The game’s feel is a conflict in and of itself. It’s a game where the character sways their gun and is hefty in animations, but expects you to meet every gunfight with precision and accuracy to feel cool when it lacks basic features like diving and omnidirectional sprinting. The game wants the player to feel smooth and graceful then it wants the player to feel tight and precise. Instead of attaching a sticky grenade to an enemy and using your timing to throw them the game just gives you the option to grab and turn any person into a grenade, in the same menu you could just kill them. That’s like saying do you want to kill someone you’ve grabbed the animation equivalent of dying in a janky way or turn them into a firework, it’s mindless! Trepang at its core exists for the same reason Doom does, but the core gameplay conflicts with itself. The story is as barebones as it gets.
The ability to NOT be able to aim down sites and then hold off on giving the player the option to akimbo because of… a serum? Anyway at that point it’s why not akimbo everything. Trepang is just mindless nonsense and it’s at the fault of people who were higher up in the studio that had too much inspiration from too many varying sources. It makes the entire point of an over-the-top shooter not fun, it makes it mindless. If this game was made by one person I’d let it slide, but it was made by a studio. It gets one star, because the game exists, it gets another, because it’s kinda fun, but that’s just how humans find video games fun.