![]() So, in Doom you are dealing with a portal to hell, while this game is a portal to another world. The only thing missing is a portal to hell. With zombies and demon-like creatures and such. Review: Prodeus by Bounding Box SoftwareĮnemies feel like they come from Doom. Because of this, Prodeus has this blend between Doom and Quake. Doom has flat enemies and objects while Quake uses 3D models for everything. From what I understand these are actually rendered in 3D and it’s processed to look flat. I find it interesting that they even tried replicating the look of flat objects and enemies. So, they were able to achieve the look and feel of the classic games without looking like a pixelated world of Minecraft. The look of the game has this feel of familiarity but at the same time, you know it’s fresh and new. ![]() The polygons of the map are as low as possible but enough to make it work. The glass looks transparent, but not perfect. The guns you hold reflect the lighting of the environment. There’s a ton of environment lighting effects that look incredible. I know some new games are doing this too, like the System Shock remake. ![]() But even though it looks like an old game, it still does have a ton of effects reminding you that this is nothing like the old games of yesteryears. So, you could say that it feels like Quake, but without the 3D video card smoothing effects and the 3D enemy models. So, the graphics look like Doom but more detailed. All the pixelated look, reminding you of its inspiration which namely is Doom, Quake and other similar games. It feels like it brought me back in time. They generally highlight the look and feel of the game. The question is, is the story really that important for you to enjoy the game?Įven in their official site, the story is not even mentioned. It reminds me a bit of Doom 3 on how it tells the story. It’s told slowly by finding computers that tell you what happened. But there is a story here that you will uncover though. You should be in action in a few minutes. It practically destroys your ship but suddenly you are teleported to an unknown planet. It tells you that you are inside your ship, and it’s been attacked by an unknown force. Interestingly, the tutorial does tell you a bit before you get into the action. Good thing, the tutorial is pretty quick. But just like modern games, you still have to go through a tutorial. Remember the old days when you start the game, you are immediately put into action, it’s pretty close to that. They have done a lot of incredible AAA stuff before, like Singularity (2010), Bioshock Infinite (2013), Wolfenstein (2009), Call of Duty Black Ops (2010) and Doom (2016). They didn’t reach their top-level goals, but it was more than enough to make the game a reality.īounding Box Software is a two-man team of Mike Voeller and Jason Mojica. It was obvious that with the funds that they got, they showed what they are capable of. Bounding Box was able to fulfill most of its goals. Notably, Prodeus went through KickStarter to get its funding. Especially in level design and the look and feel of the game. This is a game that really took to the roots of classic shooter games like Doom (1993) and Quake(1996). Tons of new games today are trying to replicate the look and feel of classic games while incorporating new designs and gameplay. Everyone knows that nostalgia is a best seller. Add to this the combination of swinging, gliding and using architecture to transition smoothly from floor to sky and its clear that this can take many years to perfect.We check out Prodeus, the Doom inspired game from Bounding Box Software Inc. Techniques like Strafe-jumping, Circle Jumping and Bunny Hopping enable players to squeeze fast motion from their character. The movement aspect of play also adds another significant skill to learn in these games. Movement Shooters get around this unpopular technique (sometimes called "camping") because the ability to rapidly move through the world enables you to find and deal with hiding snipers. In a standard shooting game, a viable tactic is to hide somewhere and pick off enemies as they appear in the distance. This not only adds novelty to the otherwise repetitive nature of shooting games, but changes how they are played more generally. Along with the usual walking, running, crouching, there are ways to swing, jetpack, climb, wall-run and generally use parkour-style motion to get where you need to be. Movement Shooters are shooting games where you have a high degree of control of how your character moves around the world. The simple aiming and firing mechanic is creatively combined with other aspects of play that greatly alters the experience. However, not all shooting games are the same. Video games are often known for their gun play.
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