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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 scope (which seems to have been modeled after the PU scope) 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 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
The AKM as it appears in-game, complete with an awkwardly-placed segment of Picatinny rail grafted to the bottom of the handguard and sizeable cutouts in the magazine to show the 7.62x39mm ammunition housed inside.
Another view of the AKM showcasing the rifle's dust cover, fire selector, and charging handle.
The player prepares to insert a field-modified magazine into the AKM. Cutting a large hole in each side of the magazine would allow for one to easily gauge the mag's fullness visually, as it is intended to in-game, but at the cost of copious amounts of gun-fouling debris making its way into the AK's internals.
Charging the weapon.
Fiddling with the fire selector, which is currently set to semi-auto.
The player points the AKM downrange at nothing in particular.
Firing the rifle.
The player demonstrates the AK's versatility by festooning it with attachments. In this screenshot, the rifle mounts a bayonet, flashlight, vertical foregrip, and homemade reflex sight (which is, in turn, attached to a special adaptor).
The player tests out the reflex sight, which works surprisingly well considering its no doubt humble origins.
AKM with GP-25 - 7.62x39mm / 40mm
Another set of parts finds itself attached to the AKM. These include a suppressor, GP-25 grenade launcher, combination telescopic/reflex sight, and 75-round drum magazine.

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
The player inspects the left side of their KS-K. Note the custom handguard, additional dovetail rail on the receiver, and custom stock.
The other side of the KS-K.
Taking a closer look at the KS-K's stock, which is crudely fashioned from bent rebar, tape, and padding.
The player prepares to load a tape-wrapped 8-round box magazine into the shotgun. The same dirt-accessible side windows seen on the AKMN's magazines make a reappearance.
Charging the shogun.
The player points the KS-K downrange...
...and squeezes the trigger.
Another shot of the KS-K just after firing shows one of the spent 12 gauge shotgun shells.
If 8 rounds isn't enough, you could always try a 20-round drum magazine.

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.

SVD with scope removed - 7.62x54mmR
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.
The player one-hands the SVD in an impressive display of wrist strength. Note the small segment of Picatinny rail on the handguard.
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.
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.
Bringing the first of ten rounds into the chamber.
A view down the SVD's iron sights.
Blasting away with a subtlety matched only by the player's patience.
Several trigger-pulls later and the rifle's bolt locks open on the empty magazine.
SVD - 7.62x54mmR
The SVD with a PSO scope equipped.
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

Double-Barrel Shotgun

Nagant M1895

PSL


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