Verdict
As a spiritual successor to F.E.A.R.'s indie version, Trepang2 has serious assets to make its point, starting with its visceral feeling of every moment during the shootings and its propensity to release a brute force that sometimes reminds us of the ardour of Max Payne 3's most austere heats. Fluid, nervous, ultraviolent and almost free from technical clings at the exit, the work of Trepang Studios developers impresses with its shape. Unfortunately, all this is not enough to make the experience as memorable as it would have been, the fault of an indigent level of design, outdated boss fights and a lack of widespread staging and binding that gives the feeling a little too tenacious that the campaign has been DIY wirelessly directed around Horde mode. If Trepang2 shoots slightly next to its target, however, it remains a highly recommendable FPS, even difficult to dispensable for all F.E.A.R nostalgics and afficionados of virtual dismemberment.
I suspected that the level design and coating would be his weak point. We can't necessarily do miracles with such a small team.
I've already asked you the question off but we're going to make it look like you didn't give me the answer ^^ Is there a mark assigned to each end of the level as for a BTA or an Evil Resident for example? Otherwise very good criticism, but attacking GeOW by failing to talk about the Lanzor and its magic chainsaw is HONTEUX!!
SHAME SHAME SHAME!
Unfortunately no, it would have been nice indeed. The game goes straight to the goal, it's not very subtle 🙂