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Trepang2

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Trepang2
Library 600x900 2x.jpg
General Boxart
Release Date: June 21, 2023
Developer: Trepang Studios
Publisher: Team17
Platforms: PC
Genre: First-Person Shooter


Trepang2 is an indie game developed by Trepang Studios which released on June 21st, 2023; a free demo has been available on Steam since 2019. Trepang2 is somewhat well known for its extreme violence and gore with bullet time gameplay very similar to Monolith Production's F.E.A.R. from 2005.


The following weapons appear in the video game Trepang2:


Overview

Subject 106 finds himself an armory with every weapon in the game.

Trepang2 has a system where the player carries two firearms and a cache of grenades or other throwables. Individual weapons can be modified at specific weapons crates. Attachment points include the barrel, side rail, optic rail, fire mode, and stock, though no one weapon has an option in every attachment point - barrel attachments are available for almost every weapon, for instance, while fire mode options are limited to one. Most weapons with more than one option in any given slot gives them distinct, opposing effects: for instance, folding in the stock on the SPAS-12 or KRISS Vector allows for faster handling and reloading, but worse recoil control, which is promptly reversed if the player unfolds the stock. Individual attachments must first be unlocked by collecting a weapons case within the levels, after which the constituent attachment can be attached to its parent weapon. Weapons can also be fitted with camo patterns at these weapons crates, including an option to automatically apply the paint in question to any weapon of that type once picked up. Weapons themselves can be requisitioned from supply crates, though they must be unlocked by completing specific missions, sometimes at or above a particular difficulty, and in side missions or the Combat Simulator acquiring a weapon from a supply crate requires a purchase using in-game money acquired through killing enemies and surviving waves.

Weapons are normally used with both hands, but have a separate set of animations for use in one hand when the player takes an enemy hostage. After the player acquires a serum halfway through the third story mission, "Jorvik Castle", they can optionally pick up a second of their current weapon to wield it akimbo with the first. This requires a second copy of the weapon the player is using; the left-hand gun will automatically be given whatever attachments the main weapon has and use a mirrored set of the one-handed animations. All weapons except the Minigun and Bolt Launcher can be used akimbo.

Although the game has an aim-down-sight mechanic, including a key bound by default to aiming, under normal circumstances this can only be used with weapons that have a scope (the DMR by default, several more as an optional attachment); regular ADS is offered as an unlockable cheat, gained for completing the "Unidentified Structure" side-mission on at least Hard difficulty.

Handguns

Heckler & Koch Mark 23

The game's standard "Pistol" is a Heckler & Koch Mark 23. Its modifications include options of its prototype Insight Technology laser aiming module, Knights Armament suppressor or a USP Match-style barrel weight, and fictional burst-fire or full-auto trigger groups, represented by the slide being recolored to a respectively chrome or cerakote finish. It holds an almost-correct 13 rounds. It is unlocked after completing the prologue mission "Site 14", and can be purchased from supply crates for $400.

Heckler & Koch Mark 23 - .45 ACP
Airsoft Heckler & Koch Mark 23 Phase II prototype with Knight's Armament suppressor and prototype Insight Technology LAM - (fake) .45 ACP
Pistol in game.
106 gives a proper inspection to the first Mk 23 he acquires during his escape from Site 14. He looks over both sides...
...checks the magazine...
...then racks the slide and is ready for action.
The Mk 23 in full recoil as 106 makes his escape.
Reloading.
Looking over a Mk 23 modified with its KAC suppressor, prototype laser module, and a chromed slide that lets it fire in bursts. Note the good trigger discipline when modding a weapon.
An empty reload is more animated, with a dramatic flick to the side to eject the spent magazine.
Finishing off an empty reload by racking the slide.
A reload when using the Mk 23 one-handed begins with a dramatic spin, which when the gun is emptied gives about two frames to notice that there are still bullets in the magazine.

Submachine Guns

KRISS Vector SBR

The "SMG" is a KRISS Vector. It holds 50 rounds, a capacity that would require a drum magazine, which is not the case in-game. It is also modeled after the civilian SBR version, even though it is shown functioning as the full-auto SMG variant. It is fitted with a Magpul RVG and can be further modified with an extended barrel (with matching rail extension surrounding that lengthened barrel) or suppressor (modeled after the "enhanced" version of the Osprey-derived square barrel shroud fitted to many second-gen CRB models) and a laser aiming module, and its stock can be folded in for faster handling or extended for better recoil control. It is unlocked for completing the prologue mission "Site 14" on at least Normal difficulty, and can be purchased from supply crates for $550.

KRISS USA Gen II Vector SBR - .45 ACP / 9x19mm Parabellum
SMG in game.
Taking an enemy hostage to use his shield, 106 clears the room out one-handed with his Vector.
Reloading the Vector.
Yanking the charging handle for an empty reload.
Armed with a suppressed and camo'd-up Vector, 106 finds three more on a wall.

