Intelligent design and fierce intensity combine to make Prodeus the finest single-player shooter of the year so far. It loses marks for a confusing economy and overworld, but it’s still worth whispering in the same reverent voice you save for the classics.
In some respects Prodeus pretty much seems to be a clone of the very
first Doom, but it imitates the legend ridiculously well, because the
guys from Bounding Box Software perfectly understand the pillars of id
Software’s success. Their game is fast and satisfying, old school and
modern at the same time, sounds great and looks even better.
A very well made and confident boomer-shooter. It's doing some cool spoofed sprite visuals that work very well and actually look quite good. It features a few different areas throughout that keep the environments looking different and unique. In addition the level design is very competent.
Weapons sound and feel good. Very punchy. I will point out that most weapons do have reloads unlike Doom, but I don't feel it hurts the flow of combat in any way.
Oh yeah, and there's a LOT of blood.
Sick af AF.
The amazing enemy sprite work makes blowing everything apart 3x more satisfying. You CAN turn them into 3d models, but only someone who really hates themselves would do that... Makes me wish Quake had the same option. Seriously, I'm on level 22 now and there hasn't been a single level that I didn't rate as "good". (You can rate every level as good or bad after you win). It pulls off what it's trying to do flawlessly. I f***ING love this game.
Ultra juicy. Would bang.
Prodeus is an excellent title that can provide you with several hours of adrenaline injection and fun. Solid level design, gratifying gunplay, and beautiful aesthetics, comprise this well-made FPS, one of the best in recent memory for sure.
Prodeus’ ultraviolent combat is fantastic if that’s what you’re in the mood for. But even the most delicious meal can sour in the stomach if there’s simply too much. In short bursts, Prodeus not just stands on the shoulders of giants, it dwarfs them. Over hours, though, the incessant action and jackhammer sound design start to feel a little restrictive and repetitive. Prodeus is a near-perfect homage to late 90s shooters, but you don’t need to be a demon spawn of Doom to enjoy it.
Prodeus is stupidly fun, looks incredible, sounds fantastic, and is launching into a subscription service many people reading this may have. It’s been a bit of a weird marketing cycle leading up to the launch of the game, but I hope as many people as possible at least try it out. It’s one hell of a love letter to the FPS genre for both the old and the new.
Prodeus is a noble tribute to the original Doom with plenty of action, excellent stylized visuals, and great level design. However, the brief campaign grows repetitive as the mechanics don't evolve beyond the basics, and multiplayer is unfortunately empty.
Is exactly what it's trying to be, a modern take on the oldschool shooters (these days I think people refer to them as "boomer shooters"), a blend of old style graphics but with flair here and there that would definitely not have run on a high end machine of the time. It looks gorgous to the kind of person who has nostalgia for the time period it's successfully emulating. The game-play is fast paced action with top tier responsiveness. If you loved Doom (1993), give this a go!
I gave Prodeus a little spin for about an hour one afternoon this past month of April and found it t be kind of comparable to riding a train somewhere for the first time. At first you're extremely excited, you get in line, you purchase your ticket, you think of all the exciting things you will see on the train, the sights, the sounds, then you board the actual train, sit down, put your luggage up, and soon realize you have made quite a dreadful mistake. You soon learn that you are now trapped on this train going to the destination you have selected. Excitement soon gives way to boredom as you find yourself restlessly sitting in your seat, or standing up, only to pace for a bit to sample the amenities onboard, only to once again be dismayed every time you look at the time on your wrist watch.
Antiquated locomotives analogies aside, why does Prodeus give way to disappointment after merely an hour of actual gameplay? Their is one loop, and though it is smooth as butter, it becomes predictable. It soon grows spiteful of its own simplicity, but lacks the complex ideas necessary to liven up its stale progression. Walk into room, kill things, hit switch, things teleport into room, things appear behind door, walk into room, kill things, and you can repeat this until the levels start adding gallons of hit-scanning enemies who literally teleport miles away from you. I suppose that's for the extra challenge of distinguishing what tiny pixel monster you should shoot at first in the distance, so at least its training you to squint constantly just incase you need to brush up on those particular ocular skills. Visually the game is actually kind of a mixed bag. Being on the Unity engine their are loads of little interesting effects, options and you can surely tailor the visuals to your liking, but you will always be robbed of sight completely when you are surrounded by exploding animated gore effects, flashing lights from your muzzle flashes burning brighter than your suburban street on Christmas eve, and to top it all off the audio is a bit too much at times.
