Every weapon has some sort of secondary fire function and for most of the game you will find most of weapons useful and will switch between them according to the situation. Andrew Hulshult is providing the soundtrack and as usual for his work it’s really good. Every shot with every weapon has over the top feeling of impact, enemies explode in blood and gibs, everything is very loud and your hand is almost never not pressing a directional button. Prodeus is an incredibly fast classic FPS with a unique visual style, that is somewhat reminiscent of the well known Brutal Doom mod, but with lots of curious effects on top of it. The one focused almost purely on fast paced action and style. And while it’s most certainly not mediocre, it is a very simple take on the genre. Prodeus was announced when people still paid attention, however, and after a Kickstarter campaign and several years in Early Access it’s finally out. And by now the market is so saturated, it’s hard to care about most of these titles, especially since so many of them end up being mediocre. The keycard hunts from DOOM have been transformed into natural breadcrumb progression without sacrificing any of the sophistication that made those levels so great.The classic FPS revival continues. It’s hard to put into words, but while playing it feels like magic. The masterful combination of geometry, lighting, and enemy and item placements come together to expertly pace the action while simultaneously moving things forward. They elegantly guide the player like the banks of a river from locale to locale, looping back on themselves effortlessly. Not once during my time in these labyrinthian levels did I feel lost or confused. The train leads me back to the start of the level, and with a new keycard, I open the way to the exit. Next, I fight my way through a narrow train, using the high-powered railgun that was beaming down on me moments ago to slaughter lines of enemies. I fight through the trainyard, up the tower, and dispatch the gunmen. The cliff opens onto a trail-yard where the snipers’ tower is a mere stone’s throw away. 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.
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