Reviews from

in the past


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

Great aesthetic, sound design, game feel. Whenever I'm in the rush of combat, I have absolutely zero notes on how this game. It's fast, frenetic, and ripping and tearing its hordes of (demons?) never ceases to entertain.

When I'm not in combat, a lot of this game wears... There's the cheap mobile game aesthetic of the menu design, the odd pacing where levels are broken into short <10 minute chunks that spit you back into a world map afterward, the weapon bloat of the inventory (there's 2-3 weapons of every ammo type, often leaving the weaker/earlier variants totally obsolete but nonetheless cluttering your inventory).

Enemies are too beholden to Doom's own—everything is zombie soldier, imp, cacodemon, lost soul, pain elemental, pinkies, hell knight, chaingunner. I don't think there's a single unique enemy until the final third of the game! Pair this with an aesthetic that bears a little too much resemblance to Doom 2016's space station grays and reds, and the game feels in real need of its own verve.

In the last 5 levels of the game they finally start experimenting. There's alien worlds with shifting walls and floors that really bring some life into the design, breaking it away from the tired Doom 2016 riff of the prior 20+ levels, but it's a little too little too late.

If the game had that energy from the start, paired it with some more unique enemies, and a significantly pared down weapon selection (take real inspiration from Doom and pare it down to just the necessities. each weapon should fill a unique singular role; if two weapons overlap, cut one.) it could really be one of The Greats of the genre. As is, it's some pretty damn fine fundamentals in need of a better package.

One of the more solid revival boomer shooters, doesn't do anything especially unique outside of the gorgeous visual style, but it does everything right. Some levels near the end are stinkers but for the most part this is a great time.

oh yeah baby more build engine goodness

I never had a gaming experience ruined by a checkpoint system before.

I should actually call it a teleport system, because when you die you don't restart the level from the last checkpoint, you just teleport back with the enemies you killed staying dead. This means that difficulty is irrelevant since you can just brute force your way forward. They tried to mitigate this by implementing a score system that penalizes deaths but that is only relevant if you care about scores, which I do not. This all wouldn't be a problem if they included an option to play with them on or not.

Everything else about the game is pretty solid but I completely lost my desire to play after this.


Really fun, too easy though, which I guess is an inevitably hard balance to get when youre trying to make a commercial game that also draws upon the creativity and audience of noncommercial and often quite difficult doom wads, but with the amount of difficulty options here you’d hope for Ultra Hard to kick it a notch higher.

I really like the atmosphere and music with the major caveat that I literally cannot see anything when I fire the plasma or chaingun.

Overall, good game, if there are further official campaigns/expansions I would definitely come back to them but otherwise the enemy and weapon roster probably won’t be enough to bring me back to user levels of this over the comforts of Doom II.

I honestly kinda find it sad that all this effort and talent went in to what is just an exact copy of Doom. A literal Doom clone. It's well-made and technically flawless, but is this really the limit of the devs desire, imagination and artistic vision? Like, imagine how good it would be if this dev put all their talent and knowledge to a game striving to be at least 10% original.

Pensé que me iba a gustar más, pero se me hace muy bola, las armas no me gustan el como funcionan

Loud, intense, and unapologetically old-school, Prodeus offers a rip-roaring good time in its single-player campaign. It lacks a distinct throughline in its design, and the story is remarkably flat, but the package offers engaging FPS action.

Full Review: https://neoncloudff.wordpress.com/2022/12/01/now-playing-november-2022-edition/

Prodeus was a random pick from the Playstation Plus catalog. I was in the mood for something different and it's been awhile since I played an classic arcade style FPS and that is exactly what Prodeus is. It is very much inspired by Doom. Prodeus by default has a really stylized classic sprite design that blends really well with it's aesthetic while still looking "next gen", however if that's not your thing you can actually activate the 3D models and turn off the various screen effects but I thought it was pretty cool. The gameplay is super hectic and fast pace very similar to Doom 2016. Although Prodeus still has old conventions such as health and armor pick ups and ammo is preloaded unto the maps. No health regen here. It does have a controversial check point system in that once activated on a map you can infinitly respawn there and pick up where you left off, which in turn makes Prodeus a rather easy campaign playthrough. That is if you don't care about ranks and unlocks.

The level design in Prodeus I thought was really well done. The maps and objectives are pretty varied and I thought that they did enough interesting stuff to push forward. The enemis are very much inspired by Doom grunts and imps and the like. So you know what to expect there. I do wish there was a tad more variety to them but it's functional to the gameplay. Prodeus though is longer than I wanted to be. There is about 30 stages and each one takes about 20 min to complete so I think it's a hefty campaign. The story is minamal and not even worth noting. I hope text box endings are to your liking. That's minor problem in a game like this as the moment to moment fighting was intense and completing the stages were fun, it just wears out after awhile. Overall it's a pretty solid Doom 2016 clone and if you really liked that and wanting more I'd say give Prodeus a try. I wish I could have tried the multiplayer but I couldn't find a room after so many tries.

