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  • Awesome Music: The Release Date Reveal trailer makes use of both DARKNET'S Nocturnal and No Love.
  • Big-Lipped Alligator Moment: Even among the other supernatural things that happen in the game the Oil Rig mission has you fighting against a UFO that comes out of the water. Unlike any other anomalous elements it has almost no build-up, serves as nothing but a setpiece in the background with a healthbar/timer and is only briefly referenced by the characters before the mission simply turns into another shootout.
  • Breather Level:
    • Gameplay-wise, Site 83 is primarily about spookiness and atmosphere, with much less combat than the other main mission levels. You'll have a handful of firefights against Horizon expedition survivors in hazmat suits, but for the most part you're exploring and dealing with unsettling supernatural phenomena. The only really big firefight is the final arena in which you have to fight 4 waves of Horizon soldiers before destroying Subject 83.
    • Atmosphere-wise, the side missions with the exception of Unidentified Structure lack horror elements and instead focus on non-stop heart-pumping actions.
  • Demonic Spiders: Juggernauts. These guys are extremely tanky, usually are equipped with shotguns (which on higher difficulties are One Hit Kills), and are a pain on higher difficulties, particularly Extreme and Rage Mode. Even blowing up the tank on their backs won't kill them; merely stun them long enough (if you are lucky) to dump all your lead into their armor. Their only real weakness is using either explosives (which tend to stun them) or the DMR, which will usually break their armor quickly.
  • Game-Breaker:
    • Incendiary shotgun ammo, despite the stated reduction of damage. For the fodder enemies, it'll stun them in place as they're gradually dying from being burned by fire, and for the final boss, you can conveniently mark him, as while he's cloaking, he's visible if burned.
    • To a lesser extent, gas grenades. Not only are they instantly fatal to any non-heavy target while not dealing splash damage to the player (already making them a straight upgrade from incendiary grenades), enemies killed by the gas grenades will turn into zombies and attack other enemies which will also be turned into zombies when killed, and so on. On missions where you're up against heavy waves of standard enemies (the oil rig, for instance) you can essentially make the mission complete itself for you once you have enough zombies in play, as it's not at all hard to hide from them and let them do all the work for you, and at worst you'll need to mop up a few of them afterwards which is not hard to do.
  • Nightmare Fuel:
    • Whenever the game starts being blatantly supernatural, with the second part of Pandora Institute, Unidentified Structure, and Site 83 being the standouts, the former being an Umbrella-lite involving a Bioweapon Beast while the latter two took few notes from SCP Foundation and The Backrooms and ran with it.
    • One of the collectibles at Jorvik Castle is a cultist describing his joy at finally completing his initiation...by having his ceremonial mask nailed to his face. And to top it off, the image attached to the file is of three cultists ritualistically mutilating their faces prior to the act.
  • Play the Game, Skip the Story: The gunplay generally across the board has been met with acclaim for being fast-paced and viscerally satisfying. The main campaign's story on the other hand was criticized for its overall lack of cohesion and rather questionable structure.
  • Spiritual Successor: A clear-cut one to First Encounter Assault Recon, down to the same horror/suspense trappings, focus on finding out the world via in-game messages, and emphasis on John Woo-style slo-mo while also having a very deadly and satisfying SPAS-12 shotgun. That said, the game replaces family issues with SCP Foundation inspired assorted elements, from biological horror, supernatural horror, to science fiction.
  • That One Level:
    • For main missions, the part where you finally confronting the Horizon CEO. You have to destroy tubes containing brains to stop the CEO from uploading his brain, in several waves while the enemy soldier is stronger and can take you down easily. The final tube is dangling from a helicopter. The only respite is how the final brain tube's weak point is the entire tube instead of a glass window showing the brain.
    • For side missions, the Iron Dragon Data Center, particularly on the higher difficulty levels. In order to complete the level, you have to hack three servers, all while under attack by waves of enemies, while preventing said enemies from counter-hacking you. If they do, the progress bar will decrease, so if you take too long to kill the counter-hackers, you'll lose all your progress. The level's open yet compact nature, lack of cover, increasingly stronger and more numerous enemies as the waves go on, and the fact that the enemy spawn points are placed right next to the stairs you must use to move about the levels, plus the fact you have little time to breathe between waves makes it extremely difficult. And heaven help you if you're trying to kill the level's HVT, Rama, since he only spawns on Extreme difficulty.
    • Any mission that involves taking on the Cult. It's inevitably near-impossible to see and very few enemies wear armor, which sounds like it makes them easy to deal with but also means you don't have armor for most of the mission unless you can find vests or a supply crate, which means even the basic enemies will tear you apart with their SMGs, to say nothing of what the red-robed ones with firebombs will do to you if you do basically anything to them other than shoot them in the head.

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