I navigate along the chasm opposite the spire, hiding behind cover as the gunners take aim. The spire cracks open in puffs of smoke, and its face opens, revealing energy shields and two railgun snipers perched within. Take, for example, “Marksman.” This level begins overlooking a chasm of acid pits, in the distance a broad spire looms. Prodeus has some of the most inspired FPS level design since DOOM. I do wish the team had strayed just a little further from their influence, but they come together to make such interesting fights that it’s easy to see why innovation may have proven unnecessary. There are pinky equivalents, cacodemon equivalents, imp equivalents, pain elemental equivalents, and archvile equivalents. Enemy designs might be my one gripe with Prodeus, because while varied, they lack surprise. Things start slow, with some standard fireball-shooting demons and zombies that lurch about, but more interesting and challenging foes are sprinkled in throughout the campaign. Prodeus towers above that experience with more satisfying weapons (including one of the best chain guns I’ve seen in a shooter), great level design, and some eye-popping art. I play a Frankenstein’s monster version of classic DOOM, loaded up with all sorts of mods that make it punchier, grosser, and smoother. There’s no denying that Prodeus leans hard on the likes of DOOM for inspiration, but is so well-designed and fun to play that I can hardly criticize it for that. Vistas and setpieces start coming, and they do not, in fact, stop coming. Guns provide an audial feast as they light the room with each pull of the trigger. Demons explode into viscous globs of jammy blood that paints the walls, floor, and ceiling. If you thought Brutal DOOM was a little too corny but still appreciated the gibs, Prodeus is here to fill the void.Įnemies are sprite-based, and textures are merely suggestions in this dark sci-fi shooter born from the best of the late ’90s classics. READY.” I warily continued, worried the lean-in to community goodwill and memes was a front for a half-baked effort to jump on the retro-FPS wave. The Team:Prodeus is being developed by Michael Voeller and Jason Mojica of Bounding Box Software who have a combined 25 years FPS development experience, along with talented freelance artists and designers.The first early access stage of Prodeus begins with a sequence of neon lights that flashed along a long corridor. Tons of difficulty and game modes with online high score support.Dynamic heavy metal soundtrack from Andrew Hulshult.Infinite blood and a satisfyingly gory dismemberment system.Over the top visual effects (Explosions! Blood! Gore! Oh My!).
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