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Difference between revisions of "Arizona Sunshine 2"
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A [[Ruger Redhawk]] with a stainless finish can be found throughout the game. The six-shooter deals very high damage per shot but must be reloaded frequently. | A [[Ruger Redhawk]] with a stainless finish can be found throughout the game. The six-shooter deals very high damage per shot but must be reloaded frequently. | ||
[[File:RugerRedhawk.jpg|350px|thumb|none|Ruger Redhawk with 5.5" barrel and stainless steel finish - .44 Magnum ]] | [[File:RugerRedhawk.jpg|350px|thumb|none|Ruger Redhawk with 5.5" barrel and stainless steel finish - .44 Magnum ]] | ||
+ | [[File:ArizonaSunshine2 Redhawk 2.jpg|600px|thumb|none|Taking a closer look at the Redhawk. As with most of the game's other weapons, it could do with a good polish. ]] | ||
+ | [[File:ArizonaSunshine2 Redhawk 3.jpg|600px|thumb|none|The other side of the Redhawk. Aside from the lack of a cylinder release, it's more of the same. Note the "Red Duck" engraving underneath the cylinder, a continuation of the duck-themed branding seen on other weapons. ]] | ||
+ | [[File:ArizonaSunshine2 Redhawk 4.jpg|600px|thumb|none|Swinging the cylinder out for reloading. Note the unstruck primers on the rounds and that some of the rounds are blocked by the recoil shield.]] | ||
+ | [[File:ArizonaSunshine2 Redhawk 5.jpg|600px|thumb|none|Dumping the spent casings from the revolver, which can be done by either tilting the weapon downwards or pressing the cylinder release button again. Any unfired rounds in the revolver are lost at this point, and all 6 rounds are depicted as spent casings regardless of how many shots were actually fired.]] | ||
+ | [[File:ArizonaSunshine2 Redhawk 6.jpg|600px|thumb|none|Menacing a timepiece with the revolver. ]] | ||
==Smith & Wesson/Colt Hybrid Revolver== | ==Smith & Wesson/Colt Hybrid Revolver== |
Revision as of 18:18, 9 February 2024
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Arizona Sunshine 2 for current discussions. Content is subject to change. |
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Developed and produced by Vertigo Games, Arizona Sunshine 2 is a fast-paced VR zombie shooter and sequel to 2016's Arizona Sunshine. The game, which was released exactly 7 years and 1 day after its predecessor, follows the first game's unnamed protagonist and his dog Buddy as they once more search for help in a post-apocalyptic Arizona. As in the first game, both a story-based campaign and a wave-based "horde" mode are available to be played solo or multiplayer with up to 3 other players.
The following weapons appear in the video game Arizona Sunshine 2:
Overview
In contrast to the weapons of the first game, the guns of Arizona Sunshine 2 (reflecting 7 years worth of improvements to virtual weapons) are rather detailed and can be manipulated realistically. Reloading is now a much more involved process, with the player now required to eject an empty magazine, grab a fresh one from their ammunition belt, insert it into the weapon, and, if necessary, manually chamber a round. Weapon classes not present in the previous game are also present, including pump and break-action firearms, and significant improvements have been made to two-handed weapons. Firearm ammunition is split into the following categories:
- Pistol-caliber ammunition, which is used by handguns, submachine guns, and machine pistols
- Rifle-caliber ammunition, which is used by rifles
- Shotgun shells, which are used by shotguns
- Flamethrower fuel, which is used by the flamethrower
- 40mm grenades, which are used by the grenade launcher
In addition, almost every weapon in the game has an "improved" version that can typically only be found in hidden areas. These upgraded weapons typically feature, among other upgrades, FDE furniture and an extended magazine.
Handguns
Beretta 92FS
The Beretta 92FS can be found throughout the main campaign and is the player's starting weapon in the "horde" mode. It deals low damage per shot and holds an incorrect 10 rounds per magazine.
Colt M1911
A Colt M1911 is the player's starting weapon in the main campaign. It erroneously features a short trigger and diamondless grips similar to those of the M1911A1 and holds 7 rounds per magazine.
Improved
The improved version of the M1911 (which is the first "improved" weapon available to the player) features an FDE-colored frame and cylindrical flash hider, a polished slide, and a 12-round extended magazine.
IMI/Magnum Research Desert Eagle Mark XIX
A somewhat stylized Desert Eagle Mark XIX can be found throughout the game. Despite holding 7 rounds per magazine and lacking a fluted barrel, the Desert Eagle (and its magazines) are prominently marked ".44". It deals rather high damage per shot and, unlike the game's revolvers, has the ability to reload mid-magazine, potentially conserving ammunition in the long run.
Improved
The Desert Eagle's "improved" variant features a slightly longer barrel, a stubby compensator, an 11-round extended magazine, and an FDE paintjob.
Glock 17
A 4th Generation Glock 17 can be found and used by the player. It holds 10 rounds per magazine, although its magazine model is that of a 17-rounder. The Glock is otherwise a dependable, if uninteresting, sidearm option.
