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Terminator: Resistance

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Terminator: Resistance for current discussions. Content is subject to change.



Terminator: Resistance
Terminator Resistance - PS4 Box Art.jpg
Official PS4 Boxart
Release Date: 2019
Developer: Teyon
Publisher: Reef Entertainment
Series: Terminator
Platforms: PC
Playstation 4
Xbox One
Genre: First-Person Shooter



The following weapons are used in the video game Terminator: Resistance:


SPOILERS.jpg WARNING! THIS PAGE CONTAINS SPOILERS!


Overview

Ballistic Weaponry

Note: As was the case in the first two Terminator films, ballistic weaponry in this game cannot harm Terminators of any type, nor can they harm the Hunter-Killer (HK) vehicles or the T-47 combat walkers. Also, all ingame ballistic weapons (with the exception of the M1911 Pistol) lack chambering animations while reloading, and are never seen to eject spent shell casings while firing.

M1911 Pistol

The M1911 Pistol is the first firearm available to the player within the game, and also the first firearm that the player must obtain. It has a nine-round magazine capacity (implying that it is chambered in 9x19mm, which is confirmed by details on its ammunition pickup item), sports an odd two-dot sighting system (see below), and uses ingame Small Caliber Ammunition. The M1911's low stats and limited magazine capacity more or less restrict its use to the tutorial level or being an emergency sidearm in later levels. However, it is also the only firearm in the game to feature a hammer-cocking animation and a slide-racking animation, as similar animations are missing from other ingame guns. It is also the most accurate firearm in the game when not using iron sights, which is somewhat unrealistic since as a handgun it lacks the additional points of contact a long gun would possess for more accuracy. No NPCs use the M1911 Pistol ingame, but several NPCs do sport pistol-scale holsters that are always depicted as empty, implying that they were originally going to be equipped with the handgun.

The M1911 Pistol is available from the Scavengers' supply locker for a meager 50 TRUs, or 150 TRUs from the Resistance Shelter Armoury.

"A standard-issue Resistance handgun."
The first and only place in the game where the M1911 can be picked up inside a level for free. Near the gun are a Medkit I and some Small Caliber Ammunition, all implied to be left behind by the Stranger who contacted Jacob Rivers via radio.
After internally thanking the mysterious Stranger for his strange generousity, Pvt. Jacob Rivers sets out onto the streets of post-apocalyptic Pasadena with his newly-acquired M1911 Pistol, cocking its hammer while drawing it. Jacob Rivers will always cock the hammer when drawing this handgun, but never decocks it when holstering the handgun. It is not possible to holster the weapon in a "cocked-and-locked" fashion ingame.
Being a trained Resistance soldier, Jacob Rivers knows to point his gun in a safe direction when meeting those who might be friendlies, showing more details on the slide. Here he is looking at Colin the Scavenger who is holding an M16 Rifle.
Not one to trust what might come out of a dark hallway, Jacob Rivers readies his M1911 Pistol. The iron sights seen here are an odd two-dot configuration with dots only on the rear sight, with no corresponding dot on the front sight to aid in target acquisition. Either the developers did not remember to add a third dot to the front sight, or else they used the wrong references for dot-based sighting systems on a handgun.
Having destroyed a Skynet Plasma Container in the distance, Jacob Rivers drops out the magazine in his M1911 Pistol while reloading it. One of the round-count holes in the magazine is visible, which is a nice detail from the developers.
After taking a bit of advice from a wall, Jacob Rivers racks the slide on his M1911 Pistol after reloading it. This is the only animation of its type in the game; no other ingame ballistic weapon has an equivalent chambering animation.
While exploring the Warehouse District of post-apocalyptic Los Angeles, Jacob Rivers remembers to point his M1911 Pistol in a safe direction while sprinting.
Jacob Rivers firing his M1911 Pistol at a robotic Spider Scout, going for the weakpoint on its red eyes. As a nice touch, the hammer does move while firing the handgun.
Bonus: Should Jacob Rivers follow a specific order, he will use the M1911 Pistol to dispose of another character, even if the player discarded or sold the M1911 Pistol earlier ingame. This cutscene is also the only opportunity given to the player to kill a human being in the game, as opposed to a Skynet Machine.