Retro grafikleri ve boomershooter mekaniklerini kendisine örnek alan prodeus görünen o ki sırtını sağlam duvara yaslamış.
90ların başlarında doğmuş olmama rağmen ilk doomla tanışmam 2000lerin başı gibi olmuştu. Teknolojinin günümüz kadar yaygın olmaması haliyle alım ve erişim gücünü de kısıtlıyordu. Ben Doomla yeni yeni tanıştığım sıralarda seri 3. Oyuna kadar uzunca bir süre rafa kaldırılmıştı. Allah'tan doom 3 ü tam çıktığı zaman oynamıştım ve ilk üç oyunu birbirine yakın zamanlarda oynadığımdan aralarında karşılaştırma yapabiliyordum. üçüncü oyun seri için şaşırtıcı düzeyde radikal bir değişiklikti. Adeta bir St.Anger, Reroute to Remain gibiydi. Peki doom 3 ü diğer doom oyunlarından ayıran ne idi? Bir ipucu vereyim, zamanında insanlara eğreti gelen hatta Doom'un tekrar reboot etmesine neden olacak bir günahı vardı, oyun gerçekten fena olmasacda eski doomlardaki tempo yoktu. Daha monoton ve gerilim ağırlıklı bir oyundu, tekinsiz hissettiriyordu, düşmanlara karşı tehditmişsin gibi değil acizmiş gibi hissettiriyordu başka bir seri için bu kabul edilebilir bir durum olsa da doom serisinin imajı için alışıldık bir durum değildi bu durum. Sevdim mi? Sevdim tabi orası ayrı. Günler günleri kovaladı derken 2016 da yenilenmiş bir şekilde doom yeniden peydah oldu. yapımcı ekip bu sefer doom 3 e tam zıt giden bir çizgide dizayn etmişti yeni oyunu. Bir kesim "işte doomun olması gereken gerçek formu bu" diyerek bağrına basmış, bir kesim de "doom 3 ile yeni bir başlangıç yapan seri hikayeli fps kategorisinin başyapıtı olabilirdi" demişti. Ben ikisine de kısmen katılıyorum ama ikinci yolu seçseydi muhtemelen quake 4 ten çok farklı bir şey çıkmazdı ve eninde sonunda yok olup giderdi. ilk yolu seçmesinin ardından geçen 8 yıl sürede öyle bir saygınlık kazandı ki ortamların örnek alınan havalı çocuğu oldu bir de üstüne Eternal ile gücüne güç katınca arcade fps türünü tekrar canlandırmış, günümüz oyuncularına da 90'lardaki fps deneyimini modern bir şekilde tattırmış oldu.
Gelelim bu çorbada bizim de tuzumuz olsun diyen Prodeus'a. bounding box'ın ilk oyunu, kendisine özellikle doom 1 ve doom 2 modu olan brutal doom'u fazlasıyla örnek almış. Çatışma dinamikleri, partikül efektleri, oyunun temposu brutal doom'u re-skin yapmış gibi sanki. Yapımcı ekip çakallık yapıp:

-kanka bu modu biz oyun yapsak mod olmaktan çıkarsak üstüne biraz cilayıp yeni gibi sunsak nasıl olur?

-valla bize farkmaz hacıt yapak bir görek

demiş olabilir.
Bu durumdan kesinlikle şikayetçi olduğumu söyleyemem çünkü doomu arcade fps kategorisinde tekelleşmiş bir şekilde görmektense yeni yorumlanmış oyunları oynamayı tercih ederim.
Bunları geçersek Prodeus'u 2016 doom'unun stilize piksel grafikli brutal doom versiyonu diyebilirim. Oyun içi tempo trafiği yine doom 2016 gibi, savaşa gir, terini at, dinlen, etrafı keşfet ve tekrar savaşa gir. böyle bir döngü etrafında, biraz da 90'lar dizaynında ilerliyor prodeus. 5-6 saat gibi kendini de sonlandırıyor.
Müzikler ortalamanın üstünde, insanı gaza getiriyor ama temponun azaldığı noktada kendisini tempoya göre senkronize edememesi bazen kulak tırmalayabiliyor. Grafik stilini beğenmiş olmama rağmen ilk oynayışta pek alışamadım. Düşük çözünürlüklü sprite grafiklere fazla fazla alışık olmama rağmen renk paketindeki kontrast sorunları ve dokuların çevreden ayrışamaması bir tık bende kafa karışıklığı yaratmış olabilir. Bilmiyorum.
Bunlar dışında bölüm dizaynı ara ara can sıkıcı olabiliyor. Her bölüm kendi içinde keşife açık ama öyle dağınık bir harita tasarımı var ki insan yolunu sık sık kaybediyor. Bu noktada Prodeus'un puanını kırıyorum. kompleks bir harita dizaynı üstüne anlaşılır bir tasarım kurgulayabilirdi ama olmamış. Sırf bu dizayndan dolayı Dar alanlar insanın içini bunaltıyor, geniş alanlar ise baş dönmesine sebep oluyor.

