![]() I didn’t even mind some of its questionable button mapping decisions (reloading with the triangle button felt really odd). Despite featuring an excessive amount of aim assist, considering the fact this is more suited for precise shooters and not an ultraviolent gorefest, I loved its gameplay. When it comes to the gameplay, Prodeus is a lot more reminiscent of DOOM 2016 and DOOM Eternal than any other classic-inspired shooter, and I couldn’t be happier about it. It’s both old and new, resulting in something fresh, something that truly stands out among the crowded retro shooter landscape. While I did not like its flicker and CRT effects, I did like its retro-infused visuals, which clashed beautifully with some gorgeous modern post-processing effects, such as particles and some really realistic lighting. It even features a handful of retro filter effects to give the illusion of a lower resolution, and lets you decide whether you want to fight against polygonal or sprite-based enemies. ![]() As far as presentation, it tries to emulate the look and feel of the first batch of polygonal shooters released in the mid-to-late 90s, such as Duke Nukem 3D and Quake. ![]() Prodeus feels like the best of both worlds. The keycard hunts from DOOM have been transformed into natural breadcrumb progression without sacrificing any of the sophistication that made those levels so great.It looks old and new at the same time. 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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