Official Box Art
||Rebellion Developments (early work by Zombie Studios)
||PC, Xbox 360, PS3
Rogue Warrior is a 2009 first person shooter with third-person cover mechanics developed by Rebellion Developments and published by Bethesda Softworks for PC, PS3 and Xbox 360. Initially developed as Rogue Warrior: Black Razor by Zombie Studios, the original plan was for a squad-based tactical shooter based around a team of elite US soldiers led by real-life former SEAL Richard "Demo Dick" Marcinko infiltrating modern-day North Korea to sabotage an advanced ballistic missile program, to be released in 2007. This version was scrapped by Bethesda and development transferred to Rebellion, who reworked the game as a more standard shooter with both the planned AI teammates being killed before even having any lines, and the setting changed to the 1980s, with Marcinko uncovering a Soviet plan to supply North Korea with advanced weapons. In the final game, Marcinko is voiced by Mickey Rourke.
The following weapons appear in the video game Rogue Warrior:
The "SAP9" (presumably "semi-automatic pistol 9") is for the most part a Beretta 92FS, but the model features a rather odd slide which has had most of the 92FS's open-topped slide filled in, and now has a more "traditional" style of pistol ejection port. The weapon is Marcinko's starting gun in every mission, and comes with a suppressor and infinite reserve ammunition.
Beretta 92FS - 9x19mm Parabellum
Menu render of the "SAP9." This version is just a standard Beretta 92FS.
Richard Marcinko holds his "SAP9".
Iron sights of the "SAP9".
Reloading the "SAP9" gives a good view of the extremely strange slide. The same magazine model is used on both the Beretta and the Tokarev, though it appears to have been based on a Tokarev's.
A "SAP9" on the ground, showing off the strange ejection port.
The Tokarev TT-33 appears as the "TT-33." A relatively rare sight, it has infinite ammunition just like the "SAP9" but does not have a suppressor, making it somewhat less useful. The model in-game has a totally immobile hammer which the slide simply clips through when it cycles, and duplicates the right side of the magazine release on the left of the weapon, meaning it would be impossible to use.
Tokarev TT-33 - 7.62x25mm Tokarev
Menu render of the Tokarev TT-33. Note the double-right-sided magazine release and extractor.
Marcinko holds a Tokarev TT-33 as he hides from the aggressively dreadful snow effect outside.
Marcinko reloads his TT-33.
World Model of the TT-33.
Heckler & Koch MP5A2
The "SM5" is a Heckler & Koch MP5A2, and serves as Marcinko's other starting weapon in singleplayer. The version shown has an S-E-F trigger group set to semi-auto even though the weapon is fullauto only, and a strange additional flash hider.
Heckler & Koch MP5A2 with "tropical" wide handguard - 9x19mm Parabellum
Menu render of the Heckler & Koch MP5A2; note that here it is shown with a suppressor.
Marcinko holds his MP5A2.
Iron sights of the MP5A2; note the front sight is rather too small. The game has only one left hand position for two-handed weapons, which usually places Marcinko's fingers much too far up the right-hand side of the weapon.
Reloading the MP5A2; rather than the standard "HK slap" reload, Marcinko just pulls out the magazine and inserts a new one.
In-world model of the MP5; note the strange flash hider and cut-short stock.
The OTs-02 Kiparis, called the "OTS-02," is the standard SMG of North Korean and Soviet troops; it is techically anachronistic since the game is set in the 80s, but the OTs-02 was not adopted in Russian service until 1991, and its use by then North Korea is highly unlikely, at best; the Sa vz. 61 Skorpion would've been a more appopriate choice. The model has no ejection port, with spent casings just coming out of a random point on the right of the receiver.
KBP OTs-02 "Kiparis" - 9x18mm Makarov
Menu render of the OTs-02 Kiparis; note that the magazine is incorrectly shown inserted in front of rather than into the magazine well. It is also shown with a suppressor that the in-game weapon lacks, and its description references a red-dot sight which neither this render nor the actual in-game weapon have.
Marcinko holds an OTs-02; the model in game is horrendously inaccurate, with the front sight the wrong shape, the rear sight too small, the upper receiver turned into a featureless rectangle and the ejection port (which should be halfway along the top of the weapon) completely missing.
