Arizona Sunshine 2

Developed and produced by Vertigo Games, Arizona Sunshine 2 is a fast-paced VR zombie shooter and sequel to 2016's Arizona Sunshine. The game's story follows the first game's unnamed protagonist and his dog Buddy as they once more search for help in a post-apocalyptic Arizona. As in the first game, both a story-based campaign and a wave-based "horde" mode are available to be played solo or multiplayer with up to 3 other players. 
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=Overview=
In contrast to the weapons of the first game, the guns of Arizona Sunshine 2 (reflecting 7 years worth of improvements to virtual weapons) are rather detailed and can be manipulated realistically. Reloading is now a much more involved process, with the player now required to eject an empty magazine, grab a fresh one from their ammunition belt, insert it into the weapon, and, if necessary, manually chamber a round. Weapon classes not present in the previous game are also present, including pump and break-action firearms, and significant improvements have been made to two-handed weapons. Firearm ammunition is split into the following categories: 
*Pistol-caliber ammunition, which is used by handguns, submachine guns, and machine pistols
*Rifle-caliber ammunition, which is used by rifles 
*Shotgun shells, which are used by shotguns
*Flamethrower fuel, which is used by the flamethrower 
*40mm grenades, which are used by the grenade launcher
In addition, almost every weapon in the game has an "improved" version that are usually found later in the game or in secret areas. These upgraded weapons typically feature, among other upgrades, FDE furniture and an extended magazine.
=Handguns=
==Beretta 92FS Hybrid==
The Beretta 92FS can be found throughout the main campaign and is the player's starting weapon in the "horde" mode. It deals low damage per shot and holds an incorrect 10 rounds per magazine. The model is something of a hybrid between the standard 92FS and the Vertec model, as it features the flat mainspring of the Vertec but none of its other changes like the railed dust cover. It's also modeled with more of the front of the barrel covered.
 
Improved 
The improved version of the Beretta 92FS has an FDE-colored frame, beige grip panels, and a cylindrical muzzle device. It uses 12-round extended magazines. 
==Colt M1911A1== 
A Colt M1911A1 is the player's starting weapon in the main campaign. Though fitted with a flat mainspring like on the original 1911, this seems to be a stylistic choice given that several other handguns feature the same, and it otherwise matches the A1 with features such as the short triger and diamondless grip panels. It holds 7 rounds per magazine. 
 
Improved
The improved version of the M1911 (which is the first "improved" weapon available to the player) features an FDE-colored frame and cylindrical flash hider, a polished slide, and a 12-round extended magazine.
 
==IMI/Magnum Research Desert Eagle Mark XIX== 
A somewhat stylized Desert Eagle Mark XIX can be found throughout the game. Despite holding 7 rounds per magazine and lacking a fluted barrel, the Desert Eagle (and its magazines) are prominently marked ".44". It deals rather high damage per shot and, unlike the game's revolvers, has the ability to reload mid-magazine, potentially conserving ammunition in the long run. 
Improved 
The Desert Eagle's "improved" variant features a slightly longer barrel, a stubby compensator, an 11-round extended magazine, and an FDE paintjob.
==Glock 17== 
A 4th Generation Glock 17 can be found and used by the player. It holds 10 rounds per magazine, although its magazine model is that of a 17-rounder. 
 
Improved 
The Glock 17's improved variant has an FDE frame and a cylindrical flash hider. It holds 20 rounds per magazine and, most notably, fires exclusively in full-auto.
==Ruger Redhawk== 
A Ruger Redhawk with a stainless finish can be found throughout the game. The six-shooter deals very high damage per shot but must be reloaded frequently.
 
Improved 
The Redhawk's improved variant has black rubber grips, a polished stainless finish, and is chambered in .357 Magnum, giving the revolver an improved 8-round capacity. 
==Smith & Wesson/Colt Hybrid Revolver== 
A generic revolver with a large wooden grip, Colt-style trigger guard, and Smith & Wesson-style cylinder release can be found throughout the game. This revolver is effectively identical to the aforementioned Redhawk. 
=Submachine Guns=
==Ingram MAC-11==
The Ingram MAC-11 returns from the first game as the first submachine gun available to the player. Its folding stock buttplate has been removed and its grip panels have been cut away, allowing the player to see the magazine being inserted into the weapon. It holds only 15 rounds in each 32-round magazine and fires very quickly, which means both that it kills zombies rapidly and consumes lots of ammunition. 
 
Improved 
The improved version of the MAC-11 has a desert digital camouflage pattern, compensator, extended stock, and 40-round drum magazine. 
==IMI Uzi==
A stockless IMI Uzi is one of the game's available submachine guns. It can hold 15 rounds per magazine.
 
Improved 
The improved Uzi has an extended stock, an integral flash hider, and loads from 50-round drum magazines. 
==M1A1 Thompson==
A somewhat stylized M1A1 Thompson submachine gun can be found throughout the game. It has a non-functional segment of Picatinny rail on top of the receiver and utilizes 20-round stick magazines. While the M1A1 (like the other submachine guns) correctly utilized pistol ammunition during the game's initial release, it was changed for balancing reasons to consume rifle ammunition in Patch 1.1. 
 
