Reviews from

in the past


This is the response to the question:

"What if you did DOOM 2016 & DOOM ETERNAL with the modern combat, except kept the digitize style in terms of enemies and weapons being retro/pixelized?"

This is what Prodeus, and jesus I love it. Anyone who complains "this is a DOOM clone" legit, I have no clue what you're complaining about it's more of what you want and you're mad? Like what?


The game features a plethora of levels, and even a shop levels that seperate you from the combat and has many collectibles that make you want to strive to find them all and obtain all weapons and upgrades.


The game's story is a bit barebones, and I must admit the Backers level felt a bit forced as it's a level that is dedicated to the people who helped fund the game to exist in the first place, Just imo I think it should've been a seperate viewable thing within the Menu, sort of like Bioshock's museum mode, instead of a level that you'll go into to obtain a collectible, and technically spoil you on the final boss.

I find it awesome the devs of this game made a campaign creator that would allow creativity and creation of peoples own personal campaigns. Though I will admit, I see very little interaction with this unique idea, I feel like Playstation Users aren't as interested in this, maybe STEAM users actually use the campaign creator to create unique new campaigns for people to play through.

The game features a bunch of enemies that are similar to that of enemies from classic and modern doom, though I will say I do wish the protagonist you play as had more uniqueness to them instead of just being a weird humanoid organic robotized thing. Though I appreciate the unique detail of the characters face deteriorating into a skull the more hurt you get until death.

Overall if you love classic and modern DOOM and want more of it, I highly recommend Prodeus!

Muy bonito visualmente pero algo tenía que me hizo dejarlo.

Thats some real Doom shit they got going on in there, and I'm here for it

Prodeus é uma experiência maravilhosa! Com seu estilo remetente aos Doom dos anos 90, ele conseguiu entregar uma gameplay fantástica e sensacional

Crunchy and chunky gory aesthetics to match a somewhat derivative DOOM (2016) inspired metal OST and fun weapons to blast away with for about 6ish hours even if the finale is pretty underwhelming. Not my personal favourite in the boomer shooter revival I've played recently but still worthwhile for its Retro fitted visuals and some really fun level design and combat arenas.


quick note, i got this from @duhnuhnuh 's list of free steam keys. very nice of em. the only requirement was a review, which i already do. go look through it if theres anything you want. i see classic doom's still not taken, which i'd totally recommend.

peakdeus or poodeus?

i cant tell! seriously, this game is such whiplash for me. on one hand, its got the worst unlock system ive played in any shooter, has some of the same aesthetic problems as doom 2016, and also shares a lot of gripes that i have with doom 64. on the other, when the game fully leans into its strengths, and you get in a good groove, it rocks.

so first off, lets talk about the shitty shop system. try saying that 10x fast. in keeping with the classic doom tradition, theres a heavy emphasis on exploration of levels to find secrets and stuff. this means that the game's currency, ore, is scattered around levels and you have to find them to unlock certain guns and abilities. by itself, this wouldnt be a big issue. my issue comes from the fact of just how much ore you need to collect for these upgrades. for the SSG and energy gun, you need 15 ore each. if youre someone who likes exploring everything, you can probably get these within the first 5 or so levels. but for me, i prefer linearity in my shooters. so it took me about 75% of the first map to unlock. when i say first map i dont mean first level, theres a kinda dnd system where you have a mini guy that moves around a map to access levels. theres like 4 of these total in the game, 3 of which are relatively short. so when it takes me that long to unlock an energy gun/SSG that kinda pissed me off. whatever, ill just grind out the ore to get what im really after: the dash and double jump. after using a guide replaying many early levels to find all ore, i was able to get the SSG. great, just gotta replay like 5 more levels or so and ill have enough for the dash/double jump. except, thats not the case. those things cost more than the ssg/energy gun. this peeved me off. i decided fuck it, ill play the entire game like 2016 instead. because i didnt want to waste another hour replaying levels for vital tools of your moveset which should have been unlocked through gameplay.

note: the next paragraph had to be rewritten cuz i lost about 30 minutes of work on it. i don't like this draft as much as the initial but what can you do?