Uzi

The Uzi in its full-size submachine gun configuration appears in the game, referred to ingame as the "Uzi SMG." Dealing slightly more damage than the M1911 Pistol, the ingame Uzi has a magazine capacity of 30 rounds of Small Caliber Ammunition and is restricted to fully-automatic fire. No NPCs use it ingame. It also sports an extendable metal stock that cannot be extended. Whether the ingame Uzi is open bolt or closed bolt cannot be determined as the weapon lacks any sort of charging animation for this weapon. Its presence in the game is clearly a reference to the Uzi's appearance in the first film of the series.

The Uzi can be obtained for free in the first level if the player makes a certain choice; otherwise, it is available from the Scavengers' supply locker for 100 TRUs, or from the Resistance Shelter's Armoury for 300 TRUs.

IMI Uzi with buttstock collapsed - 9x19mm
"Fully automatic. Close to mid-range weapon."
The UZI-NINE-MILLIMETAH in the Resistance Shelter's Armoury. The Uzi is a unique weapon in that it cannot be picked up from ingame levels unless the player drops one; it can only be bought at ingame stores or received for free from NPCs.
Jacob Rivers takes a moment to look at his Uzi SMG by firelight. The left side of the weapon reads "UZI semi auto / MODEL B / 9mm PARA / IMI - ISRAEL", implying that the development team only had access to a semiautomatic variant to base the ingame model on.
Sighting up a nearby lantern's flame, Jacob Rivers notices that the Uzi SMG's rear sight aperture is unrealistically large, a problem shared with the game's M16 Rifle. This could be seen as a concession to make aiming down sights easier for players.
Jacob Rivers opens up with his Uzi SMG on a robotic Armoured Spider trying to stop the escape of a nearby Scavenger group. The red cylindrical object on the Armoured Spider's back is an exposed battery, and thus a weakpoint.
Firing the Uzi at a distant Spider Scout. The weapon's serial number can be clearly seen in this view. For some reason, the muzzle climb when firing this weapon is only moderate, despite the fact that the weapon's metal stock cannot be extended, which would in real life result in a rather high degree of muzzle climb when firing.
When Jacob Rivers is too close to an object to realistically bring a firearm to bear, he will hold it closer to him and point it away from the crosshairs. Despite this, the player can still fire any weapon towards the crosshairs in this pose. In this case the Uzi SMG's barrel and muzzle come into close view.
He will also do something similar if he happens to be facing a friendly NPC.
Reloading the Uzi SMG. This animation is the only one of its kind in the game that shows actual ammunition inside the magazine being loaded, however the player character never actually removes the previous magazine from the grip before inserting a new one.
Bonus: A robotic Silverfish about to give Jacob Rivers a very bad day by leaping onto him and exploding. Silverfish were an original design by Stan Winston that were never actually incorporated into the first two Terminator films, but do show up in groups in a modified form in this game.

"M16 Rifle"

A composite M16 appears in the game, with a 30-round magazine capacity while being restricted to fully-automatic fire, and is the second firearm that the player must obtain. The in-game version sports a retractable buttstock, a quad rail with two rail covers, and an unusable (and anachronistic) AN/PEQ-15 laser module. This combination of features was not standard-issue for M16 rifles in real-life 1997 (the year Judgment Day occurred in the Terminator timeline), suggesting that either American firearms development continued after the nuclear holocaust (rather unlikely) or that the M16s ingame are in fact M16A4s with full-auto lowers and replaced buttstocks. Colin the Scavenger and Ryan the Mechanic from the Scavengers' group are seen to use these weapons during the first level of the game. Jennifer the Scavenger also uses one during Skynet's attack on the Metro station.

The M16 rifle is available for 200 TRUs at the Scavengers' supply locker, or for 600 TRUs at the Resistance Shelter Armoury.

