Check out the new trailer below, and get ready for some high-speed bloody shooting when it hits Early Access this fall. There’s probably a story in there too to hold things together but for the moment Prodeus is about using overpowered guns to splatter brutal enemies across the landscape. An in-game browser will let you choose or create maps for a theoretical endless number of user-built death mazes. In addition to the straight-up retro-styled action Prodeus also brings with it a level editor which is promised to be easy to use. 2D-ish monsters and enemies wander fully 3D environments, but with far more colored lights than any of the shooters of the time would have featured. The game was made to look like a classic old-school shooter but uses modern rendering techniques, which make for a stunning mix of old and new. Prodeus, on the other hand, is quite happy to borrow a little bit of Quake and a touch of Doom/Duke to create its gib-soaked action. The action-adventure-first-person-shooter-video-game Prodeus has a truly unique style. There has been a lot of mileage lately for games going back to the older style of rendering, such as Wrath: Aeon of Ruin and the excellent Dusk, but in general they aim for a single specific style. and published by Humble Games.It reaches the quality you expect from a AAA experience while adhering to some of the aesthetic technical limits of older hardware.Developer information Bounding Box Software Inc. Quake was when 3D took over in full, with fully polygonal environments and enemies, and after that the technology of new FPSes was no longer quite so distinct. Prodeus is a retro first person shooter re-envision using modern rendering techniques, created by Bounding Box Software Inc. Doom expanded the scope of 3D with walls at any angle and the ability to fake multi-level surfaces, while Duke Nukem’s Build engine had the tech to layer one item on top of another and even pulled off the illusion of multi-floored buildings. Wolfenstein had flat floors and ninety degree angles on its uniformly-sized corridors. The classic-styled FPS has a number of easily recognizable sub-eras.
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