![]() ![]() If anyone is interested in more Prodeus, this is worth your time.Prodeus is a first-person shooter of old, re-imagined using modern rendering techniques and technology. I will say that the end is a bit anti-climatic again, but the overall campaign was very enjoyable, very varied, and I saw a lot of content that was quite different from the base game. One level I didn't have the HUD for, and I can't tell if this was a stylistic choice, or a bug, but i'd imagine the latter - it was still easily playable. The levels do a good job of naturally guiding you through them, just perhaps not quite as well as those in the base campaign. I did have a few small nitpicks with a couple of levels, ran into one issue where I had to restart a level, and I found I used the map just a little more than the base game to find where locked doors were, but that's not an issue, just something to note. I would have really liked to have the double jump and dash, as I feel the combat is more enjoyable with them, but I imagine the maps weren't built for them in mind. There were plenty of secrets within the levels, but no ore to find, and no ability upgrades. There is a new custom world map, but it's fairly basic, and doesn't reflect the levels you're playing, but still nice to have. An enemy gunship boss fight where you have to destroy weak points to take it out (not quite as fluid as you might be picturing, but for content built in a map editor, it impressed)Īnd i'm sure plenty i'm not remembering that is worth highlighting, this was just off the top of my head from playing over a week on and off.Īll in all it was 10 levels total, including one extra map that has the three unlockable weapons, just in case you want to replay the levels with those unlocked.Redirecting lava through a facility to close and open passageways.More real world like locations, like a shopping centre, a train station, a small city centre.Flying in on a spacecraft, and having it escort you through a level with it assisting while you destroy AA weaponry to keep it safe (this then comes back in the finale).Being eaten by a giant sandworm and having to fight my way out from inside.I have to wonder if the biggest driving force behind Prodeus as a project was how laughably rigid and frankly dissapointing 2016's SNAPMAP was, and a desire to make good on it and be a great, long-lasting "package" instead of just a great campaign. Definitely could've used something to spice things up, whether that be more varied enemy design that goes beyond emulating DOOM 2016 (and prior) or a couple wild weapons or movement abilities that make the game its own thing. That said, the level design here is really damn good throughout the campaign, and gunplay and movement feel great. ![]() Like the fact that the weapon trials barely have enough scripting to accomplish what they're going for, the ratings after each level despite being in a single-player campaign, the no saving/permanence, etc., they didn't really hide it. It's pretty great, but I also think it misses out on being something special by being a set of accessible map-making tools first, and a game second. This game actually has some good level execution in levels that build up to a big fight (even if the big bads themselves were kind of a wet fart).įinished the campaign and starting messing around with community maps and campaigns. Normally I would say I'm glad they didn't bother with trying to have actual bosses. although I guess that's apropos for how Doom and Quake ended. Was honestly expecting that to lead into something else, but nope it's just have a couple of lame fights and then not much for an ending. People were not kidding about how bad the last level is. Thankfully the community levels have some levels that make farming the rest of the kills trivial, but that that was just a bunch of wack busywork (which I did because I'm an idiot, apparently). ![]() The achievement for getting 10,000 kills was stupid, as a full playthrough through the campaign left me about 5k short even with getting 100% kills on every level. I feel like I stumbled upon it by dumb luck and it turns out there really isn't an "intended" way to discover it. except for the very last one, which both requires random wallhugging (in a way that really wasn't required anywhere else in the game) and picking up on a queue that is some videogame-ass logic (and also impossible if you don't have audio). The way most secrets were hidden were surprisingly restrained. Wrapped up the game and got all the secrets and achievements. ![]()
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