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Resident Evil Survivor 2 Code: Veronica

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Resident Evil Survivor 2 Code: Veronica (2000)

Resident Evil Survivor 2 Code: Veronica is a first-person shooter video game developed and published by Capcom and released for the Playstation 2 and arcade in 2001. The game is the second installment in the Survivor FPS series and a spin-off of Resident Evil – Code: Veronica. The story is a rendition of Resident Evil – Code: Veronica's events in Claire's nightmare after her escape from the Antarctic Base alongside Chris.

Most of guns are reused assets from the original Code: Veronica but in first-person view. All weapons in the game can fire continuously without reloading.


The following weapons appear in the video game Resident Evil Survivor 2 Code: Veronica:


Handguns

Beretta 93R

The Beretta 93R made its return from the original game, it is Claire's starting weapon. It can be fired in both semi-automatic and burst mode however it doesn't feature the folding stock as in the original game.

Beretta 93R with wood grips - 9x19mm
Beretta 93R inventory icon
First-person view of the Beretta 93R.
Claire testing her Beretta on zombies.
Claire taking aim...
... and fire.
Claire opening fire on Alexia.

Marushin P-08 Hermann Goring

Steve's signature Golden Lugers made their return from the original game. They only can be fired two bullet at once.

Like in the original game they are a pair of ornately-engraved gold-plated Luger P08s based on the Marushin P-08 Hermann Goring, a model gun replica of the gold-plated Krieghoff Presentation Luger made by Marushin.

Tokyo Marui Ashford Gold Luger - 6mm BB. This is a licensed replica of the gold-plated Luger P08s from Resident Evil – Code: Veronica, themselves based on the Marushin P-08 Hermann Goring model gun.
Marushin P-08 Hermann Goring
Gold Lugers inventory icon
First-person view of Gold Lugers.
Steve emptying his guns on zombies.
Steve posing with his Gold Lugers.
Steve about to kill an innocent keypad.
Steve riddling a poor wall with bullets.

Revolvers

Colt Python

The Colt Python made its return from the original game and can only be used by Claire (Steve's counterpart is the Grenade Launcher).

Nickel plated Colt Python with 4" barrel - .357 Magnum
Colt Python inventory icon
First-person view of the Python.
Claire testing her Magnum on Alexia.
Claire firing the Python.

Submachine Guns

MAC-11

The pair of MAC-11 made their return from the original game and are exclusive to Steve (Claire's counterpart is the Assault Rifle). It fires rapidly and ammunition is represented in percent, rather than traditional numeric value, as is the standard for fully-automatic (or High Capacity) weapons in the the early Resident games. However after approximately 15-16% shots, we can hear the weapon clicking and a reloading sound without any animation.

Ingram MAC-11 - .380 ACP
MAC-11 inventory icon
First-person view of the MAC-11.
Steve dual-wielding some zombies.

Shotguns

Franchi SPAS-12

The SPAS-12 made its return from the original game and can only be used by Claire and Steve. The weapon only function in pump-action mode.

Franchi SPAS-12 with stock removed - 12 gauge
SPAS-12 inventory icon
First-person view of the SPAS-12.
Steve blasting a Hunter.
Claire satisfied after a massacre with her shotgun.

Rifles

AK-47

The AK-47 made its return from the original game and can only be used by Claire (Steve's counterpart is the Submachine Gun). It fires rapidly and ammunition is represented in percent, rather than traditional numeric value, as is the standard for fully-automatic (or High Capacity) weapons in the the early Resident games. Like in the original its power isn't higher than the handgun or the submachine gun despite having a higher caliber. However after approximately 15-16% shots, we can hear the weapon clicking and a reloading sound without any animation.

Airsoft AK-47 replica without stock - (fake) 7.62x39mm
AK-47 inventory icon
First-person view of the AK-47. (look on the lower right corner... not very obvious)
Firing up some zombies.

Launchers

M79 Grenade Launcher

Returning from the original game and also Resident Evil 2, the M79 can only be used by Steve (Claire's counterpart is the Magnum). Just like in the previous game, the M79 fires one shell at a time. But unlike the previous games in which various type of grenades (most of which are fictional) can be fired, this one can only fire "standard" explosive cluster grenades.

M79 grenade launcher - 40x46mm
M79 inventory icon
First-person view of the M79. (I can assure you there's a weapon on this screen... look closely on the lower right)
Stop that Bandersnatch! Blast him!
I love the smell of blasted zombies in the morning.

AT4

The fictional rocket launcher which looks like an AT4 modified with pistol grips came back from the original game and can only be used by Claire and Steve.

AT4 Anti-Tank recoilless launcher - 84mm
Rocket Launcher inventory icon
First-person view of the Rocket Launcher.
Claire about the obliterate Mister Bandersnatch.
Fire in the hole!

Panzerfaust 3

What appears to be a slightly modified Panzerfaust 3, named in-game the "Panzerfaust EX", is the only weapon that wasn't a reused asset from the original game. Like its real-life counterpart it's a single use weapon (an infinite version can be unlocked by finishing the "VS. Roach Mode"), the lack of telescopic and heat-seeking homing targer suggest that it's equipped with a Dynarange computerised sight. However despite looking like a 110mm DM12A1 HEAT rocket, the projectile act more like Resident Evil 3 homing mines by fixing on target when fired and detonating later instead of exploding on impact.

Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm
Panzerfaust 3-T with DM22 rocket and Dynarange computerised sight - 60mm
Panzerfaust 3 inventory icon
First-person view of the Panzerfaust 3.
Steve firing the Panzerfaust 3 at his fanclub...
...rocket (or mine, whatever!) fixed on the zombie...
...and KABOOM!!!

Other

Bow Gun

The Bow Gun returns from the original game and Resident Evil 2 and can only be used by Claire. Like the original game the bowgun only shoots one bolt at a time, but fires it at a rapid, semi-automatic pace like a repeater crossbow (despite not having a magazine or mechanism to support this). On the opposite of the original game, it can only fire explosive bolts which the other could fire standard and explosive bolts.

Much like in RE2 and RECV, Claire never needs to draw back the bowstring, nor load another bolt into the weapon, after firing a shot. The gun simply launches bolts out of it using the power of video game magic.

Bow Gun inventory icon
First-person view of the Bow Gun.
Mister Bandersnatch testing the Bow Gun's explosive bolts.

Linear Launcher

The anti-B.O.W Linear Launcher made its return from the original game and is Chris' only weapon (it can be unlocked for Steve and Claire by scoring more than 300 millon points).

Linear Launcher inventory icon
First-person view of the Linear Launcher.
Nosferatu relieving some stress from Mister Bandersnatch by testing the Linear Launcher himself.

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