Posted on: July 4, 2023

boredgunner
Verified ownerGames: 216 Reviews: 31
Failure of a F.E.A.R. successor
I'm a big fan of F.E.A.R. and Extraction Point, one of the games that succeeds the most at making violence a work of art. F.E.A.R. has all time great AI, physics, particles, and sound design. My utter disappointment in Trepang2 was immediate, trying extrene and very hard difficulty modes, when I saw that the AI is brain-dead like in most modern games and there are fewer destructible physics objects. The enemy AI doesn't hear your gunshots, so you can stand in one safe place and pick them off while they fumble around, sometimes walking towards you backwards oblivions. And fewer physics objects than a 2005 game? It's also funny how this has the same lighting deficiency as F.E.A.R except worse in one way: the issue in both games is no global illumination and no baked ambient lighting, so you'll have a lit room with pitch black spots which just makes no sense. F.E.A.R. needed baked ambient lighting, Trepang2 needs that on lower graphics settings but higher graphics settings needs global illumination. They're using UE4 so they had plenty of options including the optimized NVIDIA RTXGI and RTXDI (the latter improves performance). What's worse about the lighting is not ALL light sources are dynamic shadow casters unlike F.E.A.R., but most are. And what's up with the name? Sea cucumber squared? Did you mean Trepann?
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