FANDOM

Hey there, this is Ultimate94ninja, and I'm an administrator here. Leave me a message if I can help with anything! Although I'm not very active on this wiki, I am active on other wikis, so I will be quickly notified if you post on my message wall.

Some real life facts about weapons in the IGI series

In Project I.G.I.: I'm Going In

  • Colt Anaconda: When reloading, the ejector rod must be used to remove the spent rounds; simply holding the weapon muzzle up to dump rounds doesn't work on a real revolver. Additionally, likely due to a coding error, it is depicted as using .357 Magnum rounds rather than the .44 Magnum ammo that is actually available in-game alongside the weapon.
  • Desert Eagle: It is actually modeled after the .50 AE variant (and not the .357 Magnum version like portrayed in-game), since it doesn't have a fluted barrel. Additionally, the hammer is not in cocked position; being a single-action pistol, it needs to be cocked in order to fire.
  • SPAS-12: When reloading, the shells are erroneously inserted backwards
  • Jackhammer: It incorrectly holds 12 rounds per magazine instead of 10. Furthermore, its availability in the game is unrealistic, as the weapon never made it past prototype stage (very few working prototypes were built), not to mention its problems with cycling in full-auto.
  • Uzi: It is incorrectly depicted with a closed bolt instead of an open one, and it has exceeded rate of fire compared to the real Uzi; the rate of fire is rather similar to that of the Mini Uzi variant.
  • Twin Uzi: Same reasoning as the single-wielded version.
  • MP5 SD3: It has an incorrect 32-round magazine instead of 30 (the real MP5 can have its magazine overloaded to 32 rounds, but this makes reloading difficult), and the model erroneously shows the fire selector on safe instead of full-auto. Furthermore, it is actually modeled after an MP5A3 (with a detachable suppressor) rather than an MP5SD3.
  • AK-47: It has an incorrect 32-round magazine instead of 30, and while the third-person seems to show a true AK-47, the first-person model is actually that of the Yugoslavian Zastava M70B1 variant (with the front sight of the Chinese Norinco Type 56, though). Additionally, the charging handle is depicted as being on the left side instead of the right, and the weapon has an exceeded rate of fire compared to the real weapon. Moreover, it is rather strange to see this weapon currently in Russian hands, since they have switched to the AK-74 in 1974. Finally, despite the weapon being fully-automatic in-game, the first-person model shows the fire selector set to semi-automatic mode, and the third-person model shows it on safe.
  • M16A2: It is incorrectly fully-automatic, as the real M16A2 fires in 3-round burst mode; other variants such as the M16A3 are full-auto in reality. Furthermore, the weapon is actually modeled after an XM177 (this one beingfull-auto), though in-game it still has an M16A2's buttstock. Moreover, it is modeled with a 30-round curved magazine, though in-game it only holds 20 rounds (which would be the straight and shorter magazine). Additionally, the M203 grenade launcher is incorrectly pumped between shots instead of having the shell ejected and a new grenade inserted.
  • FN Minimi: When reloading, the belt is not even inserted into the feed tray, which means the belt box is treated like a standard box magazine. Actually, the real Minimi can alternatively be fed from a STANAG box magazine, but this one should be inserted to the left side of the weapon.
  • LAW 80: It can erroneously fire 3 rockets, whereas the real weapon is single-shot and cannot be reloaded.
  • Hand Grenade: It is obviously incorrect how it cannot explode in Jones' hand after having been cooked for too long.

