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Generation Zero explores the cultural roots of the current global financial meltdown disaster. DID THE MACHINES COME FROM THE SKY?! - 'An Alien Colonist' Captured - Generation Zero Gameplay - Duration: 26:12. IGP 766,867 views.


Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Generation Zero for current discussions. Content is subject to change. Hack items on stick run.


Generation Zero
Menu Loading Screen
Release Date:March 26, 2019
Developer:Avalanche Studios
Publisher:Avalanche Studios
Platforms:PC
Playstation 4
Xbox One
Genre:First-Person Shooter


Generation

Generation Zero is a 2019 co-op, open world, first-person shooter survival game developed and published by Avalanche Studios. The game is set in a post-apocalyptic Sweden in an alternate 1989, which has become overrun by killer robots. These robots were built after World War II for defensive purposes, but have since become hostile to all humans. The player assumes the role of a Swedish teenager who, upon returning from an island excursion, finds that their home has been abandoned and overrun with killer robots, and must survive the Swedish wilderness while attempting to determine the fate of those who used to live there.

Weapons, ammo, and weapon modifications in Generation Zero are found scattered across the open world map. Weapons have up to five possible modifications: scopes, vision modules (modules equipped on scopes, excluding the red dot sight, that grant infrared, night, or wall-penetrating vision), barrel modifications, magazine extensions, and alternate ammunition. Weapons and weapon modifications come in five quality tiers, improving in capability as the tiers go up.

  • 1Sidearms
  • 2Shotguns
  • 3Submachine guns
  • 4Sniper Rifles
  • 5Assault Rifles
  • 6Launchers


Walther PP

The Walther PP appears as the 'Möller PP'. The pistol has a base capacity of 8 rounds. Can be fitted with a suppressor. Fires .32 ACP FMJ or Hollow-Point rounds.

Walther PP - .32 ACP
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.

Glock 17

A very embellished Glock 17 appears as the 'Klaucke 17' and has a base capacity of 17 rounds. The barrel can be fitted with a suppressor. It fires 9mm FMJ or AP Pistol rounds, which are incompatible with those used by 9mm SMGs.

3rd Generation Glock 17 - 9x19mm
Youtube
View of the gun in the inventory. The shape of the rail (which would be anachronistic for 1989), the thumb indent, and the shape of the slide are reminiscent of the Steyr M9-A1.
Holding the weapon.
Aiming down the weapon's sights.

Ruger Super Redhawk

The Ruger Super Redhawk appears in-game as the '.44 Magnus'. The pistol has a capacity of 6 rounds, which cannot be expanded. It is the only pistol that can be use a short-range scope and vision modules. Muzzle attachments include a recoil-reducing compensator or a suppressor (despite the fact that, realistically, the gases escaping from the gap between the cylinder and barrel would render a suppressor pointless). Fires .44 Magnum in two ammo types: hollow point and FMJ, with the latter being both stronger and rarer.

Ruger Super Redhawk - .44 Magnum
The in-game description of the Redhawk, as seen in the inventory menu.
Idling with the revolver; note that it lacks a cylinder release.
Aiming down the illuminated 3-dot sights, which aren't aligned properly; in reality, the revolver would be shooting high.

Remington Model 870

The Remington Model 870 appears as the '12G Pump-Action'. The shotgun has a capacity of 6 rounds, which cannot be extended. The barrel can be fitted with a shotgun choke to tighten the shot pattern, or a suppressor. The gun uses 12 gauge shells, which has three types: birdshot (low accuracy, low damage but wider area of effect), buckshot (better accuracy and damage but smaller area), and slugs (best in Accuracy and damage but is like a rifle round). The gun can use red dot sight that excludes vision modules, or a low-power shotgun scope that can use vision enhancements.

Remington 870 Police Magnum Riot Shotgun - 12 gauge
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.

