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Difference between revisions of "Resident Evil 3 (2020 VG)"
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{{Spoiler}} | {{Spoiler}} | ||
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+ | {{VG Title}} | ||
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__TOC__<br clear=all> | __TOC__<br clear=all> | ||
+ | |||
=Overview= | =Overview= | ||
===Resident Evil 3=== | ===Resident Evil 3=== | ||
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=Pistols= | =Pistols= | ||
==Makarov PM== | ==Makarov PM== | ||
− | Nicholai uses a [[Makarov PM]] as his sidearm. As it is the same model from ''[[Resident Evil 7: Biohazard]]'', it has | + | 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. | ||
+ | |||
+ | [[Image:Arsenal P-M01.jpg|thumb|none|400px|Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov]] | ||
[[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]] | [[File:RE3R-Mikhail-Pistol.jpg|thumb|none|600px|The pistol briefly visible in Mikhail's right hand.]] | ||
[[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]] | [[File:RE3R-Nicholai-Gun-1.jpg|thumb|none|600px|Nicholai aims his Makarov in NEST 2, Umbrella's ''other'' secret underground lab in Raccoon City. How many damn secret underground labs can a nefarious company have in one city?!]] | ||
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==Beretta 92FS== | ==Beretta 92FS== | ||
− | The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release. | + | 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. |
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]] | [[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]] | ||
− | [[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the | + | [[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the final game.]] |
+ | [[File:RE3R-M1911.jpg|thumb|none|600px|Though hard to make out, the Beretta 92FS can be seen on the cover of the magazine on top of the pile.]] | ||
+ | [[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]] | ||
+ | [[File:RE3R-MP5A2.jpg|thumb|none|600px|The Beretta 92FS on the lower box.]] | ||
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]] | [[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]] | ||
==Beretta 92FS "Samurai Edge"== | ==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". | + | 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". |
[[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS "Samurai Edge".]] | [[File:RE3-Samurai-Edge-Jill-Version.jpg|thumb|none|300px|Airsoft replica of Jill Valentine's original Beretta 92FS "Samurai Edge".]] | ||
− | [[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the "Samurai Edge". "Jill's specifications", as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the "A1" version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses.]] | + | [[File:RE3Remaster-SamEdge.jpg|thumb|none|601px|Inventory preview of the "Samurai Edge". "Jill's specifications", as mentioned in the weapon description, are a factory slide stop lever (replacing the custom extended slide stop on the standard Samurai Edge) and light blue medallions in the grips. This is on top of the Samurai Edge's standard modifications which include a match grade SS barrel, custom iron sights, custom recoil-absorbing grips, and a brigadier heavy slide. The model in-game stands in contrast to the "A1" version from RE2 (2019), which canonically is a custom model only created after the destruction of Raccoon City and first used in Resident Evil: Revelations, and a model that Jill Valentine never uses. However, the pistol in game has a silver trigger and an extended slide stop, akin to the Chris model, which is incorrect to the airsoft examples and the pistol from the original game. ]] |
[[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]] | [[File:RE3 Samura Edge Shop.jpg|thumb|none|600px|The Samurai Edge in the post-game Bonus shop.]] | ||
[[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]] | [[File:RE3Remastered-SamEdgeHold_1.jpg|thumb|none|600px|After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.]] | ||
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[[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]] | [[File:RE3Remastered-SamEdgeReload_1.jpg|thumb|none|600px|After a few warning shots, Jill reloads the Samurai Edge.]] | ||
[[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]] | [[File:RE3Remastered-SamEdgeEmpty_1.jpg|thumb|none|600px|The empty Samurai Edge in Jill's hands.]] | ||
− | [[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever.]] | + | [[File:RE3M92FSSE.jpg|thumb|none|600px|Jill firing her sidearm at the Nemesis during a home invasion of the absolute ''worst'' kind, before it is knocked out of her hands and lost forever (unsurprising, given her terrible grip). Or at least until she gets enough points to buy another one from the in-game shop.]] |
==Browning Hi-Power Mark III== | ==Browning Hi-Power Mark III== | ||
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==Desert Eagle Mark XIX (**)== | ==Desert Eagle Mark XIX (**)== | ||
− | The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but is technically not the same weapon. It's presented with the slightly tweaked name " | + | The [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|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|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 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. | ||
− | [[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui | + | [[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui Lightning Hawk .50AE 10 Inch Magnum Port Custom with "6 inch Barrel Slide" component - 6mm BB.]] |