The first M16 to be seen in the game is in the hands of Colin the Scavenger, a character as gruff as he is experienced.
"Fully automatic rifle. Medium to long range weapon."
The first M16 that can be used by the player is hidden inside a storeroom in the Scavenger group's new hideout.
An M16 can also be seen inside the Resistance Shelter Armoury. From this angle it is possible to see the retractable buttstock in better detail.
Jacob Rivers exploring the abandoned Warehouse District of Los Angeles, M16 Rifle in hand.
Sprinting with the M16 gives a better view of its side.
Too close to an abandoned car to use the M16, Jacob Rivers gives us a better view of the laser sight.
While in a Resistance outpost's classroom, Jacob Rivers takes the last lesson to heart and gives us a view of the rifle's iron sights. Like the Uzi in this game, the rear sight of the M16 has an unrealistically wide aperture.
Jacob Rivers fires his M16 at a distant Armoured Drone. The unrealistically-shaped muzzle flash here is shared by several other in-game ballistic weapons.
After destroying Skynet's Plasma Storage in the Warehouse District, Jacob Rivers takes a moment to reload his M16, revealing that it only has two positions for safe and semiautomatic, when it should have at least three for safe, semi, and fully-automatic; as if that wasn't enough, it is also set to the former of these.
Jacob Rivers sights up some rolling Silverfish in the distance with his M16.
Jennifer using her M16. As can be seen in this screenshot, her M16 is poorly placed to the point that the magazine is clipping through her left hand and the buttstock is not actually in contact with her right shoulder.

Baikal MP-133

The Baikal MP-133 appears in the game, as the "Remington Shotgun." It is supposed to stand in for the Remington 870, but its true identity can be discerned by the shape of its trigger guard, the rectangular ejection port, the magazine cut-off button, and the cylindrical "corncob" forend. It has a tube magazine capacity of seven rounds, and like the real deal can only fire once every time the pumping animation is complete. The seven-round magazine capacity is clearly intended to replicate the real MP-133's 6+1 magazine capacity, but like the other ballistic weapons in this game the player character never chambers the shotgun while reloading to get the seventh round in the chamber. As with many video game shotguns, its projectiles disappear past 10 metres or so and have a very wide and unrealistic spread when fired.

Like the rest of the game's ballistic weaponry, the MP-133 cannot damage Terminators, but it can knock them down for a short time if enough hits are scored, which is a reference to the first film in the series with the same unrealistic aspects. Ryan the Mechanic uses one in a cutscene, but no other NPCs use it. The presence of the Baikal MP-133 in this game is anachronistic and out-of-place, since it was developed in 2000 and Judgment Day happened in 1997, unless Eastern European shotgun development continued somehow after the apocalypse and the MP-133 somehow became the most common shotgun in America.

The MP-133 can be found free of charge in an abandoned gun store in the Warehouse District level, or in the locked trunks of certain cop cars scattered throughout some of the game's levels. Otherwise, it can be purchased for 150 TRUs from the Scavengers' supply locker, or 450 TRUs from the Resistance Shelter Armoury.

Baikal MP-133 with extended 6-round magazine tube - 12 gauge
"Pump-action shotgun with a wide spread."
The MP-133 in the back of Don Matthew's gun shop in the Warehouse District, which has somehow not been looted in the more than 30 years since Judgement Day. As can be seen in this screenshot, the 3D model lacks a trigger. Sadly, it's not a 12-GAUGE AUTOLOADAH.
After picking it up, Jacob Rivers takes a moment to wonder about how the pre-Judgment Day world could afford to waste now-precious paper on target practice. The weapon's extremely wide spread can be seen in the area denoted by the crosshairs on the target silhouette.
Deciding that daydreaming about the past is a waste of time, Jacob Rivers decides to load his new acquisition with invisible shells. The magazine cut-off is clearly visible here.
Like Fallout 4, the player character is dependent on a lockpicking minigame to get past locked doors. Unfortunately, this means that the MP-133 cannot be used to breach locks on doors, like it can in real life. The simple front sight and the lack of a rear sight can be seen here.
Jacob Rivers holds his shotgun in a safe direction while Jennifer the Scavenger picks a lock to get through a fence, more than 30 years of possible rust and internal corrosion in the lock notwithstanding.
Too close to a car to aim forward, Jacob Rivers aims his shotgun upwards, giving us a closer view of the forend.
Jacob Rivers partially destroys a concrete roadblock with his "Remington Shotgun." Concrete roadblocks are a common form of cover found in the game, and they also happen to be the only form of destructible cover around. In reality, however, buckshot pellets from shotguns have poor barrier penetration and would not likely get through steel-rebar-reinforced concrete when fired.
As seen in this screenshot, the "Remington Shotgun" cannot damage Terminators, but can knock them down momentarily. Doing so is risky however, and the higher the difficulty level, the more hits required. The amount of sparks the buckshot is giving off here on impact would only be realistic if the shotgun were using steel buckshot, and then not likely to this degree.
Ryan the Mechanic holds the Stranger at gunpoint during a cutscene.
Persuaded to stand down but not yet entirely convinced, Ryan holds the shotgun to the side, giving us a view of the end of the magazine tube and the front sight.
After convincing Ryan, the Stranger takes Ryan's shotgun and fires it several times at the advancing T-850 Infiltrator model, but only succeeds in momentarily knocking it down.

