Weapons and inventoryEdit
The weapons for the game were taken from the first three Resident Evil games, as well from SOCOM titles. The players begin the game with five basic weapons, but they can buy some others using their XP points. Currently more than 45 weapons were confirmed from the Kendo Gun Shop webpage. The weapons for the game can't be upgraded like in Resident Evil 4 or Resident Evil 5 .
The players need's to choose a primary and a secondary weapon before the game begins, with between three and six models per one.
|Weapon class||Weapon classes|
|Primary weapons||Shotguns||Sniper Rifles||Assault Rifles||Submachine Guns||Light Machine Guns|
During the game, the players are able to change their primary weapon by finding specially locked metallic cases within the environment. According to an award of the game, "Secret weapons" were confirmed: the grenade launcher and the flamethrower, however, no rocket launchers, revolvers, bowguns and fiction weapons, like the mine thrower or the spark shot, was included in the final game.
Nemesis T-Type can uses a minigun during his encounter in the game and Nemesis Mode, and his signature rocket launcher in the upcoming SpecOps DLC chapter, pursuing Jill Valentine . Both weapons can't be used by the players.
Grenades return in three types: frag, stun (or flash) and incendiary, now with a track color to differences after throwing. Also, a new type called Pheromone Grenade can be used to attract BOWs in a specific point and used only by the field scientist class characters.
Finally, all of the players begin the game with an unselectable melee weapon (a knife or a machete, depending the character), used in the new martial arts CQC style, impaling and slicing the infected and humans enemies. Also, the players can use the infected enemies as "human shields" to receive the damage, a player can get rid of the shield in two ways via a neck-breaker or a kick, but during the use of the "human shield", the player can use their secondary weapon and throw grenades
Grenades return in three categories, like in the past two games, plus an exclusive grenade for the Field Scientist.
|Grenade Name||Color in Environment||Effect||Color in Inventory|
|Frag Grenade||Red||Makes an explosion.||Green Burst|
|Stun Grenade||Blue||Creates a flash to incapacitate enemies for a moment.||Blue Halo|
|Incendiary Grenade||Orange||Makes a temporary fire in the place where it was detonated.||Orange Flames|
|Pheromone Grenade||Used to attract the zombies to a specific point. Exclusive to the Field Scientist class.|
All of the players begin the game with an un-selectable melee weapon (a knife or a machete, depending the character), used in the new martial arts CQC style, impaling and slicing the infected and humans enemies. Also, the players can use the infected enemies as "human shields" to receive the damage, a player can get rid of the shield in two ways via a neck-breaker or a kick, but during the use of the "human shield", the player can use their secondary weapon and throw grenades.
Operation Raccoon City is the first game in the series to include DLC weapons, currently eight in total. Some weapons resemble past firearms from the early Resident Evil games, but with new designs and forms. Depending on the retailer, the weapons are separated into four packs as a pre-order bonuses:
|Retailers||Weapon pack||Weapon #1||Weapon #2|
|Game, Gamestation||"Elite weapons"||Combat Shotgun||Devastator|
|Amazon, Shop To, The Hut||"Renegated weapons"||Machine Pistol||Cowboy Shotgun|
|"Classic weapons"||Matilda||Classic Launcher|
However, the special edition of the games includes all the eight DLC weapons, alongside with the six alternate costumes for USS members.
Operation Raccoon City doesn't include an inventory system like the past games.
The new inventory system can be changed depending on the player's class. It resembles Resident Evil 5's quick selection of items using the game pad.
|Up||Toggle Vision Mode||Certain classes only|
|Left||First aid spray||One|
|Down||Anti viral spray||One|
|Right||Grenades||Three per type|
However, some classes can carry more of a certain item by upgrading a particular ability:
- The Field Scientist can carry up to 4 Anti Viral Sprays.
- The Medic can carry up to 4 First Aid Sprays.