![]() ![]() The alt-fire modes - a charged-up shotgun blast, a quad-barrel shot, or a triple shot from a pistol - make it feel like there's some depth to the normal weapon layout. The shooting feels punchy enough that even pistols feel dangerous against enemies. None of this matters too much since the actual gameplay is absolutely solid. There's nothing new as far as mechanics or features go, so you aren't expecting a twist on the proven formula. ![]() Alternate fire modes exist for all of your weapons, and the game has a checkpoint system, so you aren't starting over from the beginning when you die. Every gun needs reloading after a few shots, and they fall under classes that determine the type of ammo they'll share. You can also jump, with a few areas requiring some light platforming. You need to pay attention to the vertical axis and not just the horizontal one. Enemies will remind you of carbon copies of id's monsters but changed just enough to make them less demonic and more alien. The level design follows the classic formula of slightly maze-like levels, where you need to find the right colored key to progress and an actual exit or elevator before the game takes you to the next stage. If you want to hit someone with a melee attack, you need to switch to your fists to punch them. The weapons you wield range from pistols to shotguns to grenade launchers, and a few energy weapons have been thrown in for good measure. Though it seems like it's lazy shorthand, the best way to describe the core gameplay loop of Prodeus is Doom with elements of later first-person shooters mixed in. ![]()
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