[[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the ".44 AE Lightning Hawk". For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]] | [[File:RE3Remaster-Deagle.jpg|thumb|none|601px|Inventory preview of the ".44 AE Lightning Hawk". For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]] | ||
[[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]] | [[File:RE3Remastered-DeagleHold.jpg|thumb|none|600px|Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.]] | ||
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[[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]] | [[File:RE3Remastered-DeagleReload.jpg|thumb|none|600px|Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.]] | ||
[[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]] | [[File:RE3Remastered-DeagleEmpty.jpg|thumb|none|600px|The empty Lightning Hawk in Jill's hands.]] | ||
− | [[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui | + | [[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui Lightning Hawk .50AE 10 Inch Magnum Port Custom - 6mm BB]] |
[[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The ".44 AE Lightning Hawk" with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional ".44 AE" caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]] | [[File:RE3R-DesertEagle-LB.jpg|thumb|none|600px|The ".44 AE Lightning Hawk" with its long barrel, which is now chromed instead of blued like in the previous game. Note the fictional ".44 AE" caliber marking on the barrel. Unlike in the ''RE2'' remake, slapping on the extended barrel doesn't increase the Lightning Hawk's inventory footprint.]] | ||
[[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]] | [[File:RE3Remastered-DeagleHold_1.jpg|thumb|none|600px|A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.]] | ||
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==Glock 18== | ==Glock 18== | ||
− | 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. | + | 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. | |
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]] | [[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]] | ||
[[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the "G18 Handgun". According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]] | [[File:RE3Remaster-G18.jpg|thumb|none|601px|Inventory preview of the "G18 Handgun". According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]] | ||
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[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]] | [[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]] | ||
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]] | [[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]] | ||
− | [[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant.]] | + | [[File:RE3Remaster-G18Burst.jpg|thumb|none|601px|Inventory preview of the burst variant. The burst is only triggered by holding down the fire button, so single shots are still possible with quick taps.]] |
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]] | [[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]] | ||
==Glock 19== | ==Glock 19== | ||
− | After the tragic loss of her | + | 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. | 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. | ||
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[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]] | [[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]] | ||
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the "G19 Handgun".]] | [[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the "G19 Handgun".]] | ||
− | [[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The "G19 Handgun" with every mod attached. The | + | [[File:RE3Remaster-G19Full.jpg|thumb|none|601px|The "G19 Handgun" with every mod attached. The "Moderator" muzzle device isn't an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip. Lastly, the mount that attaches the red dot to the pistol is based on a very strange system that bolts directly to the takedown tabs, which results in a very impractical design that results in making the pistol impossible to disassemble quickly. The way the mount sits on the pistol, blocking the ejection port, it's a miracle ejected brass can clear it and not cause a catastrophic jam.]] |
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]] | [[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]] | ||
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]] | [[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]] | ||
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[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]] | [[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]] | ||
==M1911A1== | ==M1911A1== | ||
− | 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. | + | 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. |
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]] | [[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Pre-War Colt M1911A1 - .45 ACP]] | ||
[[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]] | [[File:Llama IX-A 2nd series.jpg|thumb|350px|none|Llama IX-A, 2nd series - .45 ACP]] | ||
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===Benelli M4 Super 90=== | ===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 | + | 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. |
[[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]] | [[File:Benelli M4 TS.jpg|thumb|none|400px|Benelli M4 Tactical with black synthetic fixed stock - 12 gauge]] | ||
