Discord-logo.jpg Join our Discord!
If you have been locked out of your account you can request a password reset here.

Resident Evil 3 (2020 VG)

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Revision as of 18:15, 29 October 2022 by Wuzh (talk | contribs) (→‎Glock 19)
Jump to navigation Jump to search
ITLOFFiringPistol.jpg

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.


Resident Evil 3
Resident-evil-3-remake-box.jpg
Release Date: April 3, 2020
Developer: Capcom
Publisher: Capcom
Series: Resident Evil
Platforms: PC
Playstation 4
Xbox One
Genre: Survival Horror


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.

SPOILERS.jpg 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 in the main game.

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.

Two version of the Bulgarian Arsenal P-M01 - 9x17mm Browning/9x18mm Makarov
The pistol briefly visible in Mikhail's right hand.
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?!
Nicholai aims his Makarov at Jill, tired of her mistaking him for actor Jonathan Pryce all the time.
Jill with the Makarov.

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 - 9x19mm
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.
Though hard to make out, the Beretta 92FS can be seen on the cover of the magazine on top of the pile.
A pair of toy guns, one a Beretta 92FS and the other appearing to be a folding-stock Remington 870 with a scope.
The Beretta 92FS on the lower box.
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"

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".

Airsoft replica of Jill Valentine's original Beretta 92FS "Samurai Edge".
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.
The Samurai Edge in the post-game Bonus shop.
After the hospital siege, Jill manages to retrieve the pistol she lost during the intro, courtesy of the item box.
Sticking up a particularly threatening vending machine.
After a few warning shots, Jill reloads the Samurai Edge.
The empty Samurai Edge in Jill's hands.
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. Or at least until she gets enough points to buy another one from the in-game 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.

Browning Hi-Power Mark III - 9x19mm
Two RPD officers engage an offscreen Licker before being slaughtered moments later. Those who have played the RE2 remake will likely remember them.

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.

Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from Resident Evil 2 (2019).
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.
Having been blessed with the Deagle's early appearance on Nightmare mode, Jill decides to take it out for a spin.
Realizing she forgot the Red Jewel somewhere and permanently shafted herself out of an inventory upgrade, Jill sticks up the puzzle cabinet with her magnum in hopes of scaring it into submission.
Her shots having done bugger-all to persuade it, she reloads her Lightning Hawk.
The empty Lightning Hawk in Jill's hands.
Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from Resident Evil 2 (2019).
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.
A few days and a couple hundred zombies later, Jill finds herself with an even bigger handcannon.
Iron sights.
Reloading the long-barreled Lightning Hawk. Note how, while the hammer is correctly cocked while holding the weapon, it is strangely decocked when reloading.
Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.

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 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum
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 17s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.
Carlos holding his sidearm.
Iron sights.
Topping off the G18 after some plinking.
The empty G18 in Carlos' hands.
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.
After the hospital siege, Jill wakes up to find even more dakka.

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.

Glock 19 (2nd Generation) - 9x19mm
Inventory preview of the "G19 Handgun".
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.
Jill holding the G19 in her old S.T.A.R.S. uniform.
Iron sights.
With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.
Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.
Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained
The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.
A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.
Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.
Jill aiming her Glock 19 at an infected Carlos in another dream sequence.

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 USP9 with two-tone finish - 9x19mm
Inventory preview of the "MUP", still using the same model as in the Resident Evil 2 remake, but without the finite ammunition.
The MUP in the post-game Bonus shop.
Just prior to the final fight, Jill takes time to test out the MUP.
Iron sights.
Confident that the gun works well despite the lack of pistol ammo in her fanny pack, Jill slots in a fresh mag.
The MUP runs empty in Jill's hands.
Valerie Harmon holds the USP in a promotional shot for Resistance.
Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of Resistance matches.
Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.

Heckler & Koch VP70M (*)

Leon's Heckler & Koch VP70M from RE2 returns in Resistance.

Heckler & Koch VP70M with attached stock - 9x19mm
Valerie Harmon with the VP70M in hand as she's startled by a trap.

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.

Pre-War Colt M1911A1 - .45 ACP
Llama IX-A, 2nd series - .45 ACP
Para-Ordnance LDA with exposed hammer (single stack 7.45) - .45 ACP
Marvin confronts a zombified Brad, threatening to break the cardinal rule of never shooting a bro in the dick.
Marvin with the M1911A1, about to make the biggest mistake of his life. Note the rounded slide and bulgy trigger guard of the "M19".
Marvin holding the M1911A1 in the model viewer.

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.

Ruger New Model Blackhawk Convertible with 5.5" barrel - .45 Long Colt and .45 ACP

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 M3 Super 90 - 12 gauge
Inventory preview of the "M3 Shotgun".
RE3 Jill STARS model figure.jpg
The M3 first found on a rack in the Subway Control Station.
Airsoft Benelli M3 Super 90 produced by CYMA
Inventory preview of the M3 equipped with the Tactical Stock mod.
Jill aiming her M3 at a set of hospital double doors.
Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.
A pre-release image Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.

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.

Benelli M4 Tactical with black synthetic fixed stock - 12 gauge
RE3-M4Super90-Stock.jpg

Adding both the Tactical Stock and Semi-Auto Barrel produces a close approximation of the Benelli M4/M1014, or XM1014 to be accurate, considering how it wasn't formally adopted until 1999.

