Well, since my posts for a survival-horror adventure game keep getting pushed down, I figured I'd post them all in one continuous blog post, so that IF Capcom or any other developer(s) decide to try it out, it'd be right here. Also, people can feel free to just look at the whole process. Here it is, starting with general gameplay and going on into other aspects.
NOTE: Updated segments can be found here (the text is less confusing; the blog post thingy made it get compacted and thus even worse than it should be):
www.capcom-unity.com/resident_evil/go/th...
www.capcom-unity.com/resident_evil/go/th...
www.capcom-unity.com/resident_evil/go/th...
More weapons, character attributes, and general info has been added. Enjoy.
Gameplay
General Atmosphere/Effects:
Lighting needs to be of near or at REmake quality. Game should be set in dusk and gradually progress to night, with moonlight acting as a vaguely present source of ambient light when outside in the dark. Dusk sunlight should have elaborate shadow effects; one should see the elongated, stumbling shadows of the infected hobble over slowly (I'm assuming the next game will involve zombie/zombie-like enemies that lack intelligence, but the lighting could still apply) to the player or NPCs. Nighttime shadowing should be like the outside areas of the REmake; the moonlight provides some light, but not enough to make you feel sure that every nook or cranny is clear.
Damage effects should be a major part of the game; not only would you have to worry about not being bitten/grabbed, but you would also have to worry about your equipment. The BOWs would be able to damage backpacks and the like by grabbing them to get at you, and getting slings/equipment holders (like shoulder holsters or backpack straps) throughly wet would cause them to become even more vulnerable to tearing. Your clothing should tear accordingly to damage, even to the point of falling to pieces; however, there should be opportunities to acquire new clothing, either off of deceased citizens or in stores (which can either be or not be in RE6; it's RE, not Dead Rising). Getting cut would cause bleeding effects, and if the wound is severe enough, you would be able to hear your heart pounding loudly (the controller vibrating, the screen pulsing at random intervals, and SFX). When wounded (at any intensity), the edges of the screen would begin blurring transparently (so that you can still technically see, but the details start blurring; with severe wounds, the blurring would get to the point that you wouldn't be able to see anything clearly except inside of a ten inch wide circle on your screen to simulate tunnel vision). You would hear and see your character gasping for breath and otherwise going into shock. Wound effects would heal in real-time; you would have to wait the later-mentioned amounts of time (as they appear later in this post) to fully heal. The most immersive way to deal with healing is to have the controller continue vibrating to lesser and lesser intensity (meaning it would simulate how one still feels pain to some/great extent as a wound heals) until it is fully healed, but that could interfere with the gunfire/attack effects (or it could augment them by making both occur simultanously and making the other effect much more vigorous to represent a corresponding increase in pain).
SFX should be ABOVE REmake quality here; the effects should be to the point that you can hear everything going on, and not just certain things (like footsteps, items being removed from holders, distant gunfire from survivors, screams for help, moaning, etc). Music should be nearly absent in RE6 in my opinion, and it should be unsettling and intense when it does play (like the zombie dog music from the REmake/RE1, except it remains constant until you put a very large distance between you and the enemy and after a set amount of time passes); the music should be reserved for what I call "superior" BOWs. Superior BOWs would still be Hunters and the like, but would only die from two point-blank shotgun blasts to the head or equal to, at the least. You won't be given any mercy whatsoever. These BOWs want you dead.
If your character encounters a situation featuring the phobia (such as fear of water or enclosed spaces), a number of things would happen at once, with the intensity of the effects depending on the severity of the situation; your screen would blur and become tunneled, heartbeats would be loud, fast, and pulsate on-screen, your character would react unfavorably to the trigger, and you would be mostly incapacitated for actions that involve fine motor skills (such as turning a doorknob or properly aiming/using a weapon). Also, your character would try to autonomously escape or would freeze up.
If zombies were in RE6 (and were used to the fullest extent possible, combining Dead Rising's numbers, the REmake's mutation system modified to accomodate Lickers/Suspendead as well, and Outbreak's infection meter modified to only trigger once bitten), the phobia system could be integrated with a similar effect when surrounded by zombies or advanced BOWs.
Character/Plot Development:
The character should be either a non-police citizen (including a doctor, school teacher, etc) or a police officer cut off from the precinct by the outbreak. Gender does not matter, but it would be reasonable to lean toward a female protaganist; there would ideally be two possible protagonists, but their storylines should be mutually exclusive (to avoid confusion and ensure that each has a unique experience). The setting should be a major metropolitian (making this outbreak bigger and worse than Raccoon City's) area (such as the American Brooklyn area adjecent to New York or the Paris suburbs) in the downtown district.
Individual plot devices/storyline should be left to the developers, but an Outbreak style would be best*. Perhaps Capcom could even try a "cold start", where you start playing as the character during their daily life (where you can perform everyday actions) until the outbreak begins. NPCs would exist in the form of scattered survivors, but they would be isolated into small pockets of resistance in sturdy buildings; some could be hostile, while others would try to join up with you to escape. When traveling with NPCs, you have no control over them and can only call them to do context/item specific actions (giving weapons/ammunition/items, indicating for someone to do an action, etc). There would be a large menu to allow you to micromanage NPCs during times of rest and a smaller one for you to quickly access during combat. Addtionally, if possible, a thought-process system similar to the one used in Heavy Rain would be excellent in this game.
*EDIT*
The storyline is that a mercenary company, Executive Option, wanted to come up with a way to make operatives with perfectly deniable identities; they wanted to resurrect top-notch Special Forces soldiers who were killed in action as rapidly healing supersoldiers who could follow orders with their own flair (fixed autonomy), but things went horribly wrong with their final test case, which was to be deployed in the field.
I wanted to bring back the mysterious massive corporate conspiracy by making the first game in the "series" (as from the REboot on) be a full outbreak, with the organization behind the outbreak working under the false pretense of rescuing civilians (making Executive Option one notch higher than Umbrella by being on the front lines and completely in control of the situation after the local government falls to chaos, and also by using elaborate inter-corporate relations to ensure that the research would only trace back to the pharmecutical companies who did the actual work, not Executive Option).
A twist could be that Executive Option completely suppresses the outbreak to the outside world and gets away with saying that they "saved at least a quarter of the city's citizens from an Ebola outbreak of epic proportions" and with planted evidence. Or that the outbreak escapes the city and ends up spreading (with the RE6 cast becoming NPCs to a new cast of civilians).