Rifles

HS Produkt VHS-D2

The "Rifle" is an HS Produkt VHS-D2. Its modifications include a suppressor (using the same model as on the Vector), laser aiming module, and the factory carry handle/optic combo; this makes it one of only two weapons in the game with more than one attachment option that can fit all of them at once. It correctly holds 30 rounds per magazine. It is somewhat oddly modeled with its left-side ejection port open and in use, though this is at least possible for extended periods due to the brass deflector built into its cheek rest. It is unlocked for purchase after completing the "Pandora Institute" mission, and can be purchased from supply crates for $800.

HS Produkt VHS-D2 - 5.56x45mm NATO
AR in game.
Reloading the VHS.
Tugging the charging handle on an empty reload.

HS Produkt VHS-K2

Fitting the Rifle with the 2X scope also shortens the barrel to the length of the VHS-K2. Somewhat appropriately, this is unintentionally reflected in game by giving it slightly worsened accuracy when not aiming with the scope.

HS Produkt VHS-K2 with 1.5x optical sight - 5.56x45mm NATO
The AR fitted with a suppressor and 2X scope.
Inspecting a VHS with the 2X scope at the attachment crate, to give a good look at the K2-length barrel given with that attachment.

Heckler & Koch SL8

The "DMR" is a Heckler & Koch SL8 fitted by default with a 3.5x scope. Its modifications include a suppressor or compensator, a laser aiming module, and the ability to remove the scope, which reduces the increased spread from moving in return for slightly lesser overall accuracy. Like the VHS, it is modeled with a left-hand ejection port. It is modeled as using full-size 30-round G36 magazines that nevertheless only hold 10 rounds each, as well as with a select-fire trigger group that cannot be made use of. It is unlocked for completing the "Pandora Institute" mission on at least Normal difficulty, and can be bought from supply crates for $1,000.

Heckler & Koch SL8-1 Tactical Sniper Rifle - 5.56x45mm NATO
Taking a scoped SL8 to the task force's firing range.
106 sights up one of the targets. All usable scopes use this same reticule, differing only in that other weapons only get a 2x scope.
Firing makes individual details of the animation difficult to discern due to motion blur; what can be seen is a casing ejecting as the bolt cycles.
Reloading the SL8. Though fitted with standard G36 magazines, it needs to be reloaded after only 10 shots.
Fully emptying the magazine caps off the reload with a quick tug of the charging handle.
Checking over an SL8 with an urban camo pattern and attachments optimizing it for quick snap-shots: a compensator to reduce recoil alongside a laser and removal of the scope allowing for better accuracy when moving. Note the detail in the weapon model: the gas piston's return spring can be seen through the rear two vent holes.

Shotguns

Franchi SPAS-12

The game's "Shotgun" is a Franchi SPAS-12, used exclusively in its pump-action mode. It can have its stock folded for faster use or unfolded for lessened recoil, and can be modified with a suppressor, a choke to restrict its vertical spread, or incendiary shells, which are represented on the model as a rail extension and aftermarket compensator. In-game, it has an 8-round capacity; while this is in line with the standard capacity of a SPAS-12's magazine tube, the empty reload animation shows the player character chamberloading the first shell, meaning that the magazine actually holds 7 rounds (which isn't a standard capacity for any SPAS-12 variant in reality). It is unlocked upon completing the "Jorvik Castle" mission, and can be bought from supply crates for $1,000.

Franchi SPAS-12 - 12 gauge
Shotgun in game.
Reloading a rather messy SPAS-12, which as always involves completely ignoring the carrier latch.
An empty reload begins by chamberloading the first shell. Note that the primer is already dimpled, which is probably for the best anyway given the amount of blood and other debris in the chamber.
Using the SPAS-12 akimbo or while holding an enemy hostage naturally involves a lot of Terminator 2-style one-handed pumping. Strangely, when used akimbo, only the right-hand gun's pump and bolt actually animate, yet only the left-hand gun actually ejects a shell when pumped; why this is the case is unknown, since a single SPAS-12 used one-handed is perfectly capable of animating both things.
Modding a pair of SPAS-12s by unfolding the stocks and fitting them with chokes.

Machine Guns

Mk 46 Mod 0

The game's machine gun is an oddly-modeled Mk 46 Mod 0 modified with a completely fictional rotating triple-barrel system, referred to as the "Minigun". Like most fictional miniguns, it is presented as needing a few moments to spool up before it will begin firing, and the barrels quickly become red-hot, though no actual overheating mechanic is present and the player can fire as long as their current 200-round belt lasts. It is fitted by default with a vertical foregrip, and its other modifications include the standard laser aiming module, a trio of suppressors or bayonets, one per barrel, allowing for extra melee damage from spooling the barrels, and a 2X scope or an enhanced-vision scope that grants the weapon "smart bullets" that redirect themselves towards enemies mid-flight. It is unlocked upon completing both the "Jorvik Castle" mission and the "Iron Dragon Data Center" side-mission on at least Hard difficulty, and costs $8,000 to buy from supply crates.