Benelli M4 Super 90 with 5-shot tube - 12 gauge
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.
Having upgraded her shotgun, Jill once again takes aim at the doors. It's quite unclear why one has to find a completely separate conversion kit to make the gun semi-automatic, since the M3 Super 90 is a dual-mode shotgun by design. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's Gun Shop as the Remington 870's Long Barrel mod in the remake of Resident Evil 2.
After some testing, Jill reloads her quasi-M1014; with the semi-auto upgrade, she racks the charging handle instead of the now-static forend. Great trigger discipline, by the way.

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.

Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge
Kendo aims his 870.
A better look at Kendo's 870 in the model viewer.
Remington 870 Police Magnum customized with extended magazine tube - 12 gauge
In the background, survivor January Van Sant aims a Remington 870 with extended magazine at Mr. X.
Remington 870 Police Magnum with folding stock - 12 gauge
A pair of toy guns, one a Beretta 92FS and the other appearing to be a folding-stock Remington 870 with a scope.

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 MP5A2 with a Navy Trigger Group - 9x19mm
The MP5A2 on the upper box.

Heckler & Koch MP5A3 (*)

The Heckler & Koch MP5A3 from the RE2 Remake returns in Resistance.

Heckler & Koch MP5A3 with SEF trigger group - 9x19mm
Heckler & Koch MP5A3 with original "slimline" forearm - 9x19mm
Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.

Ingram MAC-11 (*)

The Ingram MAC-11 from the RE2 Remake returns in Resistance.

RPB Industries M11A1 - .380 ACP
Tyrone Henry with the "MQ-11" in hand as January gives them both a whiff of first-aid spray.

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.

Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm
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.
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.
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).
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.
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.
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.
Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.
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.
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.
Buy screen of the infinite CQBR in the main menu.

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.

M202A1 FLASH - 66mm
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.
"Hey, fuckface!"
Carlos with the launcher after disabling Nemesis. As we can see, the FLASH for once now actually acts like a rocket flamethrower.
Carlos discards the launcher.

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.

Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm
ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L
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.
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.
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.
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.
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.
Jill aims the M32A1 at Nemesis during a cutscene. This appears to be a throwback to the original game, where Jill can finish off the Nemesis using a Smith & Wesson Model 629 Classic magnum revolver found on a dead spec-ops soldier, and proceed to unload all 6 rounds into her now-dying pursuer before giving a final zinger. This is essentially the same, except the revolver is much bigger and the zinger isn't nearly as memorable.

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".

M136 AT4 Anti-Tank recoilless launcher - 84mm
Inventory preview of the "Infinite Rocket Launcher". The description is slightly less wrong compared to its previous appearance: the AT-4 is not a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.
The Infinite Rocket Launcher in the post-game Bonus shop.
Just before the final showdown, Jill contemplates on whether or not the endgame boss in this Resident Evil title would be vulnerable to a finishing blow from her launcher (bad news for her, it's not).
Jill aiming the "Infinite Rocket Launcher" at a door.

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.

M79 Grenade Launcher

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.

Press R2 to fuck Umbrella's shit up.
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.
Having successfully fucked Umbrella's shit up once and for all (and put holes through several walls in the process), Jill abandons the FINGeR.

"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.

RE3 Rai-Den Shop.jpg
The Rai-Den in the inventory menu.
Jill aiming the Rai-Den. Note the power gauge.

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.

Close-up of the Nemesis' flamethrower.
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.
A shot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.
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.
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 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.

Nintendo Super Scope
This time we're going to get that Duck Hunt dog!
Okay, not the Duck Hunt dog, but it'll do.
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.
Nemesis aims his new toy at Jill.
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

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.

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.
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.
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.

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.

M18A1 Claymore anti-personnel mine
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

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.

M26 High-Explosive Fragmentation hand grenade
Inventory preview of the M26.

M84 Stun Grenade

The M84 stun grenade returns from Resident Evil 2, still under the nonspecific name "Stun Grenade."

M84 stun grenade
RE3R-StunGrenade.jpg

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.

MP5A3 with UMP stock, RIS foregrip, KAC railed forend, M68 Aimpoint red dot sight, and weaponlight - 9x19mm
Lower left, strapped across the back of the guy in yellow.

Mossberg 500

Unlockable concept art of Jill in the game's Bonus section shows her holding a Mossberg 500 shotgun.

Mossberg 500 with high-capacity magazine tube - 12 gauge
RE3R-Mossberg.jpg

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.

General Electric M134 - 7.62x51mm NATO
RE3R-Minigun.jpg

Other

AR-15 Type Rifles

A number of RPD SWAT officers and Umbrella security operatives can be seen with AR-15 type rifles in the intro movie.

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.
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.

Beretta 92FS Inox

Sticker advertisements for Kendo's Gun Shop in Jill's apartment show a Beretta 92FS Inox.

Beretta 92FS Inox - 9x19mm
RE3R-Beretta92FSInox.jpg

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.

CZ 75B - 9x19mm
RE3R-Sign-Gun.jpg

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.

Hispano-Suiza HS.404 with ammo drum - 20×110mm
Browning M2 Aircraft, Fixed - .50 BMG
Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game 1942, while the poster design is based on that of the film Top Gun. Also note that the center fuselage is from a T-6 Texan II rather than a P-38.

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.

M203 grenade launcher - 40x46mm.
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 1985 film starring Arnold Schwarzenegger) which was originally released in Japan under the name Wolf of the Battlefield.

Space Rifle

A movie poster shows a man in a space suit armed with a bullpup rifle.

RE3R-Space-Rifle.jpg

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.

Among the guns seen are several MP5A2s, 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.

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.

Obvious references to Alien (left) and The Terminator.

Do Not Sell My Personal Information