)
The Desert Eagle Mark XIX from RE2 returns, but is technically not the same weapon. It's presented with the slightly tweaked name ".44 AE Lightning Hawk", suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of Resident Evil 2, and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market. The most likely explanation is that the developers did not realize that the actual name of the cartridge is just ".44 Magnum" (A cartridge a Desert Eagle can chamber with the appropriate barrel and magazine), when they tried to make it stand in for the Smith & Wesson Model 629 Classic from the original game.
The weapon can be found in the Spencer Memorial hospital, where it can only be obtained by Jill, as its only accessibly by crawling under a pile of debris on the second floor that Carlos cannot fit through. Curiously, its in a case right next to the body of a dead USS operator. When it's picked up, Jill will remark that it's "guaranteed to give you a headache" in reference to the series-long tradition of magnums being able to blow the heads of zombies clean apart. In Nightmare and Inferno difficulty, the weapon is instead found near the start of the game in the UBCS' supply cache in the Subway tunnels, in order to compensate for the vastly increased difficulty of the setting (such as The Nemesis being much much more aggressive).
The long barrel mod returns once again, albeit using a different texture this time, but the reflex sight from the previous title doesn't. The proper model from the RE2 remake returns in Resistance instead.
The Glock 18 appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic SIG Pro SP2009 that he used in the original game. It is functionally identical to Jill's Glock 19, down to the damage and handling, but sports 3 more rounds in the magazine (atleast not counting the upgrade that bumps the G19's capacity to 33).
Initially, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mods, even though the Glock 19's red dot sight should technically be compatible.
After the tragic loss of her Samurai Edge, Jill salvages a Glock 19 from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It's also the only gun used by Jill in the majority of the game's cutscenes. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.
The default magazine capacity is a correct 15 rounds and it is referred to as "G19 Handgun". It can be modified with a C-More Serendipity red dot sight, an extended 33-round magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated.
Its purpose seems to be a composite of the Samurai Edge and the STI Eagle 6.0 from the original RE3, filling both the roles of Jill's main sidearm, as well as a custom pistol that's formed by collecting parts dropped by Nemesis when he's defeated, although the latter is accomplished only on paper; the mods are purely quality-of-life, and the tricked-out G19 doesn't gain any meaningful improved stat over its basic counterpart aside from magazine capacity, whereas the Eagle 6.0 fired and reloaded faster than the Samurai Edge, on top of the occasional critical shot available to the Glock.
Heckler & Koch USP (**)
The Heckler & Koch USP returns as the "MUP" from RE2 Remake's 4th Survivor. Though it seems to do less damage per shot than other pistols, it appears to compensate with a higher chance of critical hits. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mods.
Heckler & Koch VP70M (*)
The misshapen M1911A1 returns from the Resident Evil 2 remake, this time seen in the hands of RPD lieutenant Marvin Branagh when Tyrell and Carlos see him engage a zombified Brad Vickers. This appears to be a continuity error, since his sidearm is supposed to be a Browning Hi-Power Mark III instead. It is not usable in the game. Jill is also seen holding an M1911A1 in several pieces of unlockable concept art.
Ruger Blackhawk (*)
The Ruger Blackhawk returns from the Resident Evil 2 remake as the "Quickdraw Army". Like the rest of RE2's returning weapons, it is only available in Resistance.
Benelli M3 Super 90
The Benelli M3 Super 90 appears in the game as the "M3". The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into.
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the M4 (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the "Semi-auto barrel" upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot, although it's not entirely sure why one needs to fit an entire conversion kit on to achieve this last purpose, considering how the M3 is a dual-mode shotgun by design.
Benelli M4 Super 90
Fitting the M3 with the Semi-Auto Barrel transforms it into a Benelli M4 Super 90, albeit with the M3's sights still retained. The upgrade also increases the tube capacity to 6, which can only be replicated by filling a civilian mag tube made to hold 5 rounds of 3" shells with 6 rounds of 2.75", which, surprisingly, is doable with certain models.
Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the Benelli M4/M1014, or XM1014 to be accurate, considering how it wasn't formally adopted until 1999.
Remington 870 (**)
A Remington 870 appears in the game in the hands of Robert Kendo and usable in Resistance. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead. A folding-stock Remington 870 with a scope appears on the front of a box in the toy store's front display.
Heckler & Koch MP5A2
Heckler & Koch MP5A3 (*)
Ingram MAC-11 (*)
Colt Model 933
Replacing the M4A1 from the original game, the Colt Model 933 now appears as the standard weapon of the UBCS under the name "CQBR Assault Rifle", being used by Carlos Oliveira and others. The weapon's in-game name is based on the further shortened Mk 18 Mod 0 CQBR, a system that only came about the early 2000s, and is anachronistic for the setting.
The CQBR is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle). Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.
Carlos's rifle can be modded with an Aimpoint CompM2 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. The weapon itself does a decent amount of damage per-shot, roughly on par with Jill's Samurai Edge, and can be fired comfortably in semi or full auto. Additionally, unlike handguns, the CQBR is capable of reliably stunning zombies, especially when shot in the head which will cause them to be stunned and slightly stagger backwards.
Like the M4A1 in Nemesis, if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.
Carlos uses an M202A1 FLASH when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterwards, Carlos discards the launcher and it's never seen again, despite only having spent two of its rockets.
In a nice but strange attention to detail, this is the only time in the series the M202A1 FLASH is ever depicted properly as an incendiary rocket launcher, since it sets the Nemesis on fire upon a direct hit, rather than just blowing him up like with a traditional rocket.