Mk 46 Mod 0 - 5.56x45mm NATO
Looking over Task Force 27's firing range with the mutant Mk 46.
Letting loose a triple-barreled storm in the Combat Simulator.
Having either killed or scared off all aggressors, 106 finds a quiet spot to reload his Minigun, which begins by pulling the charging handle back and forth.
The top cover is then lifted to replace the belt box and its bullets.
Firing until the box is nearly exhausted reveals that, while the belt links are endless, actual bullets are not. Also note the red-hot barrels.
106 looks over a Minigun tricked out with a laser, three bayonets, and a "smart scope".

Launchers

Hybrid Grenade Launcher

A hybrid rotary grenade launcher, based on a combination of the FN EGLM with a drum based on models like the Milkor MGL, features as simply the "Grenade Launcher". It features a rotating drum with four chambers and what appears to be a pump-action mechanism surrounding the barrel that functions similarly to the Pancor Jackhammer, pushed forward to swing the cylinder out, allowing the leftmost chamber to be unloaded and reloaded, and then pulled back into place to lock the weapon and prepare it to fire. Its only attachment option is "homing" grenades, represented as a boxy sight on the 9 o'clock rail with a green screen, which gives its grenades a timed fuse and causes them to redirect mid-flight into the nearest enemy, sticking to him until detonation. It is unlocked upon completing the "Unidentified Structure" mission, and can be bought for $4,000.

FN Mk 13 grenade launcher in standalone configuration - 40x46mm
Milkor MGL Mk 1L - 40x46mm
Looking over the Grenade Launcher at the attachment crate, giving a good view of the EGLM-style foregrip and the dual leaf sights.

Brügger & Thomet GL-06

A simpler, break-open grenade launcher most closely resembling the Brügger & Thomet GL-06, modified with compensator cuts in the barrel, a thumbhole stock and a rear-mounted ambidextrous release lever, appears as the "Bolt Launcher". It uses grenades with a Metal Storm 3GL-style superposed load, giving it a three-shot capacity that in its default form is fired all at once in a three-round burst. Its attachment options include a 2x scope and a "Penetrator" option, fitting the weapon with a muzzle brake that changes it from a burst-firing grenade launcher into a semi-automatic marksman's rifle that can nail killed enemies to walls and ceilings. This is interestingly a decomposite of how it acted in a pre-release showcase, where it fired single rounds that would nail enemies to walls and then explode; this original idea can still be seen in the released game, as the projectile loaded into the weapon, regardless of attachments used, has the appearance of a single long spike. It is unlocked after completing Jorvik Castle on at least Hard difficulty, and costs $4,000.

Brügger & Thomet GL-06 - 40x46mm
Looking over an unmodified "Bolt Launcher" at the attachment crate.

Throwables

M67 grenade

The M67 hand grenade acts as the game's standard fragmentation grenade, most commonly found in the world and tossed by most enemies to flush the player out of cover. It's depicted with a flashing red light and loud beeping that quickly speeds up as the fuse runs down. In-game, the player's grenades will detonate on contact with an enemy, but enemy grenades thrown at the player simply pass through them and will only detonate once the fuse has run down. They can be bought from the supply box after completing the Gunnarson Complex side mission on at least Normal difficulty for $1,000.

M67 hand grenade
A box full of M67s on top of a small armor pickup. Pickups for throwables are always left in orange padded boxes, with the number of grenades in the box matching how many you get from picking it up; the maximum of any throwable is five.

M84 stun grenade

The M84 stun grenade appears as the "Flashbang". They are used in much the same manner as the frag grenades, though they detonate on contact with a surface. Much rarer than the M67, it is almost exclusively acquired from the supply box. Their possible lethality is noticeably exaggerated in gameplay terms, as it's frequently possible for enemies to catch fire from an M84 going off close enough to them. Flashbangs are unlocked upon completing the opening mission, Site 14, on any difficulty, and can be bought for $400.

M84 stun grenade
Finding a box full of M84s.

TS-50 AP mine

A landmine most closely resembling the TS-50 anti-personnel mine is featured as the "Proximity Mine". It acts exactly as one would expect, placed where the player wants and detonating once an enemy steps in close, given a slight timed delay so as to catch more enemies. Like frags it is fitted with a light so as to make its location more obvious to the player, which shines a solid green when placed. They can be bought from supply boxes for $1,000 after completing the Oil Rig mission on at least Normal difficulty.

TS-50 anti-personnel mine
Subject 106 finds a fortuitously-placed box of mines just in time to help with hacking enemy servers at the Iron Dragon data center.

M18 smoke grenade

The M18 smoke grenade is unusable in regular gameplay, but rather is used when required by the story to mark a landing site for friendly helicopters. Surprisingly for a video game, it actually releases a correct smoke color, in its case a dark green, matching the color of the top of the in-game model.

M18 smoke grenade, green
Following a... memorable experience at a recently-abandoned Horizon site in Arkansas, 106 pulls an M18 to call for extraction, giving a good view of the mostly-correct markings. Not shown is the brighter green top, indicating green smoke.
He then watches as it spews the correct smoke color.

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