Sjögren shotgun

The Sjögren appears as the 'Sjöqvist Semi-Auto'. The shotgun has a capacity of 5 rounds, which cannot be extended. It can use the shotgun choke, but not the Suppressor. Fires the same 12 gauge ammo as the 12G Pump-Action. No optics are available.

Sjögren Inertia - 12 gauge
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.

Carl Gustav m/45 'Swedish K'

The Carl Gustav M/45 appears as the 'M/46 'Kpist' SMG'. It has a base capacity of 36 rounds, and can only fire in full auto. It can be fitted with a suppressor or a compensator. The SMG uses 9mm SMG rounds (incompatible with the 9mm pistol rounds), in either full metal jacket or armor-piercing types. It can use a red dot sight.

Swedish K / Carl Gustav M/45BE - 9x19mm
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.

Heckler & Koch MP5

The Heckler & Koch MP5 appears as the 'HP5'. It has a base capacity of 30 rounds, and can toggle between full and semi-auto modes. Its attachments and ammo options are identical to the Kpist SMG.

Heckler & Koch MP5A2 with 'tropical' wide handguard - 9x19mm
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.

Sako 85

The Sako 85 appears as the 'Meusser Hunting Rifle'. It has a capacity of 5 rounds, which cannot be expanded. Its barrel can be fitted with a suppressor, and it has three low-to-medium-powered rifle scope options along with vision modules. The rifle can be loaded with .243 Soft-Point or Full Metal Jacket rounds.

Sako 85 Hunter
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.

Winchester Model 70

A synthetic-stocked Winchester Model 70 appears as the 'Älgstudsare' Hunting Rifle'. It has the same attachment options as the Sako, complete with a lack of upgrades to its capacity (only four rounds), and is chambered in .270, using either SP or FMJ rounds.

Winchester Model 70 Alaskan - .30-06 Springfield. Similar to the rifle in-game.
The Winchester's in-game description and stats.
Holding the rifle; note how, despite being able to accept scopes, it is not drilled for a scope mount.
Aiming down the Model 70's sights.

Barrett M107

The Barrett M107 appears as the 'Pansarvärnsgevär 90'. The rifle has a base capacity of 10 rounds, which can be expanded unlike the other two rifles. It can use two high-powered rifle scope attachments, and has no barrel attachments. It fires .50 cal FMJ or AP rounds. Although it is a bit embellished, the model looks most like the M107, which is anachronistic for 1989.

Barrett M107 - .50 BMG
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.

Heckler & Koch G3

The Heckler & Koch G3 appears as the 'Automatgevär 4'. The rifle has a base capacity of 20 rounds, and can toggle between full and semi-auto modes. Its barrel options include a suppressor or an extended barrel. It can be fitted with a red dot sight or a low-powered rifle scope. The rifle fires 7.62mm FMJ or AP rounds, which it shares with the AI-76, despite the G3 not sharing its ammo with the AKM in reality.

Heckler & Koch G3A3 with Navy trigger group - 7.62x51mm NATO
Bofors Ak 4 - 7.62x51mm NATO
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights. The rear sight is similar to early CETME models and G3 prototypes.

Bofors Ak 5

The Bofors Ak 5 appears as the 'Automatgevär 5'. The rifle has a base capacity of 30 rounds, and can toggle between full and semi-auto modes. Attachments are the same as the 'Automatgevär 4'. The rifle uses 5.56mm FMJ or AP rounds.

Bofors Ak 5 - 5.56x45mm
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.

AKM

The AKM appears as the 'Al-76 Assault Rifle'. The rifle has a base capacity of 30 rounds, and can toggle between full-auto, semi-auto, and 3-round-burst modes. The barrel attachments are the same as the other two rifles, but it can only use the red dot sight and cannot use the low-powered rifle scope and the vision modules. It fires the same 7.62mm FMJ or AP rounds as the 'Automatgevär 4'.

AKM - 7.62x39mm
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.