If the character is bitten, he/she would not die instantly; the symptoms would appear over a given amount of time, and at the end stage, the player would be prompted to either let themselves be changed or suicide (and if you happen to be near NPCs during the critical stage, there would be a third option to let one of them kill you). If you are scratched/cut by a superior BOW, the wounds will make you bleed heavily, and you would need to find a First Aid Spray. Perhaps there could be bloodborne infection, where getting blood on your face would cause infection as well.
Inventory/Item Management:
The current RE5 item slot system should remain, but there should be a secondary item slot menu for other functions (like Examine/Combine). The secondary item slot menu should require the whole screen to be covered with various action prompts, a complete Inventory of every item in your possession, and a Status menu, while the primary item slot menu should be what one player's item slots look like in RE5 (nine slots with Quick-Access D-Pad mapping). The item system should be semi-realistic (involving use of trouser pockets, belts, holding it in your hands, etc), and a backpack should be an exploration perk, albeit a necessary one (in the same way that for this particular outline, you have to find a flashlight by nightfall, with no instant-gratification prompt/convienent placement to show you that you need one; the only indicator that you need it is context clues, like the fact that the clocks read 5:45 or that the sun is going down).
The Quick-Item, or primary, slots should be the bare essentials for your survival that need to be accessed right when you need them; firearms/weapons, flashlights, and ammunition should be the only things to be on these slots (but you should be limited to carrying items that CAN be held on your person only; you cannot inventory an axe and must put it down to access the rest of the items). Long arms, like a shotgun or rifle, would need you to find something to use as a sling to shoulder it (like a belt or other material), but after a sling is found and secured to the sling rings, you should be able to Quick-Access it. Handguns could be carried by being stuck in your belt until a proper holster is found (probably from an officer), and the same goes of ammunition. Magazines should have to be replenished with bullets manually, requiring the use of your secondary Item menu to get the ammunition out, get a magazine out, and then start loading them in one-by-one. If your character runs out of ammunition in magazines but has loose ammunition in a pocket, a last-resort will be that the character will drop a round directly into the breech and ready the handgun/rifle, making a one-shot weapon to defend yourself with until you find a proper place to reload magazines; if THAT round is fired, the character will keep loading the gun this way (when the Fire button is pressed after the round is fired) until the loose ammunition is exhausted. Note that hand-breechloading would not be reliable (you would have a decent chance of dropping the round instead of loading it if under attack by a BOW).
In place of the standard way to check ammunition (in your inventory), you will have to Examine the gun's magazine to eject it and check its respective ammunition indicator; handguns have increments on the back of the magazine, rifles have increments on the back and ARs have a partially open front, etc, while shotguns and other "blind-fire" weapons like a bolt or lever-action rifle would have no indicator, meaning you will have to count your shots and possibly load loose ammunition whenever possible.
Each of the nine slots should not require you to multi-manage (carrying ammunition will not exhaust the slot you have selected to hold it), but if you lack a place to put the item in question (for example, trying to hold two boxes, or 100 rounds, of Handgun ammunition in one pants pocket), it will not be possible to have it in the Quick-Access menu and you will have to put it in your backpack (if you thought to find one, as you start with none) or leave it. The backpack/general bag (carrying case if you found that instead, messenger bag, etc) should be compartmentalized with the various pockets of that particular bag, and the item storage should be unique for different pockets (the front pocket of a backpack cannot hold as much as its main one). Side pockets are easily accessed without taking the pack off, but that falls under the Quick-Access menu (which means that if you found a messenger bag, it integrates the whole bag's capacity into the Quick-Access menu, since you can easily take things out of it, and other advantages/disadvantages would exist for each bag). Items are droppable, and will be exactly where you dropped them; instead of the confusing Zero system though, each item would be examinable just like other environmental items and thus distinguishable. You can pick up dropped items (even empty box magazines) by examining them and then selecting Yes on the prompt.
*EDIT*
I've just come up with a new control scheme for the Examine function; if possible, the Select button could be used to toggle an "Alternate Use" button layout that would use the Sixaxis motion-detection hardware of the PS3 controller to allow you to interact with objects in real time. For example, to reload a shotgun, you would have to access/select the Item slot containing the shotshells, bring the controller around perpendicular to the screen (to represent the shotgun), and alternate between pressing R3 (to take out a shotshell) with rotating the right analog stick 180 from the bottom of the axis (to insert the shell). With other guns like bolt action rifles, the button scheme would correspond with appropriate actions (pulling back the bolt would mean holding the controller upright, holding the L2 button, switching to holding the L1 button in a fluid motion, and shifting to hold the R1 button until the bolt is locked back), and it would go on. This game ultimately would require a lot of time and effort, so this scheme could be held only as a template for the next generation of consoles which may or may not share the same controller format, but still.
Combat/Exploration/Perpective:
Combat will be taken by a superimposed screen-in-screen to the top right, with no other HUD features, while your character remains in the fixed third person camera; this is to simulate you having to learn how to use a firearm/weapon when such a shocking situation is not encountered in daily life. Over time, you will learn to get used to aiming and be able to use firearms with respectable accuracy (and SWAT weapons with Reflex sights/flashlights will superimpose a beam of light onto the field of view similar to the laser sights; you would have to reload the few magazines you find of these weapons manually). Scoped/Reflex sight equipped weapons would have a superimposed screen-within-screen view of the gunsight, on top of your regular fixed camera; Magnum/hunting rifle level weapons should make your screen shift quite a bit, while lighter weapons would make it shake slightly in variable amounts depending on the weapon. Exploration should be exactly like the REmake/pre-RE4 games, where you use the Action button to examine and subsequently perform actions based on the item; however, the actions should happen in real-time (reading a file/paper should be superimposed on the screen while you remain in third person, seeing the character perform each action, such as flipping/reading pages, and giving you the ability to cancel it by pressing the X or equal button if an enemy comes near). Idle/motion animations should be many; from reading papers to reloading a weapon to taking an item out, all should involve the character doing visible action. Some amount of free will would be present in idle animations. In particular, waiting in a barricaded room should have animations ranging from finding/looking into a reflective surface and fixing hair, fidgeting with clothing or equipment for a comfortable fit, looking at/checking your weapon, looking outside, and even just sighing and looking at the ground in a contemplative pose; idle animation with NPCs could include inaudible whispers and other social behaviors. Weapon jamming and different powered ammunition should be incorporated into gameplay; the weapon jamming should occur at random, and be more likely if you either get the gun wet (only applies to guns with box magazines), fire increased firepower ammunition (only in semi-automatic guns), or if the weapon is dirty/old (any gun). To unjam a gun, you must tap the Action/Fire button twice, and then your character will attempt to unjam by cycling the operating handle/slide; if that fails to work, your character will then remove and reinsert the magazine, if applicable, and if THAT doesn't work, then your character will only use it as a ranged melee weapon (at which point it would be best to drop it). The possible ammunition types should be subsonic (reduced power), standard, and overpressure (increased/high power). The different types exist so that if you manage to find a gun store or police station, you can pick up the type that suits you (if you want to reduce screen shift with subsonic, if you want high-power shotgun shells, etc). Upgrading your weapon should be very rudimentary and include things like duct-taping a flashlight onto a gun or attaching a combat knife to the lugs on an AR; tactical accessories would only be found when already equipped onto SWAT/police/National Guard weapons, or if you managed to find a gun store/armoury, then you twist the oversized mounting screws in the Examine screen to fit them to your weapon (limited to a 4x scope, red-dot sight, and flashlight only). Most of the time however, you will have to deal with using iron sights.
