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Ready to become an ultimate badass? You better be, because our latest Summer Sale release is here – Trepang2!

Trepang2 is a gory, action-packed FPS set in the near future. You play as an escaped soldier, who has no memories of their past life, but is infused with supernatural abilities. Revenge is on your mind, and you’ll stop at nothing to get what you want. Deliver devastating punches, sneak around in the shadows, wield explosive weapons, and give the bad guys a taste of their own medicine.



You can expect an explosive single-player story campaign in which you’ll find the truth and face a threat even deadlier than yourself, next level super-powers allowing you to carnage your way through enemies, brutal melee combat with punches, kicks, sliding and delivering hardcore combos, and more!

Additionally, the game’s Soundtrack and Banger Edition (containing the base game and OST) are now also available on GOG.

Check the amazing action that Trepang2 brings, make full use of Summer Sale deals and stay tuned for more!
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DDDespair: F.E.A.R.'s story was minimalist but got the job done, a lot of Trepang2 feels too disconnected. Replicas may have been the most fun to fight, but you do need other enemy types to spice things up. That's why they had Heavy's and the Assassins. The Power armors and the Prototype bots also helped. Plus ghosts. Even ATC is still slightly different from the replicas. The expansions added what? Leviathans, Juggernauts, Shadows, Scarecrows, Nightcrawlers. Basically horror enemies and suped up versions of existing enemy types, but due to weapon variety it did make them more unique.
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Mafwek: 1) I disagree, as far as I am considered you can't get more disconnected then combining John Woo/Matrix style action with mad science sci-fi and supernatural j-horror. That's what always annoyed me with F.E.A.R. story, and if Trepang is criticized about it, then it's only sin is that it's trying to imitate its role model a bit too much.

2) I disagree about enemy variety as well, I could play game with only Replicas, but here is my opinion on variety. Gmanlives was highly critical of assassins IRC (meaning, at least somebody found them annoying); to me they were just mediocre gimmick, while ghosts were just bad gimmick since any amount of creativity and freedom in the game's gunplay goes straight out of the window. Robots and heavies were okay. Nightcrawlers were CHEAP (and expansions mediocre at best).
1. It seemed perfectly consistent to me. I mean any other story combining multiple elements could be considered just as bizarre. What matters is that it's consistent within itself, which it was. Trepang2's feels more disjointed though, probably due to the mission style. Gmanlives was critical of that too.
2. There's only 2 assassin fights in the main game. 7-8 assassins total. It's not that big a deal, but them constantly dogging you kept you on your toes for potential encounters. As for the ghosts, they're only at the end. which is linear for a reason since you're trying to escape an exploding bunker. Due to the weapon loadout, ATC, Nightcrawlers and Replicas are all a little different in combat though.

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idbeholdME: The biggest flaw of FEAR was the slo-mo, but it could be easily remedied just by unbinding the key. Every fight in FEAR is infinitely more tense and satisfying when you can't just enable a cheat on a whim.

Seems like the same remedy will be possible in this game, but I fear it might be entirely balanced around the slo-mo, meaning it'd be pretty much unplayable without it as it seems much faster paced.

Gonna keep an eye on it either way. Once it gets a discount in a month or two, might grab it. I desperately need a new FPS game to try/play.
It's not as if the slow-mo is needed. Even I can get by on Extreme without using it at all despite my poor aim. Just don't use it. But that is the game's main draw/feature. You don't get the nice looking grenade explosions with it off. You also can't shoot the grenade in the air.
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clarry: That said, I do find some of the enemies to be irritatingly spongy. Especially the first encounter with the heavy armor guys...

I also recall being quite annoyed at the amount of dust that gets kicked off in your face when enemy bullets hit nearby walls. Lean around a corner, blast your shotgun, and next thing you know there's so much dust in your face that you can't take another well aimed shot unless you move to a different position or wait for the dust to settle. It recall it really slowing the pace down in the tighter corridors where you have to use cover well and can't just walz in guns blazing.
True, the first couple of heavies you encounter can be hassle to take down. Your best bet is headshots with the bolt gun from a safe distance. They are tough, but they are wearing a heavy full body armor suit, so they should be able to take a decent amount of punishment. They are also much slower than regular soldiers. If everything in the game died to 1-2 headshots, it'd become momotonous pretty fast.

As for the particle effects, I actually like that aspect. Combat is messy and visceral. Having to consider even things like dust from bullets hitting walls is yet another tactical aspect you have to play around. You can either wait until the dust settles, spray in the general direction of the enemy and hope you hit or reposition. The amount of decisions you have to make in this game in combat still leaves most FPS games "in the dust" so to speak, to this day :)

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DDDespair: It's not as if the slow-mo is needed. Even I can get by on Extreme without using it at all despite my poor aim. Just don't use it. But that is the game's main draw/feature. You don't get the nice looking grenade explosions with it off. You also can't shoot the grenade in the air.
Thanks for the info. I will most likely get the game in a couple months.
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DDDespair: 1. It seemed perfectly consistent to me. I mean any other story combining multiple elements could be considered just as bizarre. What matters is that it's consistent within itself, which it was. Trepang2's feels more disjointed though, probably due to the mission style. Gmanlives was critical of that too.
Further proving my point that we are arguing about subjective nonsense. I mean, every criticism is inherently subjective, but some are more reasonable than others. Criticizing FPS game for story consistency is kinda stupid considering the whole genre sucks in it anyway with some exceptions, and the games generally considered the genres greatest like og Doom completely sucked in it anyway. My point is - original F.E.A.R. had a very bad story and the only reason why the game was considered good was because of its shooting.
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DDDespair: 1. It seemed perfectly consistent to me. I mean any other story combining multiple elements could be considered just as bizarre. What matters is that it's consistent within itself, which it was. Trepang2's feels more disjointed though, probably due to the mission style. Gmanlives was critical of that too.
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Mafwek: Further proving my point that we are arguing about subjective nonsense. I mean, every criticism is inherently subjective, but some are more reasonable than others. Criticizing FPS game for story consistency is kinda stupid considering the whole genre sucks in it anyway with some exceptions, and the games generally considered the genres greatest like og Doom completely sucked in it anyway. My point is - original F.E.A.R. had a very bad story and the only reason why the game was considered good was because of its shooting.
Hey man, you're the one who ragged on me for agreeing with Gmanlives about Trepang's story being a little lackluster compared to F.E.A.R.'s. If it's so pointless, why chime in? I vehemently disagree that it's nonsense and I also disagree that FPS as a genre inherently means there can be no story. I rarely play FPS' unless they have interesting ideas, either story or gameplay. F.E.A.R. ticked my boxes on both, Trepang more ticks it only on the latter.

You're free to disagree, but again, I think F.E.A.R.'s story was good. DId exactly what was needed and no more.