Replacing the fictional "Hk-P" break-top grenade launcher, and to an extent the custom Mine Thrower from the original game, Jill can find an M32A1 grenade launcher in the game. The weapon is called the "MGL Grenade Launcher", which is redundant as "MGL" already stands for "Multiple Grenade Launcher", so the gun's full name becomes "Multiple Grenade Launcher Grenade Launcher". The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas.
The game features 4 types of rounds. The first are standard explosive rounds, which do great area of effect damage and is capable of reliably stunning more powerful enemies with a direct hit. The second are flame rounds, which do damage overtime and are very effective against Hunter Gammas. The third are acid rounds, which does heavy damage upon impact and persisting damage overtime, and is capable of reliably killing mutated "pale head" zombies and heavily armored Hunter Betas. The last are mine rounds, custom-made ammunition developed by Umbrella that deploy a sticky, explosive proximity mine at a surface that will detonate if an enemy ventures too close to it (or is implanted directly on them), although the mines have a timed lifespan and will disappear if they are not triggered after a while.
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.
During the trailers, Jill uses a tan-colored M32A1, similar to it's real world military-issued counterpart. The final model however, appears to be based on an airsoft replica called the "ICS-190", made by ICS Airsoft and lacks the distinctive optical sight, replacing it with an unused section of 1913 Picatinny rail.
Saab Bofors Dynamics AT4
The Saab Bofors Dynamics AT4 returns from the 2019 remake of Resident Evil 2, still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of "Infinite Rocket Launcher".
The M79 grenade launcher returns as the "GM 79", this time being limited to Resistance, and can only fire acid rounds.
It can only be acquired from killing Supply Zombies and looting their backpacks.
Ferromagnetic Infantry-use Next Generation Railgun
Replacing the Demon Sword of Paraclesus from the original game, the "Ferromagnetic Infantry-use Next Generation Railgun", or "FINGeR" as it's amusingly shortened (the instruction file even makes jokes about giving unruly BOWs "the finger") makes an appearance as Jill's final boss weapon during her final confrontation with the Nemesis. It is a portable, prototype electromagnetic cannon that was designed by Umbrella with the intention of putting down powerful BOWs that have gone rogue like Tyrants (or in this case, a very angry and mutated house-sized Tyrant).
The weapon is powered by an array of external, generator-like batteries found in the room its located in, some of which must be re-inserted manually after every shot due to a mechanical fault. The weapon's muzzle velocity is incredibly powerful, so much so that the projectile's travel path rips up the concrete floor below it and is capable of boring giant holes straight-through walls. Realistically, it would be impossible for an unassisted human to ever fire this without the cannon being mounted on a platform due to the massive recoil all that power would generate, but luckily the rule of cool saves us from the powers of physics once again and Jill handles it completely under her own strength with very little difficulty.
The Rai-Den is an extra weapon that can be unlocked by purchasing it in the post-game Bonus shop. It has infinite ammo, and shoots bolts of electricity much like RE2's "Sparkshot". The Rai-Den does great damage to enemies when fired up close at their weak points, but requires a short charging period to reach maximum firepower, and its range is pretty much non-existent.
The Nemesis' Flamethrower
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of "fire sword", using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.
The Nemesis' Rocket Launcher
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized Nintendo Super Scope. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about to fire.
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.
Grenades and Explosives
C4 Demolition Charges
C4 demolition charges are used at varying points in the game. The first one is seen rigged to the wall of the showers in the RPD (which would explain why the wall was destroyed in the second game), but the officer who setup the bomb was unable to find a battery for the detonator before he died, requiring Carlos to find one in the station to proceed.
The second one is found in a cutscene where Mikhail one-ups his 90s counterpart by blowing himself up with a demo charge in a last-ditch attempt to save Jill from the Nemesis who pursued them into the subway train.
The last one is found in the Spencer Memorial Hospital during the zombie siege defense with Carlos, where he uses it to collapse one of the columns in the hospital lobby in order to stem the unending tide of zombies coming through the entrance.
Carlos Oliveira uses an M18A1 Claymore anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. The Claymore is not a usable weapon in the game.
M26 Hand Grenade
The M26 hand grenade returns from Resident Evil 2, still known simply as "Hand Grenade". The weapon retains it's power from the last game, and is capable of dealing massive amounts of damage in a wide area. However, only a limited amount of grenades are found throughout the game and they cannot be crafted, so its best to save them when fighting powerful and deadly enemies like The Nemesis or any of the two Hunter species.
M84 Stun Grenade
Heckler & Koch MP5 with UMP Stock
A piece of unlockable concept art shows an Umbrella security guard with a Heckler & Koch MP5 with a UMP stock, as a nod to the UBCS' standard-issue firearm in the Umbrella Chronicles spin-off. Though it doesn't appear in the game proper, this configuration would be anachronistic since the UMP wasn't produced until 1999.
Unlockable concept art of Jill in the game's Bonus section shows her holding a Mossberg 500 shotgun.
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted M134 Minigun.
AR-15 Type Rifles
A number of RPD SWAT officers and Umbrella security operatives can be seen with AR-15 type rifles in the intro movie.
Beretta 92FS Inox
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a Beretta 92FS Inox.
A pistol resembling a CZ 75B is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.
Lockheed P-38 Lightning Armament
M203 Grenade Launcher
A movie poster shows a man in a space suit armed with a bullpup rifle.
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.
A pair of classic Super Soakers are displayed in a window at a local toy store.
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.