Carl Gustav recoilless rifle

The Carl Gustav recoilless rifle appears as the 'Granatgevär m/49'. It can fire smoke rounds to create smokescreens, EMP rounds to temporarily disable robots, or High Explosive Dual-Purpose rounds to deal heavy damage to the robots.

Carl Gustaf M2 - 84x246mm R
View of the gun in the inventory
Holding the weapon.
Aiming down the weapon's sights.
Retrieved from 'http://www.imfdb.org/index.php?title=Generation_Zero&oldid=1310597'


The latest in the slew of games the Avalanche Studios, Generation Zero is much quieter than the chaos inherent in both Rage 2 and Just Cause 4, both in its gameplay and development. A small project with only around 40 people developing it and no publisher attached to it, the demo we saw for Generation Zero managed to leave an impression thanks to its unique vibe and killer presentation.Set in an alternate version of the 80s, Generation Zero takes place in Sweden and finds you playing as a teenager (or a group of teenagers) who have come home to find from a trip from an isolated island to find that the nation has been overrun with violent robots made out of junky cart parts. People are missing or worse, and there’s only you, maybe your friends, and a countryside filled with murderous machines.Generation Zero immediately draws comparisons to the cult classic S.T.A.L.K.E.R and earns them, giving you a wide and desolated landmass to explore, filled with towns and settlements, most of them occupied by neighborhoods with houses that you can go into and explore—or use as barricades for when the action gets tough. Runing on the Apex engine, the same engine that powers both Just Cause 4 and Rage 2, Generation Zero’s version of Sweden is stunning, with light that cuts through the trees and a slight fog that makes figures in the distance all the more ominous. Game Director Emil Kraftling points to some island in the distance, saying that co-op players can explore the entire island while in a multiplayer session without being tethered to one another, if they so choose.The demoer spends the first few minutes scavenging ammo and loot from cars and boxes, armed with only a rusty PPK.

We come across one of the machines, a runner, that looks like four pipes stuck to a car engine with a lamp for a head. The demoer manages to kill it with a few shots to the head but Kraftling warns that the vast majority of machines aren’t that easy to take down. You’ll have to be smart if you want to survive.

Many of the robots have specific body parts you can disable that will give you an advantage in battle. Clip a robot’s legs and it can’t move (though it can still fire at you with machienguns), shoot one in its visor and it won’t be able to use heat seeking signatures to track you. Environmental objects also let you even the odds when you come across a pack of foes.

During our session, the demoer found three Runners in a town center. Using a boombox he picked up earlier, our player tosses it next to a nearby electrical station. The Runners investigating the song playing from the boombox immediately suffer a shock to their systems when the demoer unleashes a volley of bullets on the electrical station. He quickly takes them out while they’re stunned.The best thing about Generation Zero is just how effective and uniquely eerie the game’s atmosphere is. Despite being set in the 80s, you won’t find an obnoxious amount of neon splashing your screen or hear Michael Jackson blaring from nearby radios.

From what we’ve seen Generation Zero refuses to give into the temptation of paying excess homage to the decade of excess. Instead, there’s an unnerving level of HG Wells-style crypticness about the whole affair. Where did the machines come from? What do they want? How do you repel them?

Avalanche says that answering these questions will drive the game’s narrative which, again, can be experienced as a solo player or with a squad.Our demo ends when our player comes across a new kind of mech in a field, one that dwarfs the Runner in size, awkwardly strutting about like a hobbled giraffe. There are square shaped boxes on its shoulder.

The player takes a rifle shot at the mech and it responds by opening those boxes and showering the entire field with a rainstorm of missiles that kill the demoer and cutting to black.We came away impressed with this slice of gameplay from Avalanche’s latest. As far as setting a mood, Generation Zero fires on all cylinders, engendering a spooky horror atmosphere that makes the game stand part from both Avalanche’s trademark zany output as well as the vast majority of other open-world survival games. We’ll have to wait more to learn about Generation Zero, which is due out in 2019, but this is one spooky co-op fest that has our undivided attention.

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