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Paradox of Hope

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Paradox of Hope for current discussions. Content is subject to change.


Paradox of Hope
ParadoxOfHope.jpg
Steam Box Art
Release Date: September 15, 2022
Developer: Monkey-With-a-Bomb
Publisher: Monkey-With-a-Bomb
Platforms: Microsoft Windows
Genre: VR Horror Survival Shooter


Developed and published by the indie studio Monkey-With-a-Bomb, Paradox of Hope is a virtual reality (VR) shooter with survival and horror elements that was released on September 15, 2022. Drawing heavy inspiration from the Metro video game series, the game takes place in the dank, mutant-infested Moscow metro in the aftermath of a nuclear war. Paradox of Hope's two primary modes of play are a story mode and "Raids", an extraction shooter which tasks the player to gather valuable salvage in procedurally-generated monster-filled tunnel networks. In this gamemode, new weapons can be unlocked for purchase by raising the player's "reputation level", which can be upgraded by completing missions. The game was removed from sale on August 18, 2023 by the developer, who cited fear of legal action after a claim of copyright infringement was levied against the game.

Note: Paradox of Hope is an extremely dark game (in the most literal sense), so all of the screenshots on this page have had their contrast and brightness adjusted so that the guns themselves are actually visible.


The following weapons appear in the video game Paradox of Hope:


Sidearms

Makarov PMM

The player's starting weapon is a Makarov PMM. It is fitted with green and red night sights and can hold 12+1 rounds of 9x18mm Makarov ammunition. The PMM is compatible with the pistol suppressor, small flashlight, small laser, and PMM reflex sight attachments. While it deals poor damage per shot, the PMM remains relevant throughout the entire game due to the low price and availability of its ammunition.

Makarov PMM - 9x18mm Makarov
The PMM as it appears in-game. While far from the most fancy of sidearms, the Makarov is as dependable as they come.
The other side of the PMM. The engravings on the slide read "Makarov 9mm" in cursive writing.
The player, holding the PMM in an ill-advised cup and saucer grip, takes aim at a target on their homemade shooting range.
One trigger-pull later and the PMM's muzzle flips upwards as a fireball erupts from its muzzle.
After expending all the rounds in the magazine, it's time to reload. After dropping the empty magazine (not pictured), the player shoves a full one into the handgun's grip.
Pulling back on the handgun's slide to chamber a round. The slide release can also be utilized, but this makes for a less engaging freezeframe.
The player holds aloft a tricked-out PMM, which features a suppressor, laser, and reflex sight.
Drawing a faux-center axis relock stance, the player looks through the reflex sight.

PP-91 Kedr

A glow-sighted PP-91 Kedr is the final unlockable secondary weapon. Holding 20 rounds per magazine and possessing both semi- and full-auto fire modes, the Kedr offers lots of mutant-killing power in a compact package. It is only compatible with two attachments, those being the small flashlight and small laser, which can make it slightly harder to use compared to the other (optics and suppressor-compatible) secondaries.

PP-91 Kedr - 9x18mm Makarov
An official render of the PP-91 Kedr as it appears in-game.
The left side of the PP-91, sans magazine.
The other side of the submachine gun. Note the fire selector, which is set to automatic.
Unfolding the stock, which is done more for looks than any sort of stability benefit.
Inserting a 20-round magazine...
...and pulling back on the charging handle to chamber a round.
The player takes aim at a silhouette target through the Kedr's green and red glow-in-the-dark irons.
Firing from the hip at a different target.
For all its advantages, the Kedr can only be fitted with either a laser or a flashlight. This image shows it with the flashlight installed, which can be immensely useful in the dark tunnels of the metro.

"Revolver"

The second sidearm available to the player is the "Revolver", a fictional .44 Magnum six-shooter that appears extremely similar to the "Revolver" from Metro 2033. Unlike the revolver in Metro, however, this wheelgun is a top-break model that is reloaded via speedloaders. It deals the most damage per shot of the secondary weapons and is the best at longer ranges but has a limited capacity and wastes any unspent rounds in the cylinder when reloading. The Revolver can equip its own bespoke scope and suppressor, the latter of which is very effective despite the weapon's noticeable cylinder gap.

The "Smython", a combination Colt Python/Smith & Wesson Model 19 that bears some resemblance to the in-game revolver - .357 Magnum
The "Revolver" as it appears in-game.
Aiming down the Revolver's iron sights. As the rear sight lacks a cutout, this is actually the proper way to draw a bead on a target.
Sending a .44 Magnum round downrange.
Breaking open the Revolver for reloading, which causes a fountain of brass to spew from the cylinder (despite the fact that the extractor doesn't move). This wastes any unfired rounds in the cylinder.
The player brings a speedloader of .44 Magnum hollow point rounds to the now empty cylinder.
The player observes six freshly-sat rounds in the cylinder.
Closing the gun with a stylish (if impractical) flick of the wrist.
The Revolver's alt-fire allows the player to spin the gun around their index finger like a cowboy.
The Revolver with its custom suppressor and optical sight attached.
A view through the scope, which is of questionable utility in the dark, cramped corridors of the metro.

Longarms

AKM

An AKM with glow sights and and a Picatinny rail mounted to the bottom of the handguard is the first longarm available to the player. It can use 30-round box magazines or 75-round RPK drum magazines and is compatible with a dizzying array of attachments, including a bayonet, suppressor, GP-25 grenade launcher, vertical foregrip, underbarrel laser or flashlight, and various optics. This makes the AKM a versatile weapon that can perform admirably in almost any situation.

AKM - 7.62x39mm
AKM with GP-25 - 7.62x39mm / 40mm

Izhmash KS-K

The second available longarm is the Izhmash KS-K, an adaptation of the classic Saiga-12 shotgun design for Russian police use. The in-game shotgun has night sights, a custom handguard, and a crude rebar stock. It can use 8-round box magazines or 20-round drum magazines and is compatible with the same attachments as the AKM (with the exception of the bayonet and suppressor). The KS-K is a force to be reckoned with in close-quarters combat, but its limited magazine size (when using box mags) and somewhat poor damage at range can limit its effectiveness in some situations.

Izhmash KS-K - 12 gauge

SVD Dragunov

A SVD Dragunov with glow sights is the final long gun the player can purchase. It is compatible with the same general pool of attachments as the KS-K (optics, foregrip, laser/flashlight, and GP-25). The SVD feeds from 10-round magazines and has the unique ability to penetrate cover, ensuring a one-shot kill against most enemies in almost any situation. Its biggest weakness, however, is its excessive length, which can make close-quarters combat (a frequent occurrence in the dark, mazelike metro) very awkward.

SVD Dragunov with scope removed - 7.62x54mmR

Unusable

Double-Barrel Shotgun

Nagant M1895

PSL


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