Melee would use the same aiming system, but would add in additional close-combat; if you quick-equip a weapon while grabbed, you will counter with either a stun (blow to the head with a handgun/blunt object, a stab in the skull with a knife, or ram with a long firearm/ranged blunt object) or a stun plus a discharge (your character will fire on an enemy if you were very close to being bitten, as if they had to become more aggressive to push through the advanced stage of the grab). Knives/melee would only be usable in grabs; however, objects in the environment can be grabbed and used to stun if you thought to pick them up beforehand. It would be possible to use your bare hands (if you have no weapon or do not want to waste a knife), but it would require you to mash several far-apart buttons, like having to consistantly hold the X while alternating rapidly between the up/down buttons simultanously for the PS3 version (with no prompt and no guarantee you will not be bitten). Ranged blunt objects like steel piping or a broomstick would be best used by "aiming" at the head or legs; these targets should disorientate the target, although in a pinch, the object could be used to push away arms to prevent a grab (ragdoll physics should be extremely realistic and integral to the game's combat). With this system and logically, it is best to have a weapon. Even then, your physical attacks will affect only one enemy, and advanced strikes as in RE5 (even if they only hurt one person) exist nowhere in this game. There would be no "stamina" meter but your character should get "tired" after either running extensively (which would be longer than 45 seconds) or fighting a lot (a lot being more than five enemies in succession in a span of a minute); when you get tired, your fighting/running ability is diminished, and it takes more time to repel a grabbed enemy, making it possible for them to bite you even with a defense item (encouraging you to progress slowly and delibrately). It would be possible for you to be grabbed/bitten/attacked by multiple enemies at the same time, so evasion and avoidance would be key to your survival. Fighting a superior BOW will take a lot of your stamina to counter, and with them, your character will automatically try to discharge their weapon into their head, to prevent you from being overtaken by the time you manage to escape (although a superior BOW has a chance of being able to counter your defense and strip you of that weapon).
Barricading should be possible, and with several items (using soap on a floor can trip up infected and give time to escape, pushing over or blocking a passageway with a bookshelf has obvious advantages, etc). Stealth (or evasion, to be more accurate) should be used extensively to prevent from being overrun with infected; walking slowly, crouching behind cover, and even running between infected should be a key part of the game. Of course, you cannot just sit in one place the entire game (they will wander around and find you eventually), so using unorthodox ways to get by would provide an escape (using a molotov cocktail/flaming spirits to clear a path, making a walkway from loose plywood/doors and nails to place across the chasm to another rooftop, etc). Doors would be opened as in RE5, but there would be no "kick door" option; you can only either push it open slowly (and the camera pans in for effect) or open it faster (with you twisting the knob quickly and ramming the door with your shoulder to get in when pressed for time). Most doors would have a built-in barricade, which would be, of course, the lock(s), and as mentioned, you can shore up the doors with other objects; eventually, the door frame would break (or, if you managed to hole up in a metal door framed building, not at all) and the object(s) will be knocked down, but you have the option of holding the object in place manually (this wouldn't be preferred, as they will at some point exist in numbers too great to hold back, and it would drain your stamina). Buildings/rooms with locked doors would be accessed either by breaking in through the window (and barricading it later), finding an unlocked secondary door (although this would surely mean there are undead/enemies inside), or finding the key that opens the door (which should be necessarily hard; you'd have to find the person who lived there, probably on the lawn or driveway half-eaten). This game could be a survival horror game where SURVIVING is the real puzzle.
The main game should be a large continuous city (out to rural area) map that allows for free roaming, but the shifting presence of massive amounts of infected that move haphazardly between main avenues and buildings should make each playthrough very different. Particular areas (such as apartment or government buildings) should provide different opportunities to evade or deal with infected (a luggage car in large hotels would allow you to draw away infected by jamming the gas down with the alert siren on or let you get wounded away from danger, a government building may have firearms inside depending on the nature of the building, etc).
Executive Option helicopters would make frequent fly-overs, but they would more likely than not want you dead instead of alive; other Executive Option vehicles would also be present, but would be usually armored and equipped with mounted machine guns or other weapons to eliminate infected. Certain weapons would be able to penetrate their armor, but typically they would be in the hands of the Executive Option teams themselves. Other methods (such as coordinated attacks on vehicles by survivors and yourself) could allow you to use their advanced modes of transport, but obstacles and the logo on the outside could still put you in danger (National Guard, local police, and survivors will fire on your vehicle due to the hostile nature of Executive Option to their survival, and other Executive Option units will attempt to render your vehicle inoperable).
A better way to transport would be with motor vehicles, which you would usually have to find the keys to (a rental-car agency building would serve as an extremely helpful place to be, as all of the keys are organized and labelled with the simple drawback of having to disable the storage protection). Public transport may be a viable option for obvious reasons, but are typically hit-and-miss, as infected could be in large numbers there. Smaller, individual transport like mopeds or bicycles should be readily avaliable, but taxing on your strength.
Personally, I'm leaning toward either large European or American cities or a moderately large town (in Europe or America).
