Binary Domain Enemies

Binary Domain has 50 achievements worth 1000 points. View all the achievements here.

The protagonist of Binary domain, aname sergeant Dan marshall, share history with adiverse group of characters. Some who get more charisma andstyle that almost all the thousands that have gone through ourscreens as far as generation goes. His way of dealing withenemies is a tribute to what can be considered a herogeneric. A cut that adapts to the times, whereartificial intelligences, instantaneous networks and nanorobots canmake things very difficult.What this title of SEGA, devised by the study ofSerie Yakuza, it isAn amalgam of other games. All with one characteristicconcrete, that start from the view in third person. Nevertheless,the way in which Binary Domain puts us before the action stays atStockings in some aspects. Specifically, the way to reactbefore the elements of the stage does not reach the best of the genre.Nor do we see that environments take advantage.

Something very much to ourregret, because some are a true delight, in which hardlyWe spend a few minutes and they leave us wanting to return.The alternation of shots and the use of coverage gives us somethingmore to think about when we're at work. The points inthat we take refuge are less than it seems at first glance.

WithoutHowever, this is sometimes compensated with several levels, from whichWe have a better angle to end the opposites. Some thatThey lack, in general, any feeling. It's about robotsoperated from a remote base.

Some forces that tend to explodewhen we are right in the right place or when they break down a littlelittle bit.Precisely, one of the most interesting details of Binary DomainIt is localized damage. When we focus more on dismantling aenemy, more credits will give us this. Another possibility is to succeed inthe head, with which the robots will begin to attack their owncompanions. This compensates for the monotonous designs ofmany of them.

It is true that we find more than 30different and mechanical enemies, but the most abundant tend tooffer little more than finite waves that have little oforiginal. Binary Domain style customizationIf there is something that goes out of the ordinary in this game, in addition toA story to live (if they tell you it is not funny) is thatimplements a voice order system. These work, more orless, both on PS3 and Xbox 360.

But they fall behindother similar options, despite having a fairly repertoireBroad and that includes more than pretty words. The truth isthat you miss taking advantage of technologies like Kinect, whichThey are ready for this.Experience points are also worth talking about. More thannothing, because they are not such, but the economic system is based onpieces that automatically transform into credits. These weThey give to add weapons and ammunition to our arsenal.

But the mostinteresting is that we can do the same with our partnersof equipment. The nanorobots also come into play here, whichprovide improvements that affect the behavior ofequipment. Speed, recharge time, firepower Everything comes with two limitations: the budget and how we fillthe boxes where the 'little ones' are placed. Apart from theseslightly original options, in terms of shape, we also haveother more classic and that we will distribute among the differentcomponents of our command. All with the influence ofluck, because we won't know if a particular character will be withWe many missions or will make sporadic appearances. Precisely, the partners will give us many good momentsin Binary Domain. A title that starts to get interestingwhen we took a couple of hours of departure.

Some turns in theplot and several star appearances invite to follow when thethings seemed that the game was no more. Something incomprehensible,because it hides memorable moments and that only a technical finishirregular gets tarnish. Poor multiplayer vs giant robotsPatience is the key to enjoying the game.

If we wantedGreat enemies, here we will have them. Spectacular sequences,It also includes them. We even face some eventspredefined, in which you have to press buttons or move the 'stick'As indicated on the screen. This confirms the idea thatYakuza Studio wanted to mix elements from other games and leaveoriginality in the hands of a story that starts slowly.As an accessory, it seems to be only on a whim and to increasethe ten hours that history can last for us, it has alsoadded an online section. One that complements some extrasdecaf, which is limited to being able to read notes lost byscenarios and to see records of enemies and characters. That havethose multiplayer modes?

Few new things. On the one hand, a handfulof horde-like scenarios, with waves of enemies that are increasinglybigger. Something we can play alone or cooperatively,but that barely offers rewards, except for the satisfaction ofget over itIt is in these multiplayer modes where you most appreciate aArtificial intelligence little worked. With enemies that collideagainst objects when they don't have a predesigned path to follow.A detail that is barely appreciated in the story mode and that can beblame that they are robots but that makes the fun lessmultiplayer On the other hand, we also have a way forteam, in which to show which character is our favorite andMake it known to the world. One that doesn't seem ready for BinaryDomain, since there are hardly any games to play. Even solaunch yourself for this SEGA title and want to enjoy something elsethat your excellent story, try to convince some friends tothat they do it at the same time, so you will have more funinsured.