Iron sights of the OTs-02.
Reloading the OTs-02; note the fire selector has no markings or stop notches. Marcinko apparently doesn't trust gravity during this reload, since after removing the old magazine he throws it forward at the ground rather than letting it drop. Note the weird angular projection near the front of the receiver; this appears to be a modelling error.
In-world Model of the OTs-02; note that in addition to the mislocated magazine, the stock is much too small and would not be able to fold over the weapon.
Hawk Type 97-2
The Hawk 97-2 appears as the "TYPE 97-1" (which is actually a different shotgun). It is the most common shotgun in the game and is used by Korean and Soviet soldiers. There is no third-person animation for operating the action, with the forend simply operating itself when the weapon is fired from cover. It is highly anachronistic and inappropriate, since the Type 97-2 was not available until the 2007. A more correct choice would be the KS-23.
Hawk type 97-2 - 12 gauge
Menu render of the Hawk; note that the barrel is too long, and the magazine is too small (seemingly being a 5.56mm STANAG rather than anything the Hawk could conceivably use).
The iron sights of the Hawk shotgun.
Reloading the Hawk; as with the OTs-02, Marcinko dramatically pitches the old magazine forward at the ground during this animation.
The in-world model of the Hawk.
The Franchi SPAS-12 appears as the "SPAS-12," shown with a completely incorrect detachable box magazine in order to share reloading animations with the Hawk. It is pump-action only, and like the Hawk does not have a third-person animation for operating the action; when Marcinko uses the weapon while in cover, the action is shown locked open and the forend operates itself, ejecting a spent casing through the stuck-open ejection port.
Franchi SPAS-12 - 12 gauge
Selection render of the SPAS-12. Note that the render shows it with a folded stock which the in-game model does not have, most of the vent holes missing, the forend not fully forward, and what appears to be a 10-round 7.62mm NATO magazine inserted backwards.
Marcinko holds a SPAS-12.
Iron sights of the SPAS; this angle shows the result of using one generic hand position, with Marcinko's fingers resting on the side of the heat shield; seemingly he operates the action with his palm and thumb as the only points of grip.
Marcinko reloads the SPAS; note the ridiculously deep grooves in the magazine and Marcinko's hand clipping through the pistol grip.
In-world model of the SPAS; note the incorrect box magazine and uselessly tiny stock.
The "AK74" in the game is actually an AK-47 with a ribbed AKM receiver cover, having neither the correct curve to its box magazine or any of the other distinctive features of the 5.45mm model. It is the most common weapon in the game, being used by both North Korean and Soviet soldiers.
Final Production version of the Type III AK-47 with cleaning rod removed and laminated stock - 7.62x39mm
Menu render of the AK-47.
Iron sights of the AK; note the slider is much too large, and either the rear sight notch has been carved out or the barrel has spontaneously become seven feet long to allow the entire front sight to be visible through the rear one. This actually happens because the camera is shifted to directly behind the rear sight, which would only be possible in real life if the AK had been sawed in half.
Reloading the AK; Macinko does not rock the magazine into place as he should, instead simply inserting it straight into the magazine well. Note the weapon appears to be based on a cheap plastic replica since the sling attachment point is clearly moulded to the side of the receiver.
The in-world model of the AK show a rather badly-aligned receiver texture and has the magazine too far forward.
Colt Model 733
The "AR4" in the game appears to be a rather deformed Colt Model 733; it seems an attempt was made to model it as a Colt Model 933, anachronistic for the time period, since it has an M4-style stock, but the screws indicating a removable carry handle are just haphazardly added on to a model with a non-removable carry handle. The weapon is essentially a better version of the AK, with greater accuracy and more damage, but ammunition is limited.
Colt Model 733 - 5.56x45mm NATO
Menu render of the Colt Model 733. Close inspection shows the markings on the fire selector are backwards, with "Auto" where "Safe" should be.
Marcinko holds his Model 733; note that, as in the menu render, the safety is on. The forward assist is also shown in the fully depressed position, meaning firing it would still be a bad idea even if the safety was off.
Using the iron sights once again shows a badly-rendered rear sight and either severely screwy perspective or a barrel that spontaneously becomes incredibly long.
Reloading the Model 733; note that the magazine release is modelled as if it is just a seam in the lower receiver, the trigger pin is too far forward, and the lower part of the bolt release paddle is missing.