Health/healing:
Herbs could be removed to intensify gameplay; however, the First Aid Spray can remain in a similar capacity as the blood-clotting agent Celox (to stop bleeding and reverse damage to some degree). You can fix wounds by finding gauze, trauma pads, wound-closure strips, stitching, etc, and using each respectively, but if you are the only one, then your wounds will heal slower than if someone else did it, and much less than if you found a doctor/medical personnel to do it; as a stop-gap measure, cloth can be pressed onto the wound to stop bleeding. Once you use a First Aid Spray or stitch to close a wound and taped a trauma pad onto it, you heal over time (5-inch wide wounds will take up to sixty minutes to heal to full capacity and less than 3-inch wide wounds would take only fifteen); until you fully heal, you can only walk, and when running is attempted, you can only jog at a relatively slow pace (and this could cause your wound(s) to open again). A context-action should exist where you can prop up a wounded NPC, or even carry them if they are badly wounded (this will drain your stamina to empty in around five minutes). A critical wound will incapacitate you, and if this happens, you must find someone to either prop you up (by hoisting your arm over their shoulder and helping you to walk) or carrying you (if you have been wounded severely enough or in the leg); damage should be location-specific and have persistant damage, as well as general, effects (blood stains clothing, water makes them wet and slows you down somewhat, cuts cause clothing to rip, etc). You could be able to find new clothes or repair the ones you have via thread or patchwork. When exploring, there should be options to jump down/across, depending on the circumstance, but because of the aforementioned physics, if you jump down too far (if the fall is under 30 feet, you should be able to roll-land, although this would drain stamina to 25%, meaning you cannot run at full blast for twenty seconds to several minutes, based on the fall height/time when you react to the fall) or at an awkward angle (meaning that you end up falling/rolling about), you could take damage or die; the only way to treat a fall wound is to have a splint and rest (or if the developers prefer, just limiting your movement based on trauma and treating with painkillers).
Characters
Name: Jennifer Flint (main protagonist)
Age: 26
Height: 5' 8"
Weight: 140 (lb)
Appearance: Medium straight build, British/French heritage, light blue/gray eyes; brown half buttoned-up jacket, grey undershirt, black trouser pants, 3 inch everyday use heel shoes, black leather belt with stainless buckle.
Occupation: Emergency room physician; on-call but not at work at the time of the outbreak (CDC/NIH general warning issued from loudspeakers/radios/TVs; beeper reports multiple trauma casualties with bizarre symptoms from an unknown pathogen, isolation protocols where all essential staff who aren't already called in to the hospital are to report to the nearest CDC/NIH emergency center are rendered immediately into effect).
Skills: High medical skill, has an uncanny talent for improvising solutions, is very intelligent; can speak French and Italian.
Strengths: Dexterous (can use small bladed weapons to a high degree and handles objects with skill), patient and pays attention to detail (will occasionally ponder/look at objects in the environment that could be of use if idle), reliable friend (will give ammunition and medical help autonomously to trusted survivors, and talks with them when in a secured/cleared room, which boosts morale/trust between Jennifer and them).
Weaknesses: Has trouble trusting others (will antagonize certain people based on first impressions); has no experience with firearms or long blades and has claustrophobia (when hiding in small spaces or when surrounded by zombies, Jennifer will start having heart palpitations, sweating, breathing fast, and dizziness; the screen will pulse and start to fuzz out, the controller will vibrate hard and slow).
Attitude: Reserved, but a kind and good person in general (will have strong opinions against and will autonomously attempt to avoid taking the lives of survivors, except in cases of dangerously hostile ones), tends to stonewall people initially (but will open up more easily to those of the same profession); actively searches for loved ones (will take closer looks at people who resemble close friends).
Starting Locale: The Fleur-de-lis French fine dining restaurant, Table 17
Name: Charles Locke (main protagonist)
Age: 32
Height: 6' 3"
Weight: 169 (lb)
Appearance: Athletic build, American/Italian heritage, hazel-brown eyes; black sport jacket, white dress shirt, suit trousers, leather belt, shoulder holster (Sig-Sauer SP 2022 in .40 S&W with tactical flashlight attachment holstered with two spare magazines; magazine pouch on front left side of belt holds another two magazines), police badge clipped on front right side of belt.
Occupation: Police detective; just transferred in from another region (unfamiliar with local area) and on-duty investigating a related crime when outbreak occurs (CDC/NIH issues warning to police department; scattered reports come in on the police radio with officers being assaulted by individual civilians seemingly at random with deadly force being used frequently, Tasers found completely useless once officers stop discharging the weapon, assailants reported to be resistant and extremely hostile to apprehension).
Skills: High degree of marksmanship (misses rarely), high mechanical skill (can repair items like firearms or vehicles to some degree depending on items avaliable); intelligent, speaks Italian and Spanish.
Strengths: Training (can use most firearms accurately, investigates interesting items, has good fighting ability and can take more damage than others, will be readily trusted by others including National Guard soldiers and police officers when wearing badge), leadership (leads survivors easily and can sometimes get hostile survivors to back down/become neutral), and a hunter (very accurate with rifles, keeps a Remington 7600 with 4x optic and ammunition in apartment).
Weaknesses: Has little knowledge of medical techniques (will messily and poorly close wounds less than three inches long, and cannot close wounds larger than five inches), forensic expert (will antagonize some police officers), police detective (is more prone to attack from hostile survivors because of his service pistol and position).
Attitude: Alternates between outgoing and introvert (depending on the person interacting with Locke), is known to vigoriously pursue cases to completion (sometimes ignores smaller details concerning his escape, such as morality of certain decisions), has a tough-guy persona tempered by a core nice-guy personality; has been separated from his wife (who he has feelings for), but will actively search for and attempt to save close friends from his precinct.
Starting Locale: Weeping Willow apartment complex, Crime Scene A of three
Weapons
The Weapon Rarity scale is that Common means there are seven of the type that can be found (as in, you find them somewhere without a live owner) in the entire game, Uncommon means that there are five, Relatively/Very Uncommon means four to six, Rare means three to four, Very Rare means one to two and Extremely Rare means only one can be found.
The Special Weapons has the same kind of staggering, except you can find at the most three in the Extremely Rare catagory (some of those like the "Dead Air" 40mm HALON round would be found at random from eaten BSPC mercenaries and should be saved for the worst).
Handguns
Beretta 92FS- Police/National Guard/civilian weapon (common for police/civilian 92FS, uncommon for M9A1). Uses standard 9mm Parabellum JHP or FMJ rounds as issued (FMJ only if National Guard weapon). Holds 15 rounds plus one. Has decent power (will readily kill with headshots from 20 yards with or without FMJs); Beretta 92-series handguns disassemble easily for maintenance.