[[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]] | [[File:RE3-M4Super90-Stock.jpg|thumb|none|600px]] | ||
− | Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999. | + | Adding both the Tactical Stock and Semi-Auto Barrel produces a close, albeit lacking the LPA ghost ring iron sights and 1913 Picatinny rail drilled and tapped into the receiver, approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999. |
[[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]] | [[File:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]] | ||
[[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The "M3 Shotgun" fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]] | [[File:RE3Remaster-M3Full.jpg|thumb|none|600px|The "M3 Shotgun" fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]] | ||
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==Remington 870 (**)== | ==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 [[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 [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope appears on the front of a box in the toy store's front display. |
[[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]] | [[Image:Remington 870 field gun shortened.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]] | ||
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]] | [[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]] | ||
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[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]] | [[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]] | ||
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]] | [[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.]] | ||
+ | [[Image:Remington870PoliceFolder.jpg|thumb|none|500px|Remington 870 Police Magnum with folding stock - 12 gauge]] | ||
+ | [[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]] | ||
=Submachine Guns= | =Submachine Guns= | ||
+ | ==Heckler & Koch MP5A2== | ||
+ | As in ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', a [[Heckler & Koch MP5A2]] is seen on the front of a box on Barry's desk in the STARS office. | ||
+ | [[Image:H&KMP5-N.jpg|thumb|none|400px|Heckler & Koch MP5A2 with a Navy Trigger Group - 9x19mm]] | ||
+ | [[File:RE3R-MP5A2.jpg|thumb|none|600px|The MP5A2 on the upper box.]] | ||
+ | |||
==Heckler & Koch MP5A3 (*)== | ==Heckler & Koch MP5A3 (*)== | ||
The [[Heckler & Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''. | The [[Heckler & Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''. | ||
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=Assault Rifles= | =Assault Rifles= | ||
==Colt Model 933== | ==Colt Model 933== | ||
− | Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|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. | + | Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|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|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. | 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. | ||
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]] | [[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]] | ||
− | [[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the "CQBR Assault Rifle".]] | + | [[Image:M4A1CQBR.jpg|thumb|none|500px|An M4A1 with a CQBR for reference (known today as the Mk18). Note that there is almost no extra distance between the front sight post and the muzzle, in comparison to the 933.]] |
− | [[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the "Infinite CQBR Assault Rifle". | + | [[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the "CQBR Assault Rifle". The center screw used to fasten the KAC grip to the picatinny rail is loose since its not flush with the grip itself. This means that realistically, the grip will slide all over the rail when firing.]] |
+ | [[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the "Infinite CQBR Assault Rifle". The furniture is colored tan to differentiate it from the standard CQBR and is not compatible with any accessories, even if its used during Carlos' segments of the game (likely as a balancing measure for having unlimited spare ammo).]] | ||
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The "CQBR Assault Rifle" with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]] | [[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The "CQBR Assault Rifle" with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]] | ||
− | [[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]] | + | [[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door. Tyrell Patrick, another member of the UBCS, can be seen slumped on a chair with his own CQBR on hand.]] |
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]] | [[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]] | ||
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]] | [[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]] | ||
− | [[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]] | + | [[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted or with the infinite version) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver, and with his palm wide open, no less. If the dual mag attachment is present, then the player character's hand will clip right through it as well.]] |
− | [[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|Carlos | + | [[File:RE3R-Carlos-933-Firing.jpg|thumb|none|600px|An action shot of Carlos firing at a tanker truck, in order to blow it up and slow the Nemesis down. Note Carlos' cheekweld on the CQBR's stock, which is proper and altogether rare to see in video games.]] |
