![]() ![]() Pixels and sprites are an integral part of Prodeus. This is what the local zombie looks like in the classic design.īut no one will let you transform Prodeus into a non-Xtgen game, no Unreal Engine 4, much less Unreal Engine 5. Bounding Box Software foresaw the fact that the pixels may not please everyone, and allowed players to turn off the pixel styling, but only for the models of opponents: But a rule is a rule: guns in hand, gunplay and opponents exclusively in sprites. ![]() Even the casings, and those have their own weight and volume. Despite the fact that the storyboard animation of reloading is intentionally limited by the late nineties shooters, the physics of shooting, its ballistics, as well as the impact of the weapon - all on high. The primary thing is the feeling of shooting, and here Prodeus did not lose face. So how many and how many guns shoot is secondary. You will think about all the characteristics of weapons during the game with your spinal cord. The pistol consumes little ammo and is great for annihilating weak enemies, the submachine gun is something in between the voracious minigun and the weak pistol the minigun pours a shower of lead on your enemies, but the six-barrel machine gun takes a long time to unwind and is not accurate at long ranges. For example: pistol, submachine gun and minigun use the same caliber. There are five types of ammunition in the game, and each gun serves a specific purpose. The weapon selection list is not in the form of a ring, but a panel. Level 6 is enough difficulty to have fun, there you will have to keep an eye on the ammo, which is not so much. Run out of 9mm ammo - take a shotgun, run out of buckshot - take a flare gun. On the elementary levels of difficulty ammo is always in abundance, while on the normal levels the guns still have to shuffle regularly. The game is divided into 7 difficulty levels: from the easiest, where the enemies cause almost no damage, to the most unbearable, where the enemies eat ammo and kick the protagonist with their left foot. You've got the shotgun, which charges your ammo with flammable charges the four-barreled shotgun, which can fire one round at a time as well as two doubles and the energy weapon, whose charge ricochets from one enemy to another, but becomes a sniper rifle when you enter the scope. All the guns have an alternative mode of fire, each gun in its own unique way. The similarities are evident: as a result we have similar leveldesign, similar balance, and similar approach to ammo management. ![]() There was a programmer who worked with the Bounding Box Software team, and who once contributed to the modding of the second Doom. Strangely enough, Prodeus is based on the experience of not the last Doom:Eternal at the moment, but on its predecessor, Brutal Doom II: Hell on Earth. You can't even talk about a scenario in Prodeus, it's a rarity for such games. Yes, some uncomplicated plot about a failed experiment and some scientists hangs in the background, but it's all secondary and unnecessary. The protagonist is deprived of any kind of proper motivation, he just kills the local spawn left and right. When developing Prodeus, Jason and Michael did not care about the plot at all: there is a hero - some mysterious defiled agent - and there is the world. Retro-shooter? The plot - to hell with it! ![]() And if to describe the general concept is enough one noun "Doom", then about the differences between Prodeus and the object of inspiration is worth talking more. As the description of Prodeus says: it's a retro shooter with a modern twist. Having raised money on Kickstarter, two developers with experience in making shooters, Mike Voehler and Jason Mojica, intrigued players with a trailer back in 2018, took a long walk to release, and now, finally, they've reached their goal. And if you thought reinventing the wheel was no longer possible, two people from Bounding Box SoftwareInc. Our subject of today's review belongs to the second group. First-person shooters have long been divided into two camps: AAA shooters, where players are sold the same thing every year under different sauces and indie shooters with pixelated graphics, which seek to repeat the success of old-school shooters by playing on nostalgia. ![]()
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