Beretta 96FS/90-two - Police/civilian weapon (common). Uses standard .40 S&W JHP rounds as issued. Holds 12 rounds plus one. Has good power (can incapacitate zombies with chest hits); is easily disassembled.
Glock 22- Police/civilian weapon (common). Uses standard .40 S&W JHP rounds as issued. Holds 15 rounds plus one. Has good power; is resistant to water damage.
Heckler and Koch USP- Police/civilian weapon (uncommon). Uses .45 ACP JHP overpressure rounds as issued. Holds 12 rounds plus one. Has high power against soft targets; can be fitted with a .400 Corbon custom barrel, is invulnerable to water/overpressure damage.
Sig-Sauer SP 2022- Police/Coast Guard/civilian weapon (uncommon). Uses .357 SIG or .40 S&W FMJ/JHP rounds as issued. Holds 12 rounds plus one. Has moderately high power (will consistantly incapacitate zombies with chest hits) with JHPs and can penetrate thin barriers (such as metal siding, car doors, and thick glass) with FMJ .357 SIG rounds; has relatively high reliability.
Ruger Mk. III- Civilian weapon (common). Uses .22 LR FMJ rounds. Holds 10 rounds plus one. Has decent power (headshots can kill at close range); is one of the few weapons left in gun shops if you wait too long (at which point the shop is raided by the general population).
Beretta PX4 Storm- Civilian weapon (relatively uncommon). Uses .45 ACP FMJ/JHP rounds. Holds 14 rounds plus one. Has high power against soft targets (will almost always incapacitate zombies with chest hits with any type of round); can be fitted with a .400 Corbon custom barrel for near-Magnum level power (.45 ACP magazines can be reused to hold the new rounds).
Beretta 96FS Custom Samurai Edge- Civilian weapon (extremely rare). Uses .400 Corbon FMJ/JHP overpressure rounds as found. Holds 14 rounds plus one. Has very high power against soft and some tough BOWs; uses PX4 Storm magazines, has high reliability (resistant to water damage and overpressure damage), can be disassembled as easily as other Beretta 92-series handguns, and custom composite-wood grip/tuning enables unusually high accuracy.
Beretta 93R Executive Option Custom (BSPC model) - Private military weapon (rare). Uses 9mm Parabellum FMJ rounds. Holds 20 rounds plus one. Has decent power, high accuracy; can be stowed in any handgun holster, has burst-fire capability, comes issued with a side-mounted compact flashlight, and has custom tuning/stainless-composite grips that allow for controllable fire even on burst mode, but cannot handle overpressure ammunition and presents unusually loud report/muzzle flash. Is a particularly hard weapon to master use of.
Dan Wesson .357 Revolver- Civilian weapon (rare). Uses .357 Magnum FMJ/JHP rounds as found. Holds 6 rounds in cylinder. Has extremely high power against soft and tough BOWs (can penetrate light and some medium barriers with FMJ rounds), with JHPs causing large wound damage equal to a firecracker exploding in the damaged tissue against soft targets; must be loaded from cylinder (speedloaders and ammunition are relatively rare), but is invulnerable to water and overpressure damage. Causes heavy screen shift.
Colt Anaconda .44 Revolver- Civilian weapon (very rare). Uses .44 magnum FMJ/JHP rounds as found. Holds 6 rounds in cylinder. Has extreme power against soft and all BOWs, with JHPs causing damage roughly equal to two firecrackers exploding in the tissue targeted, while FMJ rounds can penetrate medium barriers (multiple plaster walls, heavy wood doors, military/police-grade helmets or body armor, etc); must be loaded from cylinder (speedloaders and ammunition are rare), but is invulnerable to water/overpressure damage. Causes extreme screen shift.
Smith and Wesson Model 500 Revolver (4" barrel)- Civilian weapon (extremely rare). Uses .500 S&W Magnum flat-point rounds. Holds five rounds in cylinder. Has maximum power against all targets and can penetrate heavy barriers (brick/stone walls, metal doors/reinforced Humvee siding, helicopter hulls, etc) at close to medium range with astounding damage (as if four firecrackers banded together exploded in the target tissue) to soft/BOW targets; ammunition (which is extremely rare) and the gun itself are both large and cumbersome, and muzzle flash/report is extreme. Causes extreme and extended screen shift.
Browning Hi-Power- Civilian weapon (rare). Uses 9mm Parabellum FMJ/JHP rounds. Holds 13 rounds plus one. Has decent power; single-action trigger requires the hammer to be pulled back to arm, but enables higher accuracy than other standard handguns.
Colt 1911-type pistol- Civilian/SWAT weapon (rare). Uses .45 ACP or 10mm Auto FMJ/JHP rounds as found. Holds 7 rounds plus one. Has high power against soft target in either chambering, but possesses .357 Magnum overpressure power in 10mm Auto; has high accuracy and is generally reliable, but takes some practice to use effectively (single-action).
Rifles (in general, cause moderately heavy or heavy screen shift)
AR-15 platform- Civilian weapon (uncommon). Uses 6.8mm Rem SPC FMJ rounds. Holds 25 rounds plus one (magazines are compatible to M4/M16 magazines and can hold 30 rounds of 5.56mm NATO). Has high power, can penetrate light/medium barriers, and readily incapacitates zombies with chest hits; ammunition is rare, but can be fired accurately up to 250 yards with a 3.5x optic. Is modular (can be fitted with 5.56mm NATO upper receiver while using same magazines, gunsmith NPC can modify rifle to accept 15 round .308 Win magazines).
Kel-Tec SUB-2000- Civilian/police weapon (uncommon). Uses .40 S&W rounds. Holds 12-15 rounds depending on configuration (Glock or Beretta magazine). Has very good power (usually incapacites with chest hits), can penetrate light barriers; increases effective range of .40 S&W rounds to 100 yards while making power near .400 Corbon at 40 yards. Can fold in half for compact storage while being quickly armed from folded position.
Walther G22- Civilian weapon (uncommon). Uses .22 LR FMJ rounds. Holds 10 rounds plus one. Has decent power at close range (will kill with headshots) and has high accuracy; ammunition is common, and two magazines can be held for quick use in the stock.
Ruger 10/22- Civilian weapon (common). Uses .22 LR FMJ rounds. Holds 10 rounds plus one. Has decent close-range power and decent accuracy; utilizes an unusual rotary magazine.
