Trepang2 review - an ultra-violently good time TrepangStudios Trepang2
Trepang2 is a huge breath of fresh air in a stale genre. Ultra-violent action FPS shooters have seen something of a lull in recent years – entries such as Ultrakill and Amid Evil have kept it alive, but the more the merrier, right? Into this mess comes Trepang Studios’ new release, an ultra-violent FPS action shooter inspired by its forerunners like Doom and Wolfenstein, yet set apart from them entirely.
Stealth is the first core mechanic introduced, as you’re handcuffed for the first section of the game. It’s quick to learn and hard to master, especially on higher difficulties. Crouching, turning off your flashlight, and hiding in shadow are all straightforward ways to hide your presence here. However, what’s more interesting is the ability to create new shadows by shooting out lights with suppressed weapons, incorporating level design into your approach.
The flawless execution of its core mechanics would be enough to make Trepang2 a satisfactory experience, but it’s elevated far further by the story, which enforces tone and atmosphere from the very start. A secure corporate compound, a supersoldier, shadow, and blood. The opening mission alone succeeds in creating a relatively grounded, gritty game. But then you find a mysterious corpse in a room mid-way through the level, impaled by their own katana.
You’ll fight many Trepang2 bosses too, another area where the game excels. Each boss you’ll encounter feels unique, and cleverly designed. The first encounter, Mothman, pushes you to utilise arena design to your advantage to win. The Patriarch deepens the mystery of the narrative once he reveals he’s a fellow super soldier, also carrying one of those gold tokens. Subject 83 embodies the horror atmosphere of their associated mission with its eerie visual and sound design.
Even when missions are more grounded than this, they still provide worthwhile engagement. The Gunnarson Complex and Iron Dragon Data Centre side missions are good examples. Both of these utilise the game’s approach to characterisation through dialogue expertly, enhancing it with intel – written notes, emails, etc – that you’ll find scattered around. Horizon’s high-value targets melting down over the tannoy as you plough through their men is pretty funny, but each of them still feels distinct.
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