In-world model; note the oversized flash hider, severely undersized stock and generally poor proportions.
SVD Dragunov/PSL hybrid
A hybrid of the SVD Dragunov and PSL Sniper Rifle appears as the "DRAGUNOV." It is the only sniper rifle in the game, the only scoped weapon in the game, and the only weapon which uses its normal sight in cover. The model is shown with the safety on and only has holes in one side of the handguard.
SVD Dragunov - 7.62x54mm R
Original render of the hybrid rifle. Note the PSL magazine and magazine release on the front of the trigger guard, even though the magazine itself is mounted where it should be on an SVD.
Richard Marcinko holds the hybrid rifle. Note the visible reticle in the scope...
...which does not match the reticle actually used, which is scope_overlay_M40A3 from Call of Duty 4
Marcinko reloads his mutant SVD, demonstrating poor trigger discipline and pointedly refusing to acknowledge the existence of the trigger guard.
The world model of the hybrid rifle is even closer to a PSL; note that in addition to the PSL magazine, there is also no gap between the trigger and the magazine.
PKP Pecheneg Machine Gun
The PKP Pecheneg appears as the "PECHENEG," and is commonly used by heavy enemies; it retains the wooden furnishings of a normal PKM. It is, like several of the game's weapons, anachronistic (having only been adopted in 2001); the PKM from which the in-game PKP takes its furnishings would've been more appropriate. The weapon correctly feeds from the right but incorrectly also ejects to the right in first person, and has no belt animations whatsoever; in third person the belt does not move when the weapon is fired, and when reloading Marcinko swaps out belt boxes without bothering to mount the new belt.
PKP Pecheneg - 7.62x54mmR
Menu render of the PKP. Note the missing flash hider, optic rail, and trigger, badly rendered gas rod, too-short barrel, incorrect slab-sided receiver, incorrect carry handle and trigger guard shapes, incorrect furnishings for a Pecheneg, and incorrectly located pistol grip and belt box. It's something of a challenge to find something about this model which isn't
Richard Marcinko holds a PKP.
The PKP's iron sights; as one might expect, these are misaligned.
Marcinko reloads his PKP; note the completely static belt which is always shown as if it is loaded. The belt box is inserted vertically as if it is a detachable magazine, rather than slid in sideways as it should be. It is also too small; it should be mounted to the bottom of the weapon by its midpoint, but instead mounts on its left-hand edge.
In-world model of the PKP. Note the incorrect everything.
The GM-94 grenade launcher appears as the "GM-94," and is the only grenade launcher in the game. It is shown with the front sight missing, the rear ladder sight missing and a notch added to its mounting bracket instead, is not pumped to operate the action, and is incorrectly reloaded by opening the action and inserting a single round into the barrel as if it is an M203, rather than opening the top cover and inserting three into the magazine tube. This is another anachronism, as the GM-94 was not available until 1993. A more accurate choice for the time period of the game could have been the Device "D" noiseless grenade launcher / pistol combo (that could be equipped with several attachments like a suppressor and a shoulder stock).
Menu render of the GM-94. Note that the entire area around the pistol grip is the wrong shape.
Marcinko holds a GM-94; note the missing sights and the reticle changing to range lines.
Aiming down the sights; since there is no indirect fire sight and the weapon fires indirectly, doing this is basically pointless.
Reloading the GM-94; Marcinko opens the action (which is supposed to be done to eject spent casings) and loads one round into the barrel, no matter how many have been fired.
For once, the in-world model's stock is roughly the shape it should be.
M26 hand grenade
The M26 hand grenade is the standard throwing weapon in the game, used by both Marcinko and his enemies. The throw animation has Marcinko toss the grenade using his left hand, with no attempt to show how he manages to pull the pin. He apparently doesn't, since the thrown grenade model is the same as the in-world pickup model.
M26 High-Explosive Fragmentation hand grenade
In-world of the M26 hand grenade. This same model is used for a thrown grenade.
Model 7290 flashbang grenade
One of the two teammates with Marcinko at the start of the game has a Model 7290 flashbang grenade attached to his chest rig. He never uses it, since he is killed off before he can actually do anything.
Model 7290 flashbang grenade