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Difference between revisions of "Paradox of Hope"
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[[File:ParadoxOfHope KSK 9.jpg|600px|thumb|none|If 8 rounds isn't enough, you could always try a 20-round drum magazine. ]] | [[File:ParadoxOfHope KSK 9.jpg|600px|thumb|none|If 8 rounds isn't enough, you could always try a 20-round drum magazine. ]] | ||
− | ==SVD | + | ==SVD== |
− | + | An [[SVD]] 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 and AKMN (optics, foregrip, laser/flashlight, and GP-25). The SVD feeds from 10-round magazines and has the unique ability to penetrate through enemies and cover alike, 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. | |
− | [[File:SVDIronSights.jpg|450px|thumb|none|SVD | + | [[File:SVDIronSights.jpg|450px|thumb|none|SVD with scope removed - 7.62x54mmR]] |
+ | [[File:ParadoxOfHope SVD 1.jpg|600px|thumb|none|A render of the SVD as seen in the patch notes for ''Paradox of Hope''. Note the Picatinny rail adaptor, which appears in-game when attempting to attach some optics to the gun.]] | ||
+ | [[File:ParadoxOfHope SVD 2.jpg|600px|thumb|none|The player one-hands the SVD in an impressive display of wrist strength. Note the small segment of Picatinny rail on the handguard. ]] | ||
+ | [[File:ParadoxOfHope SVD 3.jpg|600px|thumb|none|Wrist stamina exceeded, the player places their offhand delicately on the SVD's handguard to take a look at the other side of the rifle. ]] | ||
+ | [[File:ParadoxOfHope SVD 4.jpg|600px|thumb|none|The player inserts a magazine into the SVD. These magazines also feature a (small) cutout, allowing the player to see how full the mag is at a glance. ]] | ||
+ | [[File:ParadoxOfHope SVD 5.jpg|600px|thumb|none|Bringing the first of ten rounds into the chamber. ]] | ||
+ | [[File:ParadoxOfHope SVD 6.jpg|600px|thumb|none|A view down the SVD's iron sights. ]] | ||
+ | [[File:ParadoxOfHope SVD 7.jpg|600px|thumb|none|Blasting away with a subtlety matched only by the player's patience. ]] | ||
+ | [[File:ParadoxOfHope SVD 8.jpg|600px|thumb|none|Several trigger-pulls later and the rifle's bolt locks open on the empty magazine. ]] | ||
+ | [[File:SVD Rifle.jpg|450px|thumb|none|SVD - 7.62x54mmR]] | ||
+ | [[File:ParadoxOfHope SVD 9.jpg|600px|thumb|none|The SVD with a PSO scope equipped.]] | ||
+ | [[File:ParadoxOfHope SVD 10.jpg|600px|thumb|none|The player sights up a target through the scope. While a scoped sniper rifle is less than ideal for the game's dark tunnels and narrow corridors, it does look cool.]] | ||
=Unusable= | =Unusable= |
Revision as of 22:55, 3 April 2024
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. |
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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.
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.
"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.
Longarms
AKM
An AKM with glow sights 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.
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.
SVD
An SVD 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 and AKMN (optics, foregrip, laser/flashlight, and GP-25). The SVD feeds from 10-round magazines and has the unique ability to penetrate through enemies and cover alike, 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.