Lafı uzatmadan Prodeus için doomdan iyi örnekler almış ama eternal'ın da bir tık gerisinde kalmış diyebilirim. Umarım oyun ve bilhassa tek oyunculu fps kuraklığı yaşadığımız şu günlerde prodeus gibi örnekleri daha sık görürüz.

Not much to say, this game is very much what you see is what you get. Yeah it borrows a lot from DOOM and others, but the good level design and satisfying guns make for a great time. There's even an included level editor and browser, so you can play lots of high quality community creations as well.

A couple major issues: the checkpoint system is too forgiving, you simply respawn without really losing anything, so I recommend playing on hard or even very hard so enemies can actually cause an inconvenience (You can switch difficulty anytime). Final few levels drag on, and theres no ending, it just teases the DLC while also having a really lame boss fight.

Despite a couple problems though this game was a really good time, not everything needs to reinvent the wheel, just being really good at rolling can be enough to be worth the time.

Fun and polished DOOM clone. I haven't actually played original DOOM yet but I can say it plays similarly to DOOM 2016. The only problem is that DOOM 2016 is way better than this game in every metric. The graphics and gunplay are great but DOOM does it better, along with stronger ambience and more intensity.

I played this game on MS Game Pass, it's leaving soon and this game is definitely good enough that I'd normally go ahead and complete it but I'm playing too many other good games right now to dedicate time to this.

It's solid but ultimately I'm never going to go out of my way to finish this game unless I can pick it up real cheap.

The quintessential DOOM2016-like.

Prodeus is a retro (but not really) boomer shooter. It's fast and frantic with excellent feeling weapons and some great gibs. Expect to be zipping through ugly environments, finding secrets, picking up keycards to open gates, and, more often than not, exploding motherfuckers with giant shotguns.

The action ramps up as the game goes on, but the thirtieth level is very much like the first, and you're never really doing much except shooting things and turning them to mush. Having completed Doom Eternal earlier this year, this feels simplistic by comparison. Boomer purists who didn't get on with Eternal's more complex mechanics may see that as a positive, but I found it a little repetitive. It's also a bit too long - those thirty-odd levels start to drag towards the end, and with a game this intense, it can become overbearing; I found it difficult to devote an entire evening to it and have been playing a level or two here and there over the past month or so.

That simplicity, however, makes it easy to dip in and out of, and with its very forgiving checkpoint system (if you die you just respawn, the only penalty being to your end of level score, which I wasn't fussed about) it's a good game to have on the back-burner when you're in the mood for switching your brain off and basking in some good old fashioned ultraviolence.

É.. maneiro, a estética toda é muito agradável, a gameplay é tranquila, dinâmica, mas tem muitos tropeços.
Repetitivo demais, o final é bem anticlimático, o ritmo não é lá essas coisas, não tem bosses, as armas são meio repetitivas.
Tipo, esse jogo foi pós Doom Eternal, eles REALMENTE quiseram deixar o pulo duplo e o dash pra comprar na loja pra forçar uma rejogabilidade pra pegar moedas pelo jogo e comprar na loja.. Eram necessários 50 colecionáveis pra pegar o pulo duplo e 70 ao todo pra pegar o dash, resultado: zerei sem o dash.
Escolhas duvidosas, mas como um todo, foi uma boa experiencia, vale a jogatina.

Pretty fun boomer shooter overall, it sure does get quite repetitive after a while because of its unremarkable weapons and scarcely varied enemies and scenarios, but I really had a blast just fucking my way through a fuckton of semi-pixel-art blood splatter and corpses

Prodeus is 90% a tech demo for the idea of meticulously laying sprites over every angle of a 3D model. It does that very well, and it looks good. But only the last two levels of the game are really interesting at all.
I hope the Elder Veil expansion fixes this problem.

