Completed Prodeus.
I didn’t collect enough ore pieces, so didn’t even get to test one of the weapons, the Mammoth revolver. Doesn’t matter, though.
Was surprised that the final gun you get is a chem-gun from Unreal. Not Doom-like weapon at all.
Glad they did add at least one boss to the game. And it’s a rather good boss fight too, if a bit chaotic.
Tag: Prodeus
The game managed to surprise me with the sniper level. Snipers telegraphing with laser sights aren’t new. But I certainly didn’t expect to dodge between covers in a Doom-like. You can’t kill them until you reach the end of the level, because they’re behind a force barrier too.
Just like the surrealists rejected photography, that game rejects modern physics engines. Instead we have platforms floating in radioactive waste animated manually, and even more impressively, ruins raising from the sand effects done all by hand.
A problem inherited from the original games, I think: all enemies are introduced quite early. There’s the ice throwing one that appears in the 3rd episode, but most of them are there with you from the 1st. There are reskins (think Hell Knight and Hell Baron from Doom 2) that have more health and some additional attacks, but that doesn’t help much.
Same problem with the arsenal: shotgun becomes obsolete after getting supershotgun, and SMGs are obsolete after you get the Minigun.
Feels like downport of Doom 2016, which isn’t a bad thing. Imps are just a carbon copy, but other enemies are pretty similar as well: zombies, shotgun zombies, flying round demons that shoot fireballs, bulls-demons that run at you. Arsenal is pretty standard: pistol, double SMGs, minigun. The only slight surprise is that a shotgun can be charged, and that the plasma rifle can “latch” to a target once you land your first shot.
Each level contains multiple ore fragments. And as far as I can tell, some weapons can only be purchased with these. Also, each level contains multiple checkpoints, but if you quit it in the middle, you’ll have to replay it from the beginning. Luckily, those are pretty short: 15 minutes on average.
Although enemies are 2D, the authors did something very smart and rendered them from the top as well, in different perspectives. When you look at them from they top, their sprites aren’t distorted, like in Ion Maiden.