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Binary Domain
Official Box Art
Release Date:2012
Developer:Ryu ga Gotoku Studio
Publisher:Sega
Platforms:Windows
PlayStation 3
Xbox 360
Genre:Third-Person Shooter


Binary Domain is a 2012 third-person shooter developed and published by Sega for PS3, Xbox 360 and PC. Created by Toshihiro Nagoshi, the creator of the Yakuza game series, Binary Domain takes place in a flood-devastated 2080 where rising sea levels have engulfed much of civilisation. To survive, cities were built above the crumbling ruins of their former selves, with the massive labour demands met by armies of mass-produced robots, creating new industrial superpowers in the process. Truly intelligent robots, however, were outlawed by Clause 21 of the New Geneva Convention, and special multinational taskforces known as 'Rust Crews' were created to hunt down all violators and terminate them.

The player takes on the role of a member of such a crew, an American Sergeant named Dan Marshall, as he and his support gunner Sergeant Roy 'Big Bo' Boateng make their way into the isolationist fortress-state of Japan, investigating reports of 'Hollow Children,' robots so lifelike that they are unaware they are not human, being manufactured by Japan's Amada corporation.

The following weapons are seen in the video game Binary Domain:

  • 2Pistols
  • 3Submachine Guns
  • 4Shotguns
  • 5Assault Rifles
  • 6Sniper Rifles
  • 7Machine Guns
  • 8Launchers
  • 9Mounted Weapons
  • 10Grenades


Detention basin.

Binary Domain uses an unusual four-weapon inventory system, allocating four slots for different weapons; one of these is dedicated to a sidearm with infinite ammunition, one is for grenades, and one for Dan's default assault rifle which cannot be discarded, while the other can be used to hold any weapon found in the levels or bought from one of the 'Ammo Transit' vending machines dotted around the stages. Certain large weapons bypass this system and are discarded if the player tries to switch to another weapon.

The game almost always had Dan working as part of a team, and the player will routinely be asked to select two squadmates from the available roster, each of whom have a default set of weapons appropriate to their class. A trust system gauges how much they like Dan, and is affected by performance in combat and occasional dialog choices; with high trust they will be more effective and may offer to use grenades or more powerful weapons to support him. The game features a simple squad command system, using either voice recognition or a drop-down menu to issue orders, though this system is never particularly necessary.

There is an upgrade system for weapons which uses credits earned by destroying enemies, with more granted for certain special actions. Upgrades do not visually alter the weapons, and the system only allows upgrading of Dan's default rifle and the default weapons of the other characters. Upgrades to other characters' weapons do not carry over to weapons of the same type that Dan uses.

As in many third-person shooters, the guns in Binary Domain are designed with character model poses rather than exact realism in mind, and often feature alterations so multiple guns can use the same hand positions.

Airsoft manufacturer Tokyo Marui lent the game developers a number of airsoft guns to base the in-game models from. This is mentioned in the game's ending credits.

Heckler & Koch Mark 23 Phase II Prototype

A 'futurised,' fully automatic version of the Heckler & Koch Mark 23 Phase II Prototype called the 'LE-18 Machine Pistol' is the primary weapon of Cain, the robot member of the Rust Crew's French element, and is the sidearm of the Jarhead security robots encountered first in Chapter 3. The weapon features the very thin and unergonomic grip common to the game's robot-issue weapons and a Glock-style rear to the slide implying it is striker rather than hammer operated.

Airsoft Heckler & Koch Mk 23 Phase II Prototype (note front cocking serrations, deleted from production models) with Tokyo Marui replica of a Knights Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP
'Futurised' Mark 23 on the intel menu.
Cain fires his futuristic Mark 23; note the slide with front cocking serrations and LAM modelled after the prototype. Unlike the other Rust Crew members, Cain only carries a sidearm; his class is given as 'Juggernaut' and his main function is to act as a damage sponge with high HP and an energy shield.
Cain's pistol in full recoil; a slot is cut in the strange upper shroud for the front sight, but the front cocking serrations would clearly be totally useless. Note that in an oddly 'realistic' touch, the casing being ejected is a crimp-nosed blank.
Armed Amada Corporation security robots confront the Rust Crew armed with LE-18s.