Prodeus is a fantastic Boomer Shooter that excels at most of the things that make these types of games so addicting. It is fast-paced, has great weapon variety, good gunplay, and, most of the time, good level design. The best and worst part about it is that when you blast an enemy, their entire body blows up, leaving only their remains and a ton of blood everywhere. While that looks freaking amazing, I often found myself not seeing anything through all the VFX. This led to a little bit of frustration on higher difficulties.

Prodeus feels like a Doom wad that became it's own thing, but later on, started to run out of ideas, so it mostly just copied what made Doom Eternal enjoayble for everyone, and ran with it.

It is not a bad game, some of it's design decisions are very questionable (the shop is a mess imo) and the campaign is a bit too long for what this game offers, and introduces a gun/mechanic so late, that it kinda makes it unnecessary.

The gunplay is great tho, the game is bloody as hell, and the enemy variety is nice, some weapons feel punchy, and every gun has a secondary fire.

Decent game, but nothing noteworthy.

I really like this game. It's trying to look like a 90s Boomer Shooter but plays like Doom 2016. It's a combination of that really comes together nicely. I didn't like any of the weapons. They all felt slightly off. But the ending rivals Rage for most disappointing. It's probably worst to be honest. Rage got a cutscene that didn't make any sense. Prodeus gets a text box telling you you beat the game. I thought that maybe like the Boom Shoots of old there was some separate episodes available that wraps everything up. There isn't, games done. Baffling.

A really nice callback to classic Doom while also being it's own thing and incredibly artistic with it's retro art style. It's a little bit hard to follow what's happening sometimes, narratively, and the ending was very anti-climatic literally ending with a shortly paragraphed text, but this is how most of the story is explained to the best of it's ability anyways.

I really enjoyed the first half of this game, it was a little repetitive in areas I guess, but the enemy types weren't all that bad. I got annoyed in the second half, it felt like the game should have ended already and was really dragging out pulling me into a different dimension with the worst bits of the game but I liked how it kind of went back to form at the end and the final level was like a test of your ability which was really fun.

I liked it, but I don't have much to say about it, because it is what it is from start to finish. It tries to make things feel different and becomes more of an annoyance than a breath of fresh air.


The game is a great boomer-shooter. The graphics and atmosphere are great. The weapons are fun to use. It's a bloodbath. However, I think what makes this game more special than tons of others comes from a design subtlety in the gameplay. You feel the need to find orbs and secret areas in the game because you can only access new weapons thanks to them. And since you are in need of new weapons, you constantly want to examine even the darkest corners of the map. I wanted to constantly open the 3D map and observe the indentations and protrusions you jumped over. Despite these, the game has thought about distributing plenty of orbs that you can easily access, considering the players who do not want to do this. I had a lot of fun finding the orbs. At many points, it requires you to use your practical intelligence and look at the map in more detail. I wish it had adopted a slightly larger and more puzzle-oriented structure. I have another complaint here. Most of the time we can go back to get the irbu we missed on the map, but sometimes I experienced times when it was not possible to return. Of course, it may be difficult to adjust this for such detailed and magnificently thought-out sections, I can understand that, but this situation could still be a little more elaborated. Enemy variety could have been a little more. Other than that, it was a pretty good game. I think it is one of the best boomer-shooter games of modern times, especially in terms of design.

Competently designed but I found it seriously lacking in originality. Most of the game is techbases, the gameplay is Brutal Doom with the edginess scooped out, and right as it starts showing off new and interesting level themes it ends on a wet fart of a final boss. Hate to say it, but I was seriously disappointed. Maybe a sequel could spice things up?

Game is a blast to play. If you enjoy boomer shooters and love every little thing that they have to offer down to the clicks and sounds this is definitely a game I would recommend.

Game-play is go around the arena and shoot these enemies that have a variety of strengths and weaknesses. There's also little things you can do here and there that can freshen up the game-play loop. My favorite part being that I can play this online with my friends like why wasn't this thought of sooner. Story exist but it mostly is there to show you how much you can do with the user created levels.

The fact that you can create your own levels give this game a good way to receive support from fans of the boomer shooter genre. I had fun with the communities levels and am hope to create something that can be liked by at least one other person.

Overall this is a wonderful love letter to boomer shooter fans and is worth every penny. Can't wait to continue creating levels for this community.

Great looking and feeling game with a somewhat lacking enemy variety and a shotgun with the most pathetic range I've ever seen.
Cool level design that loops on itself and makes you backtrack through the same places while changing their geometry and filling them with enemies again to make it fresh, and somehow never ends up feeling like you're just retreading your steps.
Wish it would be more popular; there are only like three custom campaigns made for the game and one of them is broken due to changes introduced by the 1.0 version.
I should finish it one day.