Doom 2016 solved all these problems years ago, which is kind of ironic. Poor pacing was solved by challenging AI from enemies, combining good level design with a mixture of monsters in a room to encourage the player to pull out different weapons to solve that particular rooms configuration of enemies. It also had loads of verticality, versatility, great weapon alternative fire modes, a really good weapon loadout, looked clean, and sounded fantastic. So where does that leave Prodeus? I suppose in the dust, as Doom Eternal came out merely a year or two ago, and was leagues better than the 2016 Doom reboot. Prodeus suffers from indie syndrome. Its a terrible disease that makes any indie developer believe that all you have to do to make a good game is stuff Quake, Doom, a soundtrack done by Andrew Hulshult, and pixel-esque graphics into a title to make it good. In reality, making games is much more complicated.
The problem with Prodeus is not it in its action, it has plenty of action. It has poor pacing, it has poor enemy placement, it lacks enemy variety, it has a lot of secret areas that aren't really that interesting to find, it has loads of enemies spawn into rooms like its emulating more of the mistakes from Doom 3's general level design ideas than anything else. It all kind of blurs and blends together stylistically into this rather bland experience. It just burns out too quickly like a roman candle that fizzles out like a dud firework rather than the satisfying explosion it should be. Once levels started randomly spawning in stuff that wasn't agreeing with my shotguns range, I switched to the pistol, which makes it too easy, because the AI is terrible. You can easily duck behind walls, because enemies are stupid. They don't chase you, they're not aggressive, and they are typically hit-scanners. This is lazy and not fun to play. It becomes more obsessed about mimicking all of the beats from Doom 2016 and ignores trying to be its own thing instead.
So I guess I'd only recommend it if you're bored with Brutal Doom, Doom 2016, Doom Eternal, the original Doom, Dusk, Quake, Quake 2, and just about literally anything else made in the last 25 to 30 years because the formula is basically identical.
The first third of this game is pure joy, with exciting encounters and inventive level designs, which reward running and gunning and cover based play, while the middle third if filled with big open areas that swam you with enemies, creating a lot visual noise and very little fun. On one sequence I died three times and then had spend a few minutes finding my way back from the checkpoint each time. The checkpoint system is hit or miss, but oh boy, when it misses it certainly is a pain. Sometimes they spawn enemies right on top of you as you grab a checkpoint which feels more like a punishment for using them then a reward with engaging play. The difficulty options vary between way too easy and crush-your-spirits hard, especially in the aforementioned middle third. Playing through this game can feel more like a chore than a joy.
I know this boomer-shooter came from a small-development team, but it feels like they just ran out of ideas for fun combat encounters and optioned to just overwhelm you to point you don't notice that they really didn't bother balancing this game.
I didn't finish the game. I'm at the beginning actually, played it for like one hour and what I can say is the following:
(I played on Xbox one s)
The good: that game really hitting the nostalgia about that kind of games, good controls, no lack of ammo, strong weapons, good level design, nice colors, visually the game is "as it suppose", massive potential ( to say the least). The bad?loading screens. I can't believe this thing exist on the 360p mode. And they are relatively long ones. (I don't know, like 20 seconds). Repetitive music. The music is overall Doom 2016 copy-paste-ish thing. Repetitive monsters. It's entertaining at the beginning but quickly fading away. The worst part is the incompetence of the stronger monsters. They aren't aggressive as they should and often miss. They also quickly dying. They dying as quick as the normal monsters. Good level design, yeah, but it's all too claustrophobic at the beginning and as I saw on youtube maybe it would be the same for the rest of the game. There are wide open places but the action arena is significantly smaller. The levels are short. The first levels at least. The fun just begun and hop the level just ended. The music too. Everything. Like what. It supposed to be non stop massacre. It's not at the beginning. The map doesn't help. It doesn't pointing you anywhere. I can't say much about. I'm at the beginning. I got a bit bored at the end of that hour. And i like that style of shooters. I'm giving 7 compared to other games but honestly the game doesn't deserve more than 4. The game suffer from what the old school games suffer but at least it doesn't suffer from what today's games suffer.
Ok im on the second hour and have stuck on one bing jump. I've saw on YouTube that jump is the way forward for sure. It's way way you long. Ive tried everything. I've seen some have also stuck on it. I went to the shop to buy the double jump but it's tier 2 whatever that mean so I can't buy it. Also to buy things you must have gold nuggets. You can find them in the levels but strangely they are very well hidden. I've found few out of many even tho I've searched for them. That's not good.
SummaryProdeus is the first person shooter of old, re-imagined using modern rendering techniques. It reaches the quality you expect from a AAA experience while adhering to some of the aesthetic technical limits of older hardware.