SIG-Sauer P226

A pistol closely based on the SIG-Sauer P226 with some styling elements from the Heckler & Koch USP is a common sight in the hands of NPCs during cutscenes. This is the only Binary Domain gun model taken directly from the Yakuza series without modification.

Factory black (K-Kote) SIG-Sauer P226 pistol - 9x19mm
Heckler & Koch P8 - 9x19mm. Note the reversed safety lever.
A pair of US Secret Service agents open fire with their P226s. One again, the casing ejected from the pistol on the left is clearly a blank.
A group of children working for an underworld gun dealer hold their P226s on Dan and Big Bo.
During a scuffle, a P226 is knocked to the ground.

Magnum Research Desert Eagle Mk XIX

Rust Crew members carry a Desert Eagle Mark XIX as their sidearm, using the picatinny railed barrel. The version in the game is referred to as the 'Soldado 38P Auto' and is customised with a flat-fronted muzzle with striking spikes and a threaded barrel (!), and the weapon has a more than slightly impossible capacity of 12 rounds. Like all sidearms, the Desert Eagle has infinite ammunition.

Magnum Research Desert Eagle Mark XIX with Picatinny rail - .50 AE
Desert Eagle on the intel menu.
'My Desert Eagle has a threaded barrel. Your argument is invalid.'

TDI Vector

The Rust Crew leader, commander Charles Gregory, carries a TDI Vector, referred to in-game as the HIG-PDW44 Submachine Gun; this weapon can also be purchased at Ammo Transit vending stations for Dan's secondary slot, or occasionally found in the levels. The version in game has a custom stock and extended muzzle striking piece, and is fitted with an EOTech sight.

TDI / KRISS USA Vector SMG - .45 ACP
Intel menu image of the Vector.
As a swarm of monkey-like Simian robots attack, Charlie readies his Vector.
An official promotional image of Shun Akiyama taking cover while armed with the Vector.

Remington 870

The Rust Crew's demolitions expert, lieutenant Rachel Townsend, carries what appears to be a Remington 870 dressed up as a Franchi SPAS-12 as her main weapon. Referred to as the 'HIG-S8 Shotgun,' it has an unusual short stock, a triple-rail ahead of the heat shield mounting the front iron sight, and a rail-top receiver with a Hensoldt RSA red dot sight and backup rear iron sight. Note that the shotgun has a sawn-off traditional-style rifle stock, rather than the pistol grip one would expect to find on a military shotgun. This is because Ryu ga Gotoku studio have apparently never gotten round to creating proper in-game animations for a pump-action shogun with a pistol grip.

Remington 870 with sawed-off barrel and stock - 12 gauge
Franchi SPAS-12 with stock removed – 12 gauge
Rachel holds her strange custom shotgun as Dan ensures more security will appear.
Rachel holds her shotgun as the Rust Crew breach a door.

Bushmaster ACR

Dan's SOWSAR-17 rifle is a highly customised (and rather large) Bushmaster ACR, equipped with an HK-style front sight, flip-up rear sight, an EOTech optic, a large serrated muzzle extension designed for striking, and a fictional 'Shock Burst' underbarrel device which can be charged up to fire a large energy ball which knocks enemies aside. The rifle is Dan's standard weapon throughout the campaign and cannot be discarded; it can be customised to improve its performance in various categories, and when fully upgraded is one of the most powerful weapons in the game. It is also seen in the hands of other Rust Crew units in several cutscenes, and appears to be the standardised assault rifle for such units.

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Bushmaster ACR with folding stock, tri-rail handguard, and Magpul MBUS sights - 5.56x45mm NATO
Menu image of Dan's ACR.
Dan demonstrates his exceptional negotiation skills. Note the stand-off muzzle which appears to be inspired by the airsoft Echo 1 Zombat Flash Hider.

Custom AK

A gun dealer encountered as Dan and Big Bo breach the seawall protecting Japan is armed with a curious custom AK-type rifle, with a receiver cover mounted rear sight, a standard AK gas tube retainer with the sight removed, a bent Dragunov-style safety lever and a double-sided charging handle. The weapon has a vented metal upper handguard with a bulky wooden lower; it appears that like the other 'rebel' weapons in the game it is supposed to have been pieced together from spares.

