![]() ![]() Development ĭevelopers Mike Voeller and Jason Mojica met while working together at Raven Software on Singularity. The only goal is to destroy Prodeus and anything that gets in the way. The player assumes control of a corrupted agent of Prodeus, the mysterious creator of the player and the game world. ![]() The game also has the option to dynamically convert enemy and item models to sprites, further simulating a retro experience. Though the game may be played entirely with modern visuals, the game allows the player to apply shaders that give the game a pixelated look, simulating resolutions down to 360p or even 216p. Prodeus employs a modern game engine to extend the experience of classic shooters with visuals such as dynamic lighting and particle effects, interactive levels, a gore system, and a dynamic soundtrack. To help the player find their way, and to aid in discovering secrets, the game features an automap similar in function to those featured in games such as Doom, Duke Nukem 3D, and Metroid Prime. The player must explore complex levels, sometimes searching out keys to progress, while engaging enemies in fast-paced combat using a variety of weapons. The developers describe Prodeus as "the first-person shooter of old, re-imagined using modern rendering techniques." The gameplay resembles that of classic 1990s first-person shooters such as Doom and Quake. The full game was released on macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S in September 2022. An early access version was released on November 9, 2020. The game was crowdfunded by a successful Kickstarter campaign in April 2019. The visuals might not be to everyone's liking for whatever reason, but I think there are some significant advantages to this style, performance aside.Prodeus is an indie first-person shooter video game developed by Bounding Box Software and published by Humble Games. None of that highlighting is necessary with a game that aims for a comparatively spartan visual style. If you're talking about Doom 2016, though, I have a bit of food for thought: granted that new Doom is a visually complex game compared to this, but think about the way Doom 2016 highlights - literally highlights in glowing colors - things in the environment: pickups, items, objectives, low-health enemies. If anything, the game's application of a specific sort of color palette reminds me at times of Mega Drive games. Like I said before, I think the visuals here are in service of the gameplay first and foremost, and the visual design accomplishes exactly what it sets out to do. My sense is that while Dusk or Ion Fury or other games of that stripe aim for a sort of mid-late-90s PC game style, Ultrakill's visuals are actually a lot smoother by comparison. ![]() There's also plenty of variety with each different section of the game completely switching up the visual style. There's enough detail for everything to look nice while keeping it clean and easy to read. The graphics are low poly and have that nice crunchy feel to them that's hard to describe but satisfying to witness in action. It's going for a clear style and it succeeds well at it. I just feel like this looks worse than those. I played the hell out of DOOM, Duke Nukem, and Wolf as a kid. Im already a fan of this genre, for example I like Prodeus and Ion Fury. So would you genuinely say you do not desire even slightly better graphics at any point while playing? The total "PS1 style" is fully acceptable to you guys while playing? I feel like they could have aimed for PS2 at least and still pulled this game off, no? Originalmente postado por Balgore:Okay well thanks for the feedback, it seems you all can look past the graphics for the underlying gameplay. ![]()
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