Trepang2

Trepang2 is an indie game developed by Trepang Studios which released on June 21st, 2023; a free demo has been available on Steam since 2019. Trepang2 is somewhat well known for its extreme violence and gore with bullet time gameplay very similar to Monolith Production's F.E.A.R. from 2005.
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=Overview=
Trepang2's inventory system allows the player to carry two weapons and a cache of grenades or other throwables. Individual weapons can be modified at weapon workbenches. Attachment points include the barrel/muzzle, side rail, optic rail, fire mode, and stock, though no one weapon has an option in every attachment point - barrel attachments are available for almost every weapon, for instance, while fire mode options are limited to one. Most weapons with more than one option in any given slot will give them distinct, opposing effects: for instance, folding in the stock on the SPAS-12 or KRISS Vector allows for faster handling and reloading, but worse recoil control, which is promptly reversed if the player unfolds the stock. Individual attachments must first be unlocked by collecting a weapons case within the levels, after which the constituent attachment can be attached to its parent weapon at any attachment crate. Weapons can also be painted over with camo patterns at these crates, including an option to automatically apply a paint scheme to any weapon of that type once picked up. Weapons themselves can be requisitioned from supply crates, though they must be unlocked by completing specific missions, sometimes at or above a particular difficulty, and in side missions or the Combat Simulator acquiring a weapon from a supply crate requires a purchase using in-game money acquired through killing enemies and surviving waves, which can also be used to replenish health and armor or call for backup from increasingly-well-equipped squads of Task Force 27 personnel.
Weapons are normally used with both hands, but have a separate set of animations for use in one hand when the player takes an enemy hostage. After the player acquires a serum halfway through the third story mission, "Jorvik Castle", they can optionally pick up a second of their current weapon to wield it akimbo with the first. This requires a second copy of the weapon the player is using; the left-hand gun will automatically be given whatever attachments the main weapon has and use a mirrored set of the one-handed animations. All firearms except the Minigun and Bolt Launcher can be used akimbo.
Although the game has an aim-down-sight mechanic, including a key bound by default to aiming, under normal circumstances this can only be used with weapons that have a scope (the DMR by default, several more as an optional attachment); regular ADS is offered as an unlockable cheat, gained for completing the "Unidentified Structure" side-mission on at least Hard difficulty.
=Handguns=
==Heckler & Koch Mark 23==
The first weapon used in gameplay, the game's standard "Pistol" is a Heckler & Koch Mark 23. Its modifications include options of its prototype Insight Technology laser aiming module, Knights Armament suppressor or a USP Match-style barrel weight, and fictional burst-fire or full-auto trigger groups, represented by the slide being recolored to a respectively chrome or cerakote finish. It holds an almost-correct 13 rounds. It is unlocked after completing the prologue mission "Site 14", and can be purchased from supply crates for $400.
==Ruger GP100==
One of the new weapons added in the "Bladekisser" DLC, the Ruger GP100 is known simply as the "Revolver". It is fitted with a non-standard barrel and hexagonal cylinder. The Revolver can be fired single-shot like normal, but can also be fan-fired by holding down the fire button, shooting three rounds in quick succession - naturally, this mode is unavailable when using the gun one-handed. Despite the presence of an underbarrel rail, it has no attachments, and is one of only two weapons to not have any modifications (the other being the Sword, also added with the DLC). It is unlocked after completing the DLC-added mission "TF63 Command Center" and is purchasable from supply crates for $1200.
=Submachine Guns=
==KRISS Vector SBR==
The "SMG" is a KRISS Vector. It holds 50 rounds, a capacity that would require a drum magazine, which is not the case in-game. It is also modeled after the civilian SBR version, even though it is shown functioning as the full-auto SMG variant. It is fitted with a Magpul RVG and can be further modified with an extended barrel (with matching rail extension surrounding that lengthened barrel) or suppressor (modeled after the "enhanced" version of the Osprey-derived square barrel shroud fitted to many second-gen CRB models) and a laser aiming module, and its stock can be folded in for faster handling or extended for better recoil control. It is unlocked for completing the prologue mission "Site 14" on at least Normal difficulty, and can be purchased from supply crates for $550.