AKS-74 - 5.45x39mm
The gun dealer holds his AK as he demands Dan and Bo hand over their weapons. Note the bent SVD-style safety and standard AK rear sight block with no sight.
As the two Rust Crew soldiers walk away, the gun dealer turns, giving a good look at his custom AK. The curve of the magazine makes it clear this is a 5.45 or 5.56mm AK.

FN SCAR-L

The 'Akagi 74 Assault Rifle' is a dressed-up FN SCAR-L LB rifle fitted with a huge frame resembling a FAMAS carry handle and with an uncomfortable-looking grip, highly curved magazine and a strange extension on the bottom of the stock. It is the main weapon used by Resistance members encountered in the game, including their leader Akira Shindo who joins the Rust Crew as a selectable squad member. While it is available to the player, it is inferior to Dan's undiscardable default rifle and so there is little point in ever using it.

Third Generation FN SCAR-L LB - 5.56x45mm NATO
Menu image of the highly abused SCAR-L LB.
A guerrilla fighter opens fire at Interior Security Administration Division commandos in a multiplayer match.

Barrett Model 98 Bravo

The sole remaining member of the Rust Crew's Chinese contingent is lieutenant Faye Lee, a sniper who uses a modified Barrett Model 98 Bravo throughout the game. This weapon, referred to as the 'Jugland R93,' has the charging handle of a semi-automatic Barrett instead of its usual bolt handle, and mounts an odd underbarrel grip which appears to be present so that the weapon can use the same hand positions as Dan's standard rifle when it is used by him.

Barrett M98B with optics removed and Harris bipod - .338 Lapua Magnum
Menu image of the Model 98 Bravo. Precisely what the 'recoil absorbing materials' are or how this would work is not clear.
As Dan and Charlie briefly argue over who's in command, Faye takes a look behind, holding her modified Model 98B.

PGM Mini-Hecate

Sergeant Kurosawa of the Japanese Ministry of Homeland Affairs carries a bolt-action sniper rifle closely based on the PGM Mini-Hecate, the 'Hoga Type 69 Sniper Rifle,' in his police car, first using it at the end of Chapter 3. He is apparently an improbably gifted marksman, since he is able to hit a cable running between two buildings on his first shot. While the weapon can be bought from Ammo Transit stations, for some reason it does not have an entry in the weapons menu in single player. In multiplayer, it was originally a pre-order bonus, though all current versions of the game have it unlocked by default.

PGM Mini-Hecate - .338 Lapua Magnum
The official screencap of the Hoga Type 69.
Kurosawa takes aim with the futurised Mini-Hecate at the grappling wire used by Dan and Faye.

Mk 46 Mod 0

Roy 'Big Bo' Boateng, as the squad's support gunner, carries a Mk 46 Mod 0 light machine gun, with an extended barrel, SAW-style handguard and para stock, and with a rather small default magazine size of just 55 rounds. For reasons which are unclear, the weapon is also fitted with an enormous wedge-shaped striking piece under the barrel. The weapon is referred to in game as the 'Schwarzlose M-489 SAW,' the name seemingly a reference to a somewhat obscure WW1 medium machine gun, and is available from Ammo Transit stations and used during the chase sequence in Chapter 3.

Mk 46 Mod 0 light machine gun - 5.56x45mm
Big Bo rests his Mk 46 Mod 0 across his lap as he and Dan discuss the finer points of Bo's movie collection.
Bo holds his Mk 46 Mod 0 as he and Dan make their way into the obligatory sewer level. Note the Bo carries 40mm grenade rounds; this is odd, since there is no weapon in the game that can actually fire these.
During a chase sequence where robots and unmanned police vehicles pursue the Rust Crew, Dan is handed Bo's Mk 46 Mod 0. Strangely, even if it has been upgraded, it will still have its default stats here.
Kazuma Kiryu fires the Mk 46 Mod 0 at opposing forces in a multiplayer promotional screenshot released by Sega Japan.

PK Machine Gun

The 'Akagi-78' is a dressed-up PK Machine Gun with the handguard of an RPD and the muzzle of an MG42, held together with a bulky metal framework that surrounds the barrel and lower receiver. It incorrectly feeds from the left and ejects to the right, though this is most likely because like the Mk 46 it has no belt-mounting stage in its reload animation and the animation uses the gun body to hide the fixed belt on the new drum.