M4A1 Carbine- Police/National Guard/Coast Guard/private military weapon (relatively uncommon). Uses 5.56mm NATO FMJ rounds. Holds 30 rounds plus one. Has somewhat high power, can penetrate light barriers, and consistantly incapacitates zombies with chest hits; ammunition is somewhat rare, but has a full-automatic setting and is issued with a compact flashlight (occasionally with a 2.5x ACOG sight). Can be found with a Knight's Armament Company 12 Gauge Masterkey attachment.
M16A4 Rifle- Police/National Guard/Coast Guard/private military weapon (very uncommon). Uses 5.56mm NATO FMJ rounds. Holds 30 rounds plus one (shares magazines with M4 Carbine). Has high power, can penetrate light and some medium barriers (multiple plaster walls, helmets/body armor, certain heavy wood doors), readily incapacitates zombies with chest hits; ammunition is somewhat rare, but the longer barrel allows you to use 5.56mm NATO rounds to their fullest extent while sacrificing mobility (due to overall length). Is isssued with a compact flashlight attachment and 3x ACOG optic, but can sometimes be found with an M203 grenade launcher (cannot be used without rifle).
Ruger Mini-14- Civilian weapon (common). Uses 5.56mm NATO FMJ rounds. Holds 20 rounds plus one (but can take M4/M16 magazines). Has somewhat high power; is common.
Remington 700- Civilian weapon (common). Uses .308 Win FMJ/JHP rounds. Holds 4 rounds plus one. Has very high power, can penetrate light/medium barriers, almost always incapacitates with chest hits; ammunition is somewhat rare, but is usually found with a 4x duplex crosshair optic already attached.
Remington 7600 rifle- Civilian weapon (common). Uses .308 Win FMJ/JHP rounds. Holds 4 rounds plus one (different magazines from Remington 700). Has very high power, penetrates light/medium barriers, almost always incapacitates with chest hits; ammunition is somewhat rare and is usually only equipped with iron sights, but fires as fast as a pump-action shotgun with the same power/accuracy as the Remington 700.
M1 Garand rifle- Civilian weapon (very rare). Uses .30-06 Springfield FMJ rounds. Holds 8 rounds en-bloc. Has very high power (notably higher than .308 Win rounds), penetrates medium and several heavy barriers (metal doors, certain stone/brick walls, helicopter hulls), almost always incapacites with chest hits; ammunition is only as rare as .308 Win rounds and can usually be found in the same areas, but en-bloc clips are particularly rare (one would have to reuse the ones found with the rifle).
Kel-Tec RFB- Civilian weapon (rare). Uses .308 Win FMJ/JHP rounds. Holds 20 rounds plus one (FAL magazines). Has very high power, penetrates light/medium barriers, incapacitates with chest hits; is found with 3.5x SVD-type optic as standard and is semi-automatic, but magazines are rare and only found in gun stores.
Steyr AUG A3- Private military weapon (very rare). Uses 5.56mm NATO FMJ rounds. Holds 30 rounds plus one (proprietary). Has high power, penetrates light and some medium barriers (multiple plaster walls, helmets/body armor, certain heavy wood doors), readily incapacitates with chest hits; its bullpup configuration allows for the same mobility as the M4A1 Carbine, but with the same power as the M16A4. Is issued with a 2.5x NV/mil-dot optic, tactical pistol grip with Laser Aiming Module, and flashlight; certain mercenaries may carry a 40mm grenade launcher as well.
Robinson Armament XCR- Private military weapon (rare). Uses 6.8 Rem SPC FMJ rounds. Holds 25 rounds plus one (compatible with AR-15 magazines; can hold 5.56mm NATO or 7.62x39mm as well). Has high power, penetrates light/medium barriers, readily incapacitates with chest hits; modular design enables even faster caliber changes than the AR-15, and is equipped with folding stock, compact flashlight, and 2.5x NV/mil-dot duplex optic. Can be found with a Knight's Armament Company Masterkey 12 Gauge shotgun attachment.
Heckler and Koch MP7A1 (sidearm)- Private military weapon (very rare). Uses 4.6x30mm proprietary armor-piercing rounds. Holds 20 rounds plus one. Has somewhat decent power (only kills with headshots) and high accuracy; comes issued with a telescoping stock, folding foregrip with Laser Aiming Module, Reflex sight, and mounted flashlight, but ammunition is extremely rare and lacks incapacitation power. Is a PDW special-purpose weapon (has full/semi auto capability, very low recoil, penetrates medium barriers, and can be only be holstered in a leg holster).
Accuracy International Arctic Warfare rifle- Private military weapon (extremely rare). Uses .338 Lapua Magnum FMJ rounds. Holds ten rounds plus one. Has extremely high power, can penetrate medium and some heavy barriers (helicopter hulls and reinforced Humvees); comes standard with a custom 4-12x50mm rangefinding scope and integral bipod, but requires a steady gunrest to fire accurately, has very heavy recoil (even more so than the Remington 700), and has extremely rare ammunition.
SKS rifle- Civilian weapon (uncommon). Uses 7.62x39mm FMJ rounds. Holds 10 rounds in an internal magazine. Has high power, will penetrate light barriers, incapacitates with chest hits; ammunition is uncommon, but can be reloaded without a stripper clip and is semi-automatic. NOTE: is prone to misfires/accidental discharges when battered or disassembling (generally reliable otherwise).
Marlin 1894 rifle- Civilian weapon (rare). Uses .357 or .44 Magnum rounds as found. Holds 9 rounds plus one. Has very high power (barrel length gives power boost to Magnum rounds); ammunition is rare (can generally be found near the rifle), but the lever action and rifle-size enable fast and controlled firing.
Heckler and Koch MP5A4/A5- Police/private military weapon (relatively uncommon). Uses 9mm Parabellum FMJ/JHP rounds. Holds 30 rounds plus one (not compatible with UMP magazines). Has decent power; a Reflex sight and flashlight are equipped as standard, but magazines cannot be found in gun stores (A5 model has folding stock). Is a 9mm submachine gun (full/burst/semi automatic modes, has low recoil; MP5 has high accuracy).