=Rifles=
==HS Produkt VHS-D2==
The "Rifle" is an HS Produkt VHS-D2. Its modifications include a suppressor (using the same model as on the Vector), laser aiming module, and the factory carry handle/optic combo; this makes it one of only two weapons in the game with more than one attachment option that can fit all of them at once. It correctly holds 30 rounds per magazine. It is somewhat oddly modeled with its left-side ejection port open and in use, though this is at least possible for extended periods due to the brass deflector built into its cheek rest. It is unlocked for purchase after completing the "Pandora Institute" mission, and can be purchased from supply crates for $800.
thumb|none|450px|HS Produkt VHS-D2 - 5.56x45mm NATO
===HS Produkt VHS-K2===
Fitting the Rifle with the 2X scope also shortens the barrel to the length of the VHS-K2. Somewhat appropriately, this is unintentionally reflected in game by giving it slightly worsened accuracy when not aiming with the scope.
thumb|none|450px|HS Produkt VHS-K2 with 1.5x optical sight - 5.56x45mm NATO
==Heckler & Koch SL8==
The "DMR" is a Heckler & Koch SL8 fitted by default with a 3.5x scope. Its modifications include a suppressor or compensator, a laser aiming module, and the ability to remove the scope, which reduces the increased spread from moving in return for slightly lesser overall accuracy. Like the VHS, it is modeled with a left-hand ejection port. It is modeled as using full-size 30-round G36 magazines that nevertheless only hold 10 rounds each, as well as with a select-fire trigger group that cannot be made use of. It is unlocked for completing the "Pandora Institute" mission on at least Normal difficulty, and can be bought from supply crates for $1,000.
=Shotguns=
==Franchi SPAS-12==
The game's "Shotgun" is a Franchi SPAS-12, used exclusively in its pump-action mode. It can have its stock folded for faster use or unfolded for lessened recoil, and can be modified with a suppressor, a choke to restrict its vertical spread, or incendiary shells, which are represented on the model as a rail extension and aftermarket compensator. In-game, it has an 8-round capacity; while this is in line with the standard capacity of a SPAS-12's magazine tube, the empty reload animation shows the player character chamberloading the first shell, meaning that the magazine actually holds 7 rounds (which isn't a standard capacity for any SPAS-12 variant in reality). It is unlocked upon completing the "Jorvik Castle" mission, and can be bought from supply crates for $1,000.
thumb|none|450px|Franchi SPAS-12 - 12 gauge
=Machine Guns=
==Mk 46 Mod 0==
The game's machine gun is an oddly-modeled Mk 46 Mod 0 modified with a completely fictional rotating triple-barrel system, referred to as the "Minigun". Like most fictional miniguns, it is presented as needing a few moments to spool up before it will begin firing, and the barrels quickly become red-hot, though no actual overheating mechanic is present and the player can fire as long as their current 200-round belt lasts. It is fitted by default with a vertical foregrip, and its other modifications include the standard laser aiming module, a trio of suppressors or bayonets, one per barrel, allowing for extra melee damage from spooling the barrels, and a 2X scope or an enhanced-vision scope that grants the weapon "smart bullets" that redirect themselves towards enemies mid-flight. It is unlocked upon completing both the "Jorvik Castle" mission and the "Iron Dragon Data Center" side-mission on at least Hard difficulty, and costs $8,000 to buy from supply crates.
==SureFire MGX==
The obscure SureFire MGX is a new weapon added in the "Bladekisser" DLC, referred to as the "Machine Gun". It is a slow-firing automatic weapon with a 50-round magazine and has a unique feature (for non-modified weapons) where sustained fire will increase accuracy. It has the standard suppressor and laser sight attachments, but also has the unique "taser" barrel modification; this makes its bullets non-lethal (although it can still set unarmored targets on fire with enough sustained fire) but capable of stunning enemies, producing an electric effect when doing so. It is unlocked after completing the "Omega Facility" mission and is purchasable for $1500.
=Launchers=
==Hybrid Grenade Launcher==
A hybrid rotary grenade launcher, based on a combination of the FN EGLM with a drum based on models like the Milkor MGL, features as simply the "Grenade Launcher". It features a rotating drum with four chambers and what appears to be a pump-action mechanism surrounding the barrel that functions similarly to the Pancor Jackhammer, pushed forward to swing the cylinder out, allowing the leftmost chamber to be unloaded and reloaded, and then pulled back into place to lock the weapon and prepare it to fire. Its only attachment option is "homing" grenades, represented as a boxy sight on the 9 o'clock rail with a green screen, which gives its grenades a timed fuse and causes them to redirect mid-flight into the nearest enemy, sticking to him until detonation. It is unlocked upon completing the "Unidentified Structure" mission, and can be bought for $4,000.