− | [[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|]] | + | [[File:RE3 Infinite CQBR Shop.jpg|thumb|none|600px|Buy screen of the infinite CQBR in the main menu.]] |
=Launchers= | =Launchers= | ||
==M202A1 FLASH== | ==M202A1 FLASH== | ||
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. | 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. | ||
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]] | [[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]] | ||
+ | [[File:RE3R-M202-Sticker.jpg|thumb|none|600px|M202 FLASH magnet on Jill's refrigerator door. The sadistically happy-looking projectile being fired appears to be a reference to Bullet Bill, a common foe in the ''Super Mario'' franchise.]] | ||
[[File:RE3R-M202-Front.jpg|thumb|none|600px|"Hey, fuckface!"]] | [[File:RE3R-M202-Front.jpg|thumb|none|600px|"Hey, fuckface!"]] | ||
− | [[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis.]] | + | [[File:RE3R-M202-Carry.jpg|thumb|none|600px|Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.]] |
[[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]] | [[File:RE3R-M202-Drop.jpg|thumb|none|600px|Carlos discards the launcher.]] | ||
==M32A1== | ==M32A1== | ||
− | Replacing the fictional "Hk-P" break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|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. | + | 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 [[Milkor_MGL#Mark_14_.2F_M32A1|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. | 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 [https://www.icsbb.com/productdetail_en.php?id=4618&model_id=4624 "ICS-190"], made by ICS Airsoft. | + | 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 [https://www.icsbb.com/productdetail_en.php?id=4618&model_id=4624 "ICS-190"], made by ICS Airsoft and lacks the distinctive optical sight, replacing it with an unused section of 1913 Picatinny rail. |
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]] | [[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]] | ||
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[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the "MGL Grenade Launcher". Apparently no one has clued Capcom in that the "GL" part already meant "grenade launcher". Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]] | [[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the "MGL Grenade Launcher". Apparently no one has clued Capcom in that the "GL" part already meant "grenade launcher". Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]] | ||
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]] | [[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]] | ||
− | [[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]] | + | [[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven. If the automatic gas cylinder system responsible for advancing the cylinder was broken, Jill should be using the manual lever on the left side of the weapon, right in front of the cylinder, to advance the cylinder, as the design does not allow the user to rotate the cylinder otherwise.]] |
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]] | [[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]] | ||
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]] | [[File:RE3RM32A1Tr.jpg|thumb|none|600px|The M32A1 with a tan finish, shown in the trailers. The Nemesis is dumbstruck at his target apparently being a time-traveller, given she's using a gun that wouldn't be available for another 15 years. This color scheme is not available in the final release.]] | ||
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=Fictional Weapons= | =Fictional Weapons= | ||
− | == | + | ==Ferromagnetic Infantry-use Next Generation Railgun== |
− | Replacing the Demon Sword of Paraclesus from the original game, | + | 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. | ||
+ | |||
[[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. <br>As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]] | [[File:RE3R-RailGun-1.jpg|thumb|none|600px|''Press R2 to fuck Umbrella's shit up''. <br>As the boss battle revolves entirely around the FINGeR, Jill sadly cannot give Nemesis S.T.A.R.S. with a handcannon this time, though.]] | ||
[[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]] | [[File:RE3R-Railgun-2.jpg|thumb|none|600px|Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.]] | ||
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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 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. | ||
[[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]] | [[File:RE3 Rai-Den Shop.jpg|thumb|none|600px]] | ||
+ | [[File:RE3R-Raiden-Inventory.jpg|thumb|none|600px|The Rai-Den in the inventory menu.]] | ||
+ | [[File:RE3R-Raiden-Aim.jpg|thumb|none|600px|Jill aiming the Rai-Den. Note the power gauge.]] | ||
==The Nemesis' Flamethrower== | ==The Nemesis' Flamethrower== | ||
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[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]] | [[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]] | ||
− | [[File:RE3RNemesisFT.jpg|thumb|none|600px| | + | [[File:RE3RNemesisFT.jpg|thumb|none|600px|Nemesis rounds a corner and aims his flamethrower at Jill. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]] |
− | [[File:RE3RNemesisFT2.jpg|thumb|none| | + | [[File:RE3RNemesisFT2.jpg|thumb|none|601px|A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]] |