Heckler and Koch MP5KA5/PDW- Police/private military weapon (very uncommon). Uses 9mm Parabellum FMJ/JHP rounds. Holds 30 rounds plus one (same magazines as the standard MP5). Has relatively decent power (will kill with headshots, but rarely incapacitates with chest hits unless at close range; recoil is notably shaper than the full-size MP5); equipped with an attached compact flashlight, but is only found with iron sights. Is a 9mm submachine gun (police models are usually found with the Personal-Defense Weapon folding stock; private military companies use either varient).
UZI submachine gun- Police weapon (very uncommon). Uses 9mm Parabellum FMJ/JHP rounds. Holds 32 rounds plus one (incompatible with other firearms). Has decent power; recoil is as sharp as with the MP5K, but has a telescoping stock. Generally equipped with a flashlight with an improvised attachment (duct-taped) and is only found with iron sights. Is a 9mm submachine gun (UZI SMGs have high reliability).
Heckler and Koch UMP- Police/private military weapon (relatively uncommon). Uses .45 ACP FMJ/JHP rounds. Holds 25 rounds plus one. Has high power against soft targets and high accuracy; recoil is strong, but is full/burst/semi automatic and is issued with a Reflex sight and flashlight.
M240 machine gun- National Guard/Coast Guard/private military weapon (Special Rarity). Uses 7.62mm NATO FMJ rounds in 200-round belts (compatible with .308 Win rifles if removed from belt). Has very high power; found on HMMWVs, Stryker IFVs, or UH-60 series helicopters as the mounted coaxial gun. Is difficult to use without the acquiring of a field manual on usage. Causes heavy screen shift.
M2 Browning machine gun- National Guard/Coast Guard/private military weapon (Special Rarity). Uses .50 BMG FMJ rounds in 200-round belts. Has extremely high power; found mounted on Stryker IFVs or UH-60 series helicopters as the mounted coaxial gun. Requires a field manual to learn usage. Causes extreme screen shift.
Shotguns (cause heavy screen shift)
Remington 870- Police/Civilian/Coast Guard/National Guard weapon (common). Uses 12 Gauge shotshells (buckshot). Holds 8 shotshells plus one. Does extreme damage at close range to soft targets and some tough BOWs, always incapacitates with chest hits; causes heavy screen shift, but can be loaded with shotshells while on the move. Found in many different configurations, including fixed stocks, folding/pistol grip stocks, and collapsible stocks. Usually equipped with a shotshell holder (8 shotshells).
Benelli M3 Super 90- Police/National Guard/private military weapon (rare). Uses 12 Gauge shotshells (buckshot). Holds 9 shotshells plus one. Does extreme damage at close range; has semi-automatic setting for standard/overpressure loads to reduce recoil and provide faster firing. Found in either fixed stock, pistol grip, or M4 Super 90 type folding stock configuration; equipped with a flashlight.
KAC Masterkey (attachment)- National Guard/private military weapon (very rare). Uses 12 Gauge shotshells. Holds 3 shotshells plus one. Does very high damage at close range; can be mounted on any rifle with an underbarrel mounting system and bayonet lug. Generally takes up the entirety of the mounting rail and cannot be used standalone.
*EDIT*
Knives/Bladed Weapons (swords take a lot of stamina to use, as well as knives if used for extended periods)
KA-Bar Military-Spec Fighting Knife (very uncommon)- Well balanced, can be used to cut as well as thrust through. One side of the blade is serrated, and it can be fitted in the bayonet lug of most rifles with a lug.
Letter opener- Handle-heavy, can only be used to thrust into a zombie's skull (with about a 50/50 chance of success in killing the zombie).
Scissors- Quick handling; can only be thrust into the skull of a zombie.
Kitchen Clever- Blade-bottom heavy; can only be used to cut downward or sideways. Generally isn't a good option due to the nature of its cut (deep and long), which makes infection very possible.
Kitchen General Use Knife- Decent balance, can be used to cut to a variable extent and thrust through; comes either with or without serrations and with or without polymer handles.
Scalpel- Handles very quickly. Has extremely deep cutting potential; if medically trained, can be used in either treatment or to attack very specific bodily targets.
Small/large bore needle- Usually found attached to an accompanying syringe; is used to adminster various treatments. Can only be used to attack the brain stem of a zombie or specific target in uninfected by itself, but if used with a syringe, dangerous substances can be used to increase effectiveness.
Multipurpose tool- Has similar attributes to the letter opener or scissors, but its other functions have uses as well.
Throwing Knife (rare)- Extremely well-balanced, can be used to both cut and thrust with the same high success rate; can be thrown up to 10 yards, but practice is needed.
Knightly Parrying Dagger (extremely rare)- Very well-balanced, is best used to thrust but can be used to cut; is ornamented around the handle, and can be used to block melee weapons when used against you by other survivors. Found with a scabbard/sheath.
Hand-and-a-half Sword (extremely rare)- Very well-balanced, can be either a cutting or thrusting weapon; the handle is leather and cruciform, and the blade will not get dull unless it is struck repeatedly against a hard surface (as in another sword or metal/stone object). Found with a leather scabbard.
Katana (extremely rare)- Balanced in a specific ratio, intended as a cutting weapon; the sword handles in a very specialized way and cannot be used with skill by the player character (it would generally end up flailing about in the followthrough as the sword only cuts cleanly when held a certain way, and cannot withstand much direct damage). In general, only NPCs are to use it with any kind of effectiveness. May or may not have a scabbard when found.
Blunt Objects (specific examples, there would be many more but none as useful)
Collapsible Baton- Telescopes from ruler size to full 40" length; can be used to hit targets as well as thrust (to stop targets from further advancing). Fits onto belt in multipurpose tool holster and vice versa.
MAG light- Heavy flashlight used by police officers; functions as a fixed baton would if held from the bulb head, but with shorter attack range.
Riot shield- Can be used both for defense and offense; can be thrust forward to smash enemies in the face while simultanously protecting from bullets/attack. Uses a significant amount of stamina over time.
Shovel- Variety of uses; can be used to shore up defenses/barricades (with reinforcing dirt or making a trench, etc), or to attack enemies with either the shovel head or the handle.
Crowbar- Useful as a leverage tool (to break into barricaded or otherwise locked areas); it can be used in the same way to attack or used to strike.
Glass bottle- Generally of former containers of alcohol; can be used to hold flammable liquids/solids (as an incendiary weapon), as a melee object (breaks after first use and becomes a sharp object), as a thrown weapon (breaks completely after first use; shards can be salvaged, but have a high risk of cutting you with every use), or to trip enemies (by leaving it in bottlenecked areas such as narrow hallways where they will attempt to walk straight on it; they may or may not fall, but will be stunned either way). Can hold most any liquid barring some acids/bases (including dishwashing soap, another tripping trap).