Improved 
The M1A1's upgraded variant has a beige polymer stock and handguard, a "birdcage" flash hider, a leather stock wrapping with a cheekpad, and a skeletonized angled foregrip. It uses 50-round drum magazines.
=Shotguns=
==Stoeger Coach Gun Supreme==
A Stoeger Coach Gun Supreme with a nickel finish and engraved receiver can be found in the game. Possessing a tighter spread than its sawed-off counterpart, the Coach Gun wreaks havoc on swarms of zombies but, predictably, can only be fired twice before it has to be reloaded. It is incorrectly modeled with only one trigger and features a curious set of three-dot tritium iron sights, which, while helpful in dark environments, are not typically found on smoothbore shotguns. 
===Sawed-Off===
A sawed-off version of the Coach Gun is the first shotgun available to the player. It is the only non-pistol caliber firearm to be classified as "small", meaning that it is stored in the player's hip holsters instead of over their shoulder. It has a wider spread than the full-length Coach Gun and lacks any sights to speak of. 
==Pump-Action Shotgun==
A generic pump-action shotgun firing what appears to be 20 gauge shotgun shells is one of the game's available firearms. It has a set of ghost ring iron sights, a cut-down stock, a short segment of heat shielding on the barrel, and a large spring wrapped around the magazine tube. The shotgun holds an optimistic 6 rounds in its magazine tube and, most notably, ejects spent shells from the top of the receiver, not unlike the Spencer 1882.
 
Improved 
The pump-action's improved variant has a "birdcage" muzzle device, an FDE forend and receiver, and a unique skeletonized stock. It features a tighter choke than its sawn-off counterpart. 
=Rifles=
==Colt Model 607==
A Colt Model 607 with a railed upper receiver and a stylized handguard can be found near the middle of the campaign. It is missing its characteristic muzzle device, utilizes 20-round STANAG magazines, and fires in full-auto only. 
 
Improved
The improved Colt Model 607 for all intents and purposes upgrades it into an M4A1 Carbine, albeit one still using the stylized triangular handguard. Its upgrades include a lengthened barrel with M203 step-cut (albeit cut off just beyond that step-cut), a "birdcage" flash hider, FDE furniture, a triangular tri-tone camouflage pattern on the receiver, and a stock inspired by the 6-position collapsible M4 carbine stock. It uses 30-round STANAG magazines. 
==Generic AK-pattern Carbine==
A nondescript AK-pattern carbine is the first longarm available to the player in Arizona Sunshine 2. It features a milled receiver, not unlike the Type 3 AK-47, and an elongated wooden handguard/barrel length seemingly inspired by the AKS-74U carbine. It also, rather unusually, fires 5.56x45mm ammunition and is said to have been manufactured in the United States. This AK uses straight 15-round magazines and fires in full-auto only. 
 
Improved 
The upgraded variant of the "AK" has ribbed 30-round AKM-esque magazines, beige furniture, a black stock wrap, and a "birdcage" flash hider. 
==Remington Model 7600==
A Remington Model 7600 pump-action rifle can be found on the roof of a burning gas station in the main campaign, marking its first known appearance in a video game. The in-game rifle is seemingly chambered in .223 Remington and holds an incorrect 6 rounds per magazine. 
 
Improved 
The improved version of the Model 7600 has an FDE receiver and forend, 12-round extended magazine, and a pistol grip/6-position collapsible stock combination inspired by the Remington Model 7615P. 
 
=Machine Guns=
==General Dynamics GAU-17/A==
A handheld General Dynamics GAU-17/A can be utilized by the player at a few key moments during the campaign, including a climactic battle on top of a moving train. It has infinite ammunition but features an "overheat" mechanic which prevents the player from firing the minigun continuously for too long. 
450px|thumb|none|Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force
==M249 Paratrooper==
An M249 Paratrooper can be found near the end of the campaign. It lacks a bipod and utilizes 25-round box magazines, making it essentially a souped-up assault rifle as opposed to a proper light machine gun. 
 
Improved 
The improved M249 has a vertical foregrip, muzzle brake, and FDE receiver. It loads from 50-round belt boxes. 
=Launchers=
==M79 Grenade Launcher== 
A M79 grenade launcher can be found near the end of the game. It does not feature its characteristic leaf sight, which can make aiming at longer ranges difficult; however, the launcher's lack of a minimum arming distance and the player's immunity to self-damage lend the weapon favorably to point-blank usage. 
=Explosives=
==M67 Hand Grenade==
M67 hand grenades can be crafted by the player. They are the standard explosive option, possessing a three-second fuse and dealing heavy damage in a large radius. 
==Model 24 Stielhandgranate==
The player can craft and use Model 24 Stielhandgranates to defeat zombies. The stick grenade is incorrectly depicted as impact-detonated, exploding only upon contact with an enemy or hard surface. 
350px|thumb|none|Model 24 Stielhandgranate "Potato Masher" high-explosive fragmentation hand grenade
==TM-46 Anti-Tank Mine==
Craftable TM-46 anti-tank mines are available in-game. There are erroneously depicted as anti-personnel mines, detonating on contact with the undead. 
Category:VR
Category:Video Game
Category:Zombie
Category:Post Apocalyptic