− | [[File:RE3RNemesisFTcd.jpg|thumb|none| | + | [[File:RE3RNemesisFTcd.jpg|thumb|none|601px|The Nemesis raises his flamethrower to cool down as he calls upon the Power of Grayskull to help him barbecue Jill alive while Jill herself wonders how Barry would top his infamous "Jill Sandwich" one-liner if he were here.]] |
− | [[File: | + | [[File:RE3R-Flamethrower-Club.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament, the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]] |
==The Nemesis' Rocket Launcher== | ==The Nemesis' Rocket Launcher== | ||
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[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]] | [[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]] | ||
[[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]] | [[File:RE3R-Nemmy-MissileLauncher-Reveal.jpg|thumb|none|600px|Still upset with Jill over the flamethrower incident, Nemesis breaks out the big guns. Unlike the original game, the missile launcher only appears in this brief gameplay sequence and is abandoned at some point since the next time Nemesis attacks Jill, it has mutated beyond its ability to use the weapon.]] | ||
+ | [[File:RE3R-MissileLauncher-Aim.jpg|thumb|none|600px|Nemesis aims his new toy at Jill.]] | ||
+ | [[File:RE3R-Missile.jpg|thumb|none|600px|''[[Deadpool|Did I leave the stove on?]]'']] | ||
+ | [[File:RE3R-Missile-Launcher-3.jpg|thumb|none|600px|Nemesis glares at Jill, missile launcher in hand, completely unfazed by the Claymore he had just had blow up right next to him.]] | ||
=Grenades and Explosives= | =Grenades and Explosives= | ||
==C4 Demolition Charges== | ==C4 Demolition Charges== | ||
− | C4 demolition charges are used at varying points in the game. | + | 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. | ||
+ | |||
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]] | [[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Not content with using mere grenades like his original counterpart did, Mikhail deploys an entire brick of C4 against Nemesis in this sequence, to arguably much better effect than last time. Not entirely sure when he found the time to grab it, though, since Nemesis pulled him out of the train car he's in pretty much immediately after the tentacle connects.]] | ||
+ | [[File:RE3R-Nicholai-Bomb.jpg|thumb|none|600px|"[[Snakes on a Plane|Get off my train, shitbird!]]"]] | ||
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]] | [[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]] | ||
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]] | [[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies. This one already came with a power source, so one doesn't need to find a battery for it.]] | ||
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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. | 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. | ||
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]] | [[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]] | ||
− | [[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers | + | [[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers. It seems it is also motion-triggered like in MGS, but Carlos and Jill were already in position by the time the Nemesis walked into the mine's proximity, so its possible Carlos manually detonated it off-screen like how actual claymores work.]] |
==M26 Hand Grenade== | ==M26 Hand Grenade== | ||
− | The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as "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. |
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]] | [[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]] | ||
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]] | [[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]] | ||
==M84 Stun Grenade== | ==M84 Stun Grenade== | ||
− | The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', | + | The [[M84 stun grenade]] returns from ''[[Resident Evil 2 (2019)|Resident Evil 2]]'', still under the nonspecific name "Stun Grenade." |
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]] | [[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]] | ||
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]] | [[File:RE3R-StunGrenade.jpg|thumb|none|600px]] | ||
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=Other= | =Other= | ||
==AR-15 Type Rifles== | ==AR-15 Type Rifles== | ||
− | + | RPD SWAT officers and Umbrella security operatives can be seen with [[M16 rifle series|AR-15]] type rifles. | |
[[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]] | [[File:RE3R-RPD-SWAT.jpg|thumb|none|600px|RPD SWAT officers escort an armored vehicle during the unrest in Raccoon City. The armored vehicle on the left is a Lenco BearCat, which is anachronistic as it was not produced until 1999, the year after the events of the game.]] | ||
[[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]] | [[File:RE3R-Umbrella-Guard-Rifles.jpg|thumb|none|600px|Umbrella security operatives stand guard as Nemesis is loaded onto a Chinook to be deployed in Raccoon City. Their outfits appear to be based on the motorcycle helmet-wearing Umbrella mooks from the Paul Anderson live-action film series. Though difficult to make out, the operative on the right appears to have an [[M16]] variant with an [[M203]] attached to it.]] | ||
+ | [[File:RE3R-Umbrella-Guard-Rifles-2.jpg|thumb|none|600px|A brightened version of the above screenshot with the rifle on the right more visible. Zooming in very closely, one can make out the AR receiver and M203 barrel profile.]] | ||
==Beretta 92FS Inox== | ==Beretta 92FS Inox== | ||
− | Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]]. | + | Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a [[Beretta 92FS Inox]]. Looking closely, this sticker actually depicts a Samurai Edge Custom Kendo-made pistol, albeit without quite enough detail to show engravings and detail of the grip medallion. |
[[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]] | [[File:Inoxflipside.jpg|thumb|none|300px|Beretta 92FS Inox - 9x19mm]] | ||
[[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]] | [[File:RE3R-Beretta92FSInox.jpg|thumb|none|600px]] | ||
Line 345: | Line 383: | ||
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]] | [[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]] | ||
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]] | [[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
==Space Rifle== | ==Space Rifle== | ||
Line 357: | Line 390: | ||
==STARS Photo== | ==STARS Photo== | ||
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 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. | ||
− | [[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far | + | [[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore trivia: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far left, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]] |
+ | |||
+ | ==Super Soaker== | ||
+ | A pair of classic Super Soakers are displayed in a window at a local toy store. | ||
+ | [[File:RE3DemoToyGuns1.jpg|thumb|none|600px|Jill ponders if maybe she can convince Nemesis to switch out his rocket launcher for a Super Soaker to make life a little easier for her right now.]] | ||
− | == | + | =Extra= |
− | + | ==Movie References== | |
− | + | The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb. | |
− | [[File: | + | [[File:RE3R-Terminator-Alien.jpg|thumb|none|600px|Obvious references to ''[[Alien]]'' (left) and ''[[The Terminator]]''.]] |
{{Resident Evil Series}} | {{Resident Evil Series}} | ||
Line 372: | Line 409: | ||
[[Category:Zombie]] | [[Category:Zombie]] | ||
[[Category:Resident Evil]] | [[Category:Resident Evil]] | ||
+ | [[Category:Japanese Produced/Filmed]] | ||
+ | [[Category:Kensuke Sonomura]] |
Latest revision as of 22:39, 12 May 2024
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Resident Evil 3 (2020 VG) for current discussions. Content is subject to change. |
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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.
WARNING! THIS PAGE CONTAINS SPOILERS!
The following weapons appear in the video game Resident Evil 3 (2020 VG):
Overview
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.
Pistols
Makarov PM
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.
Beretta 92FS
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.
Glock 18
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.
Glock 19
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 (*)
Leon's Heckler & Koch VP70M from RE2 returns in Resistance.
M1911A1
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.
Revolvers
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.
Shotguns
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, albeit lacking the LPA ghost ring iron sights and 1913 Picatinny rail drilled and tapped into the receiver, 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.
Submachine Guns
Heckler & Koch MP5A2
As in Resident Evil 2, a Heckler & Koch MP5A2 is seen on the front of a box on Barry's desk in the STARS office.
Heckler & Koch MP5A3 (*)
The Heckler & Koch MP5A3 from the RE2 Remake returns in Resistance.
Ingram MAC-11 (*)
The Ingram MAC-11 from the RE2 Remake returns in Resistance.
Assault Rifles
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.
Launchers
M202A1 FLASH
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.
M32A1
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".
M79 (*)
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.
Fictional Weapons
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.
"Rai-Den"
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.
M18A1 Claymore
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
The M84 stun grenade returns from Resident Evil 2, still under the nonspecific name "Stun Grenade."
Concept Weapons
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.
Mossberg 500
Unlockable concept art of Jill in the game's Bonus section shows her holding a Mossberg 500 shotgun.
M134 Minigun
Unlockable concept art for the Nemesis T-Type in the game's Bonus section shows it equipped with a shoulder-mounted M134 Minigun.
Other
AR-15 Type Rifles
RPD SWAT officers and Umbrella security operatives can be seen with AR-15 type rifles.
Beretta 92FS Inox
Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a Beretta 92FS Inox. Looking closely, this sticker actually depicts a Samurai Edge Custom Kendo-made pistol, albeit without quite enough detail to show engravings and detail of the grip medallion.
CZ 75B
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
A movie poster for a film titled Air Combat 1942 features a Lockheed P-38 Lightning. The P-38 carried one Hispano-Suiza HS.404 20mm cannon and four Browning M2 Aircraft machine guns.
M203 Grenade Launcher
A movie poster for a film titled Wolf of the Battlefield shows the hero holding a deformed AR-15-style assault rifle with an M203 grenade launcher mounted on it.
Space Rifle
A movie poster shows a man in a space suit armed with a bullpup rifle.
STARS Photo
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.
Super Soaker
A pair of classic Super Soakers are displayed in a window at a local toy store.
Extra
Movie References
The game features movie posters referencing a number of popular movies, some of which are featured here on IMFDb.