In I.G.I.-2: Covert Strike

  • Makarov: The hammer is never cocked back; being a double-action pistol, it should become fully cocked after firing the first shot.
  • Colt Anaconda: Same reasoning as the prequel; the ejector rod must be used to remove the spent rounds. Additionally, it's rather weird how it is referred to as "Magnum" in this game, considering that the multiplayer buying menu indicates that it is chambered in .45 Long Colt.
  • Desert Eagle: The hammer needs to be cocked since it's a single-action pistol.
  • Socom: Like with the Makarov, the hammer should become fully cocked after firing the first shot. Additionally, the multiplayer mode incorrectly states that it is chambered in 9×19mm Parabellum rather than .45 ACP.
  • SMG-2: The weapon model erroneously shows the fire selector on safe.
  • SPAS-12: Like in the prequel, the shells are erroneously inserted backwards.
  • M1014: Likewise, the playable character is seen loading the shells backwards.
  • Jackhammer: Same inaccuracies in magazine capacity and in-game availability as the prequel.
  • Uzi: Again, it is depicted with a closed bolt.
  • Twin Uzi: Same reasoning as the single-wielded form; in addition, this dual-wielded version still has the same exceeded fire rate as the prequel.
  • MAC-10: Like the Uzi, it is incorrectly depicted with a closed bolt instead of an open one. In multiplayer, it is listed as using .45 ACP rounds, yet it has a 32-round magazine which should be the case for the 9×19mm version, whereas the one chambered in .45 ACP holds 30 rounds in reality.
  • MP5A3: It has a 3-round burst option, which is the case for other variants such as the MP5A5, but not the A3. Additionally, the model erroneously shows the fire selector on safe.
  • Type 64: It has an exceeded rate of fire compared to the real weapon.
  • AK-47: The name is again incorrect; this time it is modeled after the Chinese Norinco Type 56-1 variant, and Russians are still depicted as using this rifle rather than the AK-74. Furthermore, the model (at least in third person) erroneously shows the fire selector on safe. In multiplayer, it is incorrectly stated to be using 5.45×39mm rounds (which are in fact for the AK-74) rather than the correct 7.62×39mm.
  • M16A2: While it's now correctly modeled after an M16A2, it is still erroneously fully-automatic instead of 3-round burst. Furthermore, the fire selector is incorrectly shown on safe.
  • G36: It incorrectly has a 3-round burst option instead of 2-round burst, and the model shows the fire selector on safe.
  • G11: A 45-round magazine would be more appropriate, since it is the G11 K2 variant, not the K1.
  • FN Minimi: Same reloading mistake as the prequel.

Weapons that I would put

I'm listing here the weapons that I would put in the two games for more realistic usages (depending on the faction, etc.), while matching the number of weapons available.

In Project I.G.I.

In I.G.I. 2

Weapons used by specific characters

In Project I.G.I.

(This list might possibly be incomplete)

  • Knife: David Jones
  • Glock 17: David Jones
  • Colt Anaconda: Rebecca Anya
  • Desert Eagle: David Jones, Ekk
  • Spas-12: Harrison, Russian forces
  • Jackhammer: Jach Priboi
  • Uzi: Russian forces
    • Uzi x2: (only optional at spawn points?)
  • Mp5 SD3: David Jones
  • M16 A2: David Jones, Harrison, Josef Priboi, IGI forces
  • AK47: Jach Priboi, Russian forces
  • Minimi: Russian forces
  • Dragunov: David Jones, Russian forces
  • LAW 80: Russian guard
  • M2HB: Russian forces
  • Hand Grenade: David Jones
  • Flashbang: (only optional at spawn points?)
  • Proximity Mine: David Jones
  • C4: David Jones
  • Medipack: David Jones, Rebecca Anya

In I.G.I. 2

  • Knife: David Jones
  • Makarov: Wu Xing, Russian forces, Chinese scientists
  • G-17 SD: David Jones, Robert Quest
  • Magnum: (multiplayer only)
  • D-Eagle: Zaleb Said, bribed local militiaman, Libyan forces
  • Socom: David Jones, Rebecca Anya
  • SMG-2: David Jones
  • Spas-12: Russian forces
  • M1014: Libyan forces, Chinese forces
  • Jackhammer: Jach Priboi, Zaleb Said
  • MAC-10: Russian forces
  • Uzi: Libyan forces
    • Twin Uzi: (multiplayer only)
  • MP5A3: David Jones, Libyan guard
  • Type 64: Chinese forces
  • AK-47: Jach Priboi, Russian forces, Libyan forces, Chinese forces
  • M16 A2: David Jones, Phillip White, IGI forces
  • G36: David Jones
  • AUG: David Jones
  • G11: David Jones, Wu Xing
  • Dragunov: Russian forces, Chinese forces
  • PSG-1: Libyan forces
    • PSG-1SD: David Jones, Libyan guard
  • M82A1: Chinese forces
    • M82A1-T: David Jones
  • LAW 80: (multiplayer only)
  • RPG-7: Libyan forces, Chinese forces
    • IR SAM: Libyan forces
  • Minimi: David Jones, Robert Quest, Chinese forces
  • M2HB: David Jones, Russian forces, Libyan forces, Chinese forces
  • Hand Grenade: David Jones, Russian forces, Libyan forces, Chinese forces
  • Flashbang: Russian forces, Libyan forces, Chinese forces
  • Smoke Grenade: (multiplayer only)
  • Proximity Mine: (only optional at spawn points)
  • C4: David Jones
  • Laser Designator: David Jones
  • Medical Syringe: (only optional at spawn points)
Community content is available under CC-BY-SA unless otherwise noted.