Ballistic Ammunition

Ammunition for ballistic weaponry can be found throughout the ingame levels, or can be crafted at a Crafting Table with the right components. The exact amount of ammunition available per pick-up varies with the difficulty level selected.

Some Small Caliber Ammunition sitting on a shelf.
Small Caliber Ammunition in the crafting menu, confirming that it is in fact 9x19mm caliber.
Some Medium Caliber Ammunition sitting on a shelf. This ammunition type is the only kind that can be looted off deactivated Skynet machines.
Medium Caliber Ammunition in the crafting menu, confirming that it is in fact 5.56x45mm caliber. For some reason, making this ammunition type requires Energy Cells, a fancy term for batteries, when in real life nothing of the sort is necessary to load 5.56x45mm ammunition from scratch.
Some Shotgun Shells sitting on a shelf.
Shotgun Shells in the game's crafting menu. The recipe in the lower right hand corner of the screen claims it requires Fabrics to work, when in real life shotgun shells do not use fabrics at any part of the loading process; shotgun shells instead use paper or plastic for their hull material.

Phased Plasma Weaponry

Westinghouse M95A1 Phased Plasma Rifle

Valmet M82A

"Rail Plasma" Sniper Rifle

Springfield Armory M1A

"General Dynamics RBS-80"

Thrown Weaponry

Note: Unlike most console games where grenades and other thrown weapons get their own weapon slot, grenades in this game all go into an "Offensive Item" slot, where they can be selected from the inventory and used at a moment's notice no matter which other weapon the player character currently has equipped. However, since Offensive Items (the Pipe Grenade, the Can Grenade, and a distracting noisemaker called a Sound Decoy) all have the same throwing animation, none of them feature a separate arming animation (i.e., the grenades are never made ready to explode by the player character) before being thrown. The exact amount of damage that ingame grenades do is dependent on the player character's "Explosives" skill level, but explosive weapons as a whole are very effective if placed properly, sometimes disarming or even dismembering Terminators caught in the blast radius.

Pipe Grenade

Pipe bombs of the same general make as seen in the first Terminator film are in the game, and are the first grenade-type weapon the player can find or craft at a crafting table. These improvised explosive devices are thrown like regular grenades, and as was the case in the first film are the first weapon available to the player that can damage or destroy Terminators or other enemies immune to ballistic weaponry. They can also be used to breach damaged walls, or the doors of locked tractor trailers.

"Works like a standard grenade."
The first few Pipe Grenades available to the player can be found hidden in a storeroom during Chapter 2 at the Scavenger group's new hideout.
Jacob Rivers prepares to throw a Pipe Grenade. He does not actually light the fuse, but it can be seen and heard to burn down the moment it leaves his hands anyway.
The explosion of the Pipe Grenade blasts open the locked trailer's rear door. Somewhat unrealistically, explosions from Pipe Grenades are fairly small, when in real life they can send lethal metal shrapnel quite a distance, as was the case with Kyle Reese in the first Terminator film. On the other hand, this could be seen as a way for the developers to emulate how Terminators would only be harmed by the direct explosive force of a Pipe Grenade and not by its shrapnel (since Terminators are bulletproof, it stands to reason that shrapnel would be equally ineffective).
The Pipe Grenade in the game's crafting menu. Here the fuse can be more easily seen, though the inclusion of Explosive Materials as an ingredient raises its own problems (see the section on Explosive Materials).
A Resistance soldier instructs a female civilian on how to construct Pipe Grenades, mirroring a scene from the first Terminator film.

Can Grenade

Launchers

"Heat-Seeking RL-92"

"Laser-Guided RL-43"

Mounted Weaponry

Other

"Laser Trap"

"Sticky Bomb"


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