Improved
The Glock 17's improved variant has an FDE frame and a cylindrical flash hider. It holds 20 rounds per magazine and, most notably, fires exclusively in full-auto.
Ruger Redhawk
A Ruger Redhawk with a stainless finish can be found throughout the game. The six-shooter deals very high damage per shot but must be reloaded frequently.
Smith & Wesson/Colt Hybrid Revolver
A generic revolver with a large wooden grip, Colt-style trigger guard, and Smith & Wesson-style cylinder release can be found throughout the game. This revolver is effectively identical to the aforementioned Redhawk.
Submachine Guns
Ingram MAC-11
The Ingram MAC-11 returns from the first game as the first submachine gun available to the player. Its grip panels have been cut away, allowing the player to see the magazine being inserted into the weapon. It holds only 15 rounds in each 32-round magazine and fires very quickly, which means both that it kills zombies rapidly and consumes lots of ammunition.
IMI Uzi
A stockless IMI Uzi is one of the game's available submachine guns. It can hold X rounds per magazine.
M1A1 Thompson
A somewhat stylized M1A1 Thompson submachine gun can be found throughout the game. It has a non-functional segment of Picatinny rail on top of the receiver and utilizes 20-round stick magazines.
Shotguns
Stoeger Coach Gun Supreme
A Stoeger Coach Gun Supreme with a nickel finish and engraved receiver can be found in the game. Possessing a tighter spread than its sawed-off counterpart, the Coach Gun wreaks havoc on swarms of zombies but, predictably, can only be fired twice before it has to be reloaded. It is incorrectly modeled with only one trigger and features a curious set of three-dot tritium iron sights, which, while helpful in dark environments, are not typically found on smoothbore shotguns.
Sawed-Off
A sawed-off version of the Coach Gun is the first shotgun available to the player. It is the only non-pistol caliber firearm to be classified as "small", meaning that it is stored in the player's hip holsters instead of over their shoulder. It has a wider spread than the full-length Coach Gun and lacks any sights to speak of.
Pump-Action Shotgun
A generic pump-action shotgun firing what appears to be 20 gauge shotgun shells is one of the game's available firearms. It has a set of ghost ring iron sights, a wooden pistol grip, a short segment of heat shielding on the barrel, and a large spring wrapped around the magazine tube. The shotgun holds an optimistic 6 rounds in its magazine tube and, most notably, ejects spent shells from the top of the receiver, not unlike the Spencer 1882.
Rifles
Colt Model 607
A Colt Model 607 can be found near the middle of the campaign. It is missing its characteristic muzzle device, utilizes 20-round STANAG magazines, and fires in full-auto only.
Generic AK-pattern Carbine
A nondescript AK-pattern carbine is the first longarm available to the player in Arizona Sunshine 2. It features a milled receiver, not unlike the Type 3 AK-47, and an elongated wooden handguard/barrel length seemingly inspired by the AKS-74U carbine. It also, rather unusually, fires 5.56x45mm ammunition and is said to have been manufactured in the United States. This AK, to add further to the strangeness, uses straight 15-round magazines and fires in full-auto only.
Remington Model 760
A Remington Model 760 pump-action rifle can be found on the roof of a burning gas station in the main campaign, marking its first known appearance in a video game. The in-game rifle has a hooded front sight, is seemingly chambered in .223 Remington, and holds an incorrect 6 rounds per magazine.
Machine Guns
Mk 46 Mod 1
A Mk 46 Mod 1 can be found near the end of the campaign. It lacks a bipod and utilizes 25-round box magazines, making it essentially a souped-up assault rifle as opposed to a proper light machine gun.
Handheld M134 Minigun
A Handheld M134 Minigun can be utilized by the player during a climactic battle on top of a moving train. It has infinite ammunition but features an "overheat" mechanic which prevents the player from firing the minigun continuously for too long.
Launchers
M79 Grenade Launcher
A M79 grenade launcher can be found near the end of the game. It does not feature its characteristic leaf sight, which can make aiming at longer ranges difficult; however, the launcher's lack of a minimum arming distance and the player's immunity to self-damage lend the weapon favorably to point-blank usage. It utilizes 40mm grenades (which do not appear in the player's ammunition belt, strangely enough) and each grenade pickup the player collects grants 3 units of ammunition for the weapon.
Explosives
M67 Hand Grenade
M67 hand grenades can be crafted by the player. They are the standard explosive option, possessing a three-second fuse and dealing heavy damage in a large radius.
Model 24 Stielhandgranate
The player can craft and use Model 24 Stielhandgranates to defeat zombies. The stick grenade is incorrectly depicted as impact-detonated, exploding only upon contact with an enemy or hard surface.
TM-46 Anti-Tank Mine
Craftable TM-46 anti-tank mines are available in-game. There are erroneously depicted as anti-personnel mines, detonating on contact with the undead.