Special Weapons
M67 Fragmentation Grenade (rare)- Typically found only on certain police/National Guard/private military units. Has a blast radius of 15m, with nearly guaranteed kills inside of 5m. The pin must be pulled first (and can be replaced if it is decided not to use the grenade), and then the grenade is thrown (the grenade spoon can be pulled off if meant to be used in a very short time period).
M14 Thermite Incendiary Grenade (very rare)- Only found on National Guard or private military units. Extremely dangerous to use; the fuse from grenade spoon release to detonation is just two seconds, making it almost instantly explode into flames upon contact. Useful for denying enemies entry past a certain point (such as a hallway, room, or other area) or for rendering something inoperable (a vehicle, door access panel, etc). Will burn its way through most any solid.
Smoke Grenade- Found in several smoke colors, but usually only from a National Guard or private military unit; orange is used to signal gunship/air support (extremely rare), red is used to signal danger is imminent (uncommon), blue is used to indicate that there are survivors (uncommon), green is used to signal for immediate support (rare), yellow signals low supplies (very rare), and violet signals for an emergency evacuation (extremely rare). The White Phosphorus used to create the smoke effect also makes it useful as an incendiary weapon.
Signal Flare (rare)- Found in the hands of civilians, National Guardsmen, and private military units alike. Burns with a very bright white light several hundred feet up when fired from a Very pistol (flare gun). Can be used to illuminate large areas at night or as a weapon to burn enemies with; people may investigate the area illuminated for other survivors.
M441 40mm Grenade Round (very rare)- Found only on National Guardsmen or private military units. Is a High Explosive grenade round; possesses the same kind of power as the M67 except with the added benefit of precision and the presence of an assault rifle (can be detached and used separately). Causes significant screen shift.
M576 40mm Buckshot Round (very rare)- National Guard/private military armament. Works as an extremely high power shotshell round; will severely hurt all soft targets and BOWs inside of 10 yards and will damage up to medium barriers heavily. Causes heavy screen shift.
"Ice Mist" 40mm Liquid Nitrogen Round (extremely rare)- Private military armament. Used exclusively by the Executive Option Biohazard Special Protocol Command service. Upon impact, releases a rapid-dispersion mist of highly pressurized liquid nitrogen, which nearly instantly supercools the target, rendering it extremely brittle, among other effects.
"Stardust" 40mm White Phosphorus Round (very rare)- Private military armament. When detonated, the white phosphorus in the shell is dispersed by a small charge; the cloud reacts to form a large, brightly white fireball that burns for quite a while.
"Yellowjacket" 40mm Flechette Round (very rare)- Private military armament. Used exclusively by Executive Option. Designed to explode on contact; contains a High Explosive charge surrounded by moderately large flechettes. Inflicts extremely severe penetration damage with the flechettes along with the initial blast damage (most effective inside structures against soft targets).
"Dead Air" 40mm HALON Round (extremely rare)- Private military armament. Used exclusively by the Executive Option BSPC service. Unlike typical rounds, this 40mm grenade contains an extremely high concentration of HALON 1211 gas, which is expelled out violently; originally intended for fire-extinguishing, it also happens to have the effect of killing all infected (including superior BOWs) and non-infected in the affected area. The HALON does not disperse readily after use and will make the area uncrossable unless a specialized mask is worn.
"Butterfly" 40mm Fuel-Air Explosive Round (extremely rare)- Private military armament. Used exclusively by the Executive Option BSPC service. This particular 40mm grenade has an airburst configuration set for 25 yards; at that point, a small wrap-around shaped charge compromises the integrity of the grenade shell, which contains extremely pressurized liquified petroleum gas (the resulting initial vapor explosion causes the immediate area to be supercooled, starved of oxygen, and saturated with fuel in around ten seconds; the main shaped charge contained in the nose then detonates the large fuel dispersion, causing enough damage to blow a train car clear of the rails). Most effective against structures (will demolish most structures up to five stories and causes severe damage if used on higher floors in taller buildings).
Notes
RE: Intervention would have no hints on where to find ammunition at all in the manual; you have to think rationally about where to find it. Gun shops are obvious, but most of them either were raided (leaving you only .22 LR weapons/ammunition) or have hostile owners (who you have either reason with or figure out how to neutralize). Police stations would still have officers defending, but unless you are an officer yourself, they might not trust you. Personally, I think the place to find ammunition would be from places you happen to be hiding/exploring. Like if you are hiding from a horde of zombies in an apartment complex, the super's room would have empty shotshells and killed zombies around it, plus an undead super and a shotgun (and more shotshells in the room) inside.
Like I said, the game would progress logically. Meaning, if you think you need an item, you better figure out how to find it (like finding a backpack, flashlight, and weapon before the outbreak reaches more than half the population, which would make getting them MUCH harder past that point).
I imagine time would pass by in half-time (one hour in-game is really two hours), so that you have the chance to do everything you should in an actual outbreak. Plans would be made to put a custom tuned Beretta 90-two made to look and function like the Samurai Edge in the game in the room of an undead person who has a GC and the REmake playing (it, of course, would be stuck on the "You Are Dead" sequence); the Samurai Edge would be on top of the REmake disc case and there would be five loaded magazines stacked about on a nightstand. I would put little easter eggs like that in randomized places, so you never know if you'll find a STARS badge on a civilian or something.
The story should ideally be told from a Heavy Rain-like system, but if that is not possible due to copyright or other limitations, a semi-interactive cutscene system will work. However, the camera should pan in/out and to various shots as if it were a movie. This game would have been made completely in fixed-camera settings, but in this particular game, the protagonist is never given any inkling that incapacitated zombies can turn into Crimson Heads, so the game must have the corresponding accomodations.
Combat should be undertaken using realistic strains on the player's hands; in aiming/using a weapon, one should have to hold either the right or both bottom trigger button (to represent the character's hands holding the weapon). I will amend my previous statement and say that all melee weapons can be used outside of grabs, but you would have to hold the corresponding buttons to use them, and also, the character's handedness should be randomized from the start of gameplay (meaning Jennifer starts with either right-hand-dominant, which enables her to use melee weapons with more force and lets her use the hand-and-a-half sword effectively, or left-hand-dominant, which ma
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