hell, even if they didnt, at least make them the first thing you can buy from the shop. when casually looking for ore, it took me about 12/22 levels to unlock the dash. that's way too long in a boomer shooter that clearly takes more from eternal/dusk than it does 2016 in its design. the level design in this game is weird tho. nothing in the game requires you to use the double jump or dash, but it's clearly begging you to use them. this puts it in a weird limbo, where the game ends up feeling incredibly easy, since most encounters are designed around only sprinting and shooting, but made significantly more fun when using the dash and djump. about 90% of levels i beat with 10 deaths or less, and about 50% of levels i beat with 5 deaths or less. i played on hard. the games also easy bc of the way respawning works. in most shooters, when you die the enemies of that encounter reset. the nexus points in prodeus make it so that if you kill it once, it stays dead. this whole system makes the game braindead and i wish encounters could simply reset with you. again though, this decision might have been made bc of how its the game's design doesnt rely on shop unlocks, so if someone collected zero ore, then it might be pretty difficult for them to get through encounters without the enemies staying dead. yet another reason the fucking dash and djump should have been unlocked in levels. the djump i had only unlocked before the penultimate level this leads to another thing. my muscle memory to use both the dash and djump was never developed due to the game not requiring you to use them, and also being incredibly short. by the time i was finally getting into a groove i was already basically done. this shit sucks, bc the game would probably be A LOT more fun if levels were fully designed around djump and dash. but idk, bc of the easy gameplay it leaves it feeling not satisfying.

there is one level that denies this philosophy, though. the "final boss". the final boss is just a huge gauntlet that kinda randomly ends and supposedly the story will get finished in the dlc. hopefully with a real boss too. anyway, the gauntlet requires you to move like there's no tomorrow, and is the only relatively challenging fight in the game due to no access to the nexus points. this fight is where the game shares a huge amount of dna with doom 64. in doom 64 the final fight is complete ass and i only beat it bc of spamming BFG shots at the end. here, the enemies are a bit more bearable once you get used to them, but even with the djump finally unlocked it was a bit of a struggle to find my footing in that fight, constant projectiles and hard to see whats what.





as for the gunplay, it feels incredible even with all these setbacks. not only do the guns feel powerful, which ill talk about later, but when you get into the groove with enemies its awesome fun. however, it does fall into that trap that many shooters experience. rocket spam, and no gameplay reasons to have most weapons. in the later half of the game, theres plenty of rocket spam, which if you know me youll know i hate in shooters, why make all these fucking weapons at all if in late game you just end up spamming rockets and shotgun? not every weapon needs a "set" purpose like in eternal, but at least something like ULTRAKILL where every weapon and every alt type of weapon has a fun use. like with ULTRAKILL its so fun to keep swapping and killing everything in crazy ways. in eternal you need to swap to stay alive. but in prodeus, i hardly see a use at all for the pistol past even the first level. i dont see a difference between using the energy blaster and the machine guns. i think the MGs are hitscan, but you rarely end up out of ammo to swap through everything. except a few cases where your ammo supply is bone dry and its incredibly hard to kill things. why do the fists exist? honestly they shoulda just made the pistol the default weapon with infinite ammo. i just dont see why half the weapons in the game exist. rocket spam does exist for a reason tho, and thats just cuz it still is fun as fuck to jump around the map shooting rockets, even if not the most engaging.

as for the ost, it really surprised me,seeing how im not the hugest hulshult fan(or so i thought, being how i didnt remember most tracks from his eternal dlc work or dusk). in reality, i found his work on prodeus insanely good. i think he just put a poor taste in my mouth with dusk bc that was mostly atmospheric stuff which i dont care for. i love reflections of violence off dusk. hes great here and i think its primarily because of the dynamic(? dunno if thats how to correctly describe it) ost in prodeus. you got your BORING atmospheric ambient tracks but they seamlessly transition into crazy good heavy metal tracks during fights. some favorites include cables and chaos, spent fuel, and dark matter. i definitely wanna give his doom eternal stuff another shot when i happen to replay it, whenever that is.