PKM with classic (most seen) version of the flash hider - 7.62x54mm R
MG42 with drum magazine - 7.92x57mm Mauser
RPD Light Machine Gun - 7.62x39mm
Menu image of the modified PKM.
Dan opens fire with his modified PKM as he does his best to prevent a force of airborne robots from capturing the local Thxeletron.
An anti-New World Order guerrilla fighter opens fire with the modified PKM during a multiplayer game match.
Kazuma Kiryu opens fire with the modified PKM at Japanese security forces in a promotional multiplayer screenshot released by Sega Japan. Note that his Rambo look is a DLC available in Japan if you play him as anti-government guerrilla.

FIM-92 Stinger

A futuristic version of the FIM-92 Stinger, the 'MCGM-76 Anti-Aircraft Missile,' is occasionally found, most notably in the battle with the Iron Raptor gunship. Dan cannot carry it as part of his standard inventory, and will drop it if another weapon is selected or he is knocked down by an enemy. It is fitted with a fixed side-mounted scope and the IFF antenna is replaced with a device resembling the scope of a pre-2015 evaluation Heckler & Koch XM25, and a strange, pointless silver rail is fitted to the right side of the tube. It is also shown as reloadable, with new rounds being inserted via the muzzle.

The launcher will not fire without a lock-on, and so must be used in aim mode. This brings up an overlay on the screen for aiming rather than attempting to show an actual sight, though this could be explained as some form of data link. It is implied in the game that the targeting system can be detected, since during the battle with the Iron Raptor the gunship's subunit Condor drones will try to block shots aimed at the boss with their bodies.

FIM-92A Stinger - 70mm
Menu image of the futuristic Stinger.
Dan struggles to invent a way to reload his futurised Stinger as the Iron Raptor prepares for an attack run.

Panzerfaust 3

As well as her shotgun, Rachel also carries a bulked-up Panzerfaust 3 launcher called the 'HEMWL-3.8 Anti-Robot RPG Launcher,' with the weapon's stock turned into a grip which also mounts the trigger. The central grip is retained, though it is not clear what it is now supposed to be for.

Panzerfaust 3 with DM12A1 rocket - 60mm
Rachel holds her Panzerfaust 3 launcher as the Rust Crew gets underway.

Browning M2

Fixed gun turrets mounted in various locations mount the 'Hoga 69 12.7mm Heavy Machine Gun,' a Browning M2 with futuristic embellishments and the muzzle of a Mk 19 grenade launcher. These weapons can be used by either Dan or most of the standard robot enemies; using the aim button while operating one will switch to a first-person view of the iron sights. These weapons are also mounted on top of the large APCs used to deliver groups of robots. Low-detail M2-style gun barrels are also seen on the Medusa, Spider and Grand Lancer robots, the latter's weapon being an autocannon-sized version.

Browning M2HB - .50 BMG
Mk 19 grenade launcher in vehicle mounting - 40x53mm
Menu image of the Browning M2. Note the altered barrel with Mk 19-style muzzle.
After defeating its former owners, Dan looks over a futuristic Browning M2.
Being a take-charge kind of guy, he's soon merrily blasting away using the weapon's iron sights.
A badly damaged Grand Lancer struggles to its feet, showing off the giant Browning M2 with an unperforated barrel shroud mounted on its right arm.
A ring of the same low-detail Browning M2s are visible around the underside of the Spider's body as it launches a volley of missiles.

M61 Vulcan

Toward the end of the game, footage of American drone warships at sea is shown, the fictional stealthy vessels equipped with a prominent M61 Vulcan in a Phalanx installation on their foredeck.

GE M61 Vulcan in a Phalanx mounting - 20x102mm

Frag Grenade

Dominic Berry, an uncovered Hollow Child uses one when he's confronted by Bergen security robots in Detroit, Michigan.

A frag grenade used by Berry after being corned by Bergen-made Assault Shooter robots at the company headquarter's main lobby.
Another shot of the frag grenade held by Berry at the main lobby.


Yakuza (aka Ryu ga Gotoku) series
Main Games (Kiryu's Story)YakuzaYakuza 2Yakuza 3Yakuza 4Yakuza 5Yakuza 0
RemakesYakuza KiwamiYakuza Kiwami 2
Spin-OffsRyu ga Gotoku Kenzan!Ryu ga Gotoku Ishin!Yakuza: Dead SoulsJudgment
MoviesLike A Dragon
RelatedBinary Domain
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