Prodeus goes 1.0 – a retro shooter that makes Doom Eternal look like Ooblets

Rip and tear

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It’s all about thesteam. The way it billows out from mechanized doors and air vents in the first few corridors ofProdeus, unashamed 2D sprites in an otherwise 3D polygonal environment with complex lighting and shadows. It’s as though id Software never migrated from the originalDoomengine, and releasedEternalon a heavily modified version of 1993’s most cutting-edge programming.

The melding of old and new Doom is exactly whatProdeusis going for, of course. In early access since 2020, it’s now had a full 1.0 release on Steam and the complete creative vision from Bounding Box Software Inc is available to drench yourself in. And you should. You should absolutely drench yourself in it.

Because this isn’t just like playing a particularly clever WAD inBrutal Doom,The fundamentals are all very similar to that established experience – the movement speed, the level layouts, visual themes, weapon feedback, and the keycards – but these aren’t licensed Imps and Cacodemons invading your space station from the bowels of hell.

Nor isProdeuscut from whole cloth, either. It’s impossible to imagine that this game would exist without every single Doom title providing a prior context, such is its rigid adherence to even newer staples like drop-tuned metal and arena combat moments.

Instead, it shows us what’s possible in a medium that’s hit true maturity. It’s a remix in videogame form, something familiar with the bass pushed up, and extra glitchiness whacked into the mix. Some retro elements thrown in ironically, and a new BPM.

Enemies are sprite-based in this landscape too, while effects like explosions and gibs remain on the 2D plane but are illuminated by the same lighting that affects the 3D space. As an industry, we’ve been wowed by such a collision of graphical styles before, most notably inThe Last Night, but inProdeusit’s not just art for art’s sake. It’s also a perfect visual statement of intent, communicating to you as you play that this is a stripped-down corridor shooter emphasizing action. Still, one with the rough edges rounded off, newfangled ideas like persistent upgrades added, and half an eye on modern FPS presentation.

Gun home

Gun home

Boy, is it intense. The first time I played it, I noticed that I was actually arching my back in my chair, like powerlifters do before a bench press. I had quite subconsciously adopted the exact posture of the kids in those ‘90s gaming adverts, the ones almost literally blown away by the sheer intensity of the action onscreen. (A trope taken to its logical conclusion byStrafe’s infamous commercial).

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The first timeProdeusgives you a minigun, you claw it out of the hands of a new enemy with a silhouette like a Big Daddy, and the entire room opens up into an enormous shooting gallery. Floor to ceiling enemies. The rest of that level is simply tight corridors stuffed with improbable numbers of foes for you to turn to jam with your new toy. It’s hardly ‘Would you kindly…’ from the aforementionedBioshock, but in the moment it feels both enormously big and extremely clever.

And that’s the tone that prevails thoughProdeus’ campaign. Enjoyment is placed absolutely at the fore, in front, even, of challenge. It wants you to feel like you’re playingDoomon nightmare and breezing it. And it largely succeeds.

Id-entity crisis

Where it sits in the widercanonof retro shooters – ‘boomer shooters’ as some like to call them – depends on where you draw the line between inspiration and imitation. WhereasDusk, the holy grail of the retro game, feels like the ubiquitous ‘90s shooter that never was, full of its own peculiarities thatcouldhave featured in any game at the time, but happened not to,Prodeusisn’t about similar sharp cultural observations. Perhaps that’s its most limiting factor.

I’d love to see this developer build its own canon. Taking all the technical wizardry that turns boring old Unity into some breathtaking hybrid of disparate eras, all the knack it has for pacing and gunplay, and applying it to a new place. A new lore. Something other than hellspawn on a space station, is what I’m getting at.

Because surely the appeal ofProdeusisn’t inexorably bound to looking likeDoom.Gloomwood, theThiefspiritual forebear, dares to stray away from Looking Glass’ specific vision of steampunk, and it’s doing great on Early Access so far.Atomic Heart, often compared toBioshockfor its similar visual style, exists in a totally different universe to Irrational’s game and any other. AndDusk, of course, isDusk.

So let’s hope thatProdeusfinds the massive audience it deserves, and that audience bankrolls a new Bounding Box title that’s its own flavor of weird.

Ad creative by day, wandering mystic of 90s gaming folklore by moonlight, freelance contributor Phil started writing about games during the late Byzantine Empire era. Since then he’s picked up bylines for The Guardian, Rolling Stone, IGN, USA Today, Eurogamer, PC Gamer, VG247, Edge, Gazetta Dello Sport, Computerbild, Rock Paper Shotgun, Official PlayStation Magazine, Official Xbox Magaine, CVG, Games Master, TrustedReviews, Green Man Gaming, and a few others but he doesn’t want to bore you with too many. Won a GMA once.

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