lets talk about the aesthetic. i mentioned in my first paragraph how it shared some problems with doom 2016's aesthetic. the aesthetic in that game is mostly just orange and brown, which leads most things looking samey. the same is true for prodeus, but the game has an ace up it's sleeve, the sprite work and sounds. the level of artistry to make every sprite at every angle is insane, i honestly think it cancels out how everything in this game is either red, blue, or black. like seriously the aesthetic rocks, cuz the sprites make it unique and stand out. thats not to mention the gore and blood effects which further make it stand out. in doom 2016 and esp eternal the gore was relatively cartoony and over the top, but in prodeus it's dripping with this edginess that isnt present in the doom games. it looks insanely good while you melt down rows of enemies with the machine guns... and dear god do they got the sound design on point, too. the reload noises for each weapons is great, and you feel the impact they bring. the energy gun, too. impact of every weapon is nice and meaty, the only one i didnt initially like was the SSG sfx, but it definitely grew on me.

i feel im going in circles now so i hope you can now see why im at an impasse with this game. i had a lotta fun at points, but at the same time, there's a lot holding it back from its true potential. i think im gonna give it an 8 for now, but could very well change.

- Fun old school Shooter with interesting weapons and enemy designs.
- The game can feel a bit long even though it isn't, but it is engaging enough so that you stick with it.
- The weapons look and sound great in this game and you can feel how punchy they are.

A very well put together retro shooter with not only clear inspiration but a clear vision
everything about the game is well rounded and enjoyable, my only real complaint is the length, it ended way to early for how good it is
hope that new dlc expansion is good

To put it quite simply.. if you enjoy Doom/Quake or any other iteration of those games then this an absolute must play for you. This is an awesome homage (while still being unique) to that era of gaming and those titles. Oh and it's gory of course!

wata
6,5/10 - Length
6,5/10 - Enjoyment
9,5/10 - Perfomance/Bugs
5,5/10 - Story/Experience
7,0/10 - Gameplay

Score = 7,0/10

As somebody who is usually quite critical of boomer shooters, Prodeus pretty much fits with how I want these kind of games to be; hard hitting, highly dynamic and varied shooters with a strong audiovisual character. But despite its unique qualities, Prodeus' fundamentals are a bit too reliant on its influences, to the point of limiting its potential.

First things first, this game simply looks amazing. The mix of classic Doom faux-3D style sprites and id Tech 4-esque 3D graphics never feels anything less than pleasing. It's very cool that they allow you to customize some aspects of the art style, like having 3D models or 2D sprites for the enemies. I also love the gore-y details, like blood and viscera dripping from splatters on the ceiling.

The dark, somewhat edgy atmosphere of the levels are supported quite well by the ambient soundtrack. The only part of the audiovisual experience that I don't enjoy is the metal soundtrack, which usually pops up in the more elaborate enemy encounters. These tracks are just not interesting enough.

The gameplay is as you would expect from a game like this. Run and dodge projectiles, avoid getting too close to melee enemies, pick the right weapon for the job, and try to maintain your accuracy as you move around. Prodeus particularly draws inspiration from Doom 2016, and it's very visible. Its enemy types, weapons, level design philosophy, and so on. It's not a bad thing to copy one of the most popular and influential shooter in modern times, but I really wished Prodeus had more original ideas to spice up its fundamentals. Sometimes it can feel like a merely neat-er version of Doom 2016, rather than being a new game.

I do appreciate how tight the main campaign is compared to its contemporaries. The individual levels feel more than distinct enough from each other, and it never feels like the game is just repeating the same tricks. For the most part, the pace and length of these levels are also very digestible, and most of them never overstays their welcome. It's also quite short, maybe no longer than 8 hours. Not to mention the absolute lack of intrusive non-fundamental elements, like story or lore.

I think a lot of boomer shooters overrate how good their gameplay loop really is, and end up boring me with just a bunch of uninspiring enemy encounters that feel endless. There's also a lot of them that design their exploration to be a bit too cryptic, and it would ruin the pace of the levels. Prodeus never does any of this, and it's nice to finally find a boomer shooter that fits me like a glove.

I still have to complain about the campaign's lackluster ending, but that's probably the only thing that's definitely bad about it. The quality of the levels themselves are not exactly mindblowing, but none of them are obviously bad. It's a consistently fun campaign overall.

As it stands, Prodeus' highly focused execution of its ideas are more than strong enough to carry itself above most of its peers. It's not original enough to set its own legacy, but it does solidfy the strength of its influences.