==Brügger & Thomet GL-06==
A simpler, break-open grenade launcher most closely resembling the Brügger & Thomet GL-06, modified with compensator cuts in the barrel, a thumbhole stock and a rear-mounted ambidextrous release lever, appears as the "Bolt Launcher". It uses grenades with a Metal Storm 3GL-style superposed load, giving it a three-shot capacity that in its default form is fired all at once in a three-round burst. Its attachment options include a 2X scope and a "Penetrator" option, fitting the weapon with a muzzle brake that changes it from a burst-firing grenade launcher into a semi-automatic marksman's rifle that can nail killed enemies to walls and ceilings. This is interestingly a decomposite of how it acted in a pre-release showcase, where it fired single rounds that would nail enemies to walls and then explode; this original idea can still be seen in the released game, as the projectile loaded into the weapon, regardless of attachments used, has the appearance of a single long spike mounted in some variety of a 40mm casing. The Bolt Launcher is also in a unique position, together with the Rifle, as one of the only two weapons in the game with more than one attachment option that can fit every one at once. It is unlocked after completing Jorvik Castle on at least Hard difficulty, and costs $4,000.
=Throwables/Other=
==M67 grenade==
The M67 hand grenade acts as the game's standard fragmentation grenade, most commonly found in the world and tossed by most enemies to flush the player out of cover. It's depicted with a flashing red light and loud beeping that quickly speeds up as the fuse runs down. In-game, the player's grenades will detonate on contact with an enemy, but enemy grenades thrown at the player simply pass through them and will only detonate once the fuse has run down. They can be bought from the supply box after completing the Gunnarson Complex side mission on at least Normal difficulty for $1,000.
==M84 stun grenade==
The M84 stun grenade appears as the "Flashbang". They are used in much the same manner as the frag grenades, though they detonate on contact with a surface. Much rarer than the M67, it is almost exclusively acquired from the supply box. Their possible lethality is noticeably exaggerated in gameplay terms, as it's frequently possible for enemies to catch fire from an M84 going off close enough to them. Flashbangs are unlocked upon completing the opening mission, Site 14, on any difficulty, and can be bought for $400.
==TS-50 AP mine==
A landmine most closely resembling the TS-50 anti-personnel mine is featured as the "Proximity Mine". It acts exactly as one would expect, placed where the player wants and detonating once an enemy steps in close, given a slight timed delay so as to catch more enemies. Like frags it is fitted with a light so as to make its location more obvious to the player, which shines a solid green when placed. They can be bought from supply boxes for $1,000 after completing the Oil Rig mission on at least Normal difficulty.
==M18 smoke grenade==
The M18 smoke grenade is unusable in regular gameplay, but rather is used when required by the story to mark a zone for friendlies, twice to drop in reinforcements after clearing an area in "Jorvik Castle" and the DLC "Omega Facility", and twice to call for extraction early in the DLC "TF63 Command Center" (which fails) and at the end of the "Unidentified Structure" side-mission (which succeeds). Horizon also makes frequent use of these grenades, with many ambushes having grenades spewing smoke left at the foot of their entryways. Surprisingly for a video game, it actually releases correct smoke colors, a dark green (matching the color of the top of the in-game model) when used by the player and a bright red in Horizon use.
==M2 SLAM==
The M2 SLAM briefly appears partway through the "Jorvik Castle" mission as an area-denial weapon, used in side-attack mode to keep Subject 106 out of sensitive areas of the castle as Horizon breaches the building to retrieve their liaison with the cult. Its operation seems somewhat inspired by the version of the weapon cut from Half-Life 2, where its infrared sensor emits a very visible laser which sets off the mine whenever the beam is broken, though unlike that game at least having the laser emit from the sensor, Trepang2 instead has it emit from the center of the warhead.
Category:Video Game
Category:Horror
Category:First-Person Shooter
Category:Science-Fiction