ProDeus caught my eye when I saw it referred to as “The wettest FPS”. “James,” you cry, “surely that’s PowerWash Simulator?” Oh my sweet summer child, they mean wet with blood! Gallons of the stuff, give them all that they can drink and it will never be enough. Ahem, sorry, I lost myself for a second. Anyway it turned out to be on Gamepass, so I thought I’d check it out.
It’s touted as an old-school FPS that takes advantage of modern graphical technology, and it clearly has one old-school FPS in particular on its mind, but more on that in a minute. As you might imagine from a game with that description, its story is really just an excuse to shoot things. You are an unnamed person who crash lands in an alien dimension and is killed by a security system when it detects an “Organic”. Rebuilt as a cyborg killing machine called The Vessel, you decide to interrupt an on-going war between the forces of “Chaos” and “Prodeus” by jumping into the middle of it and slaughtering them all with heavy weaponry. It takes you through a variety of locales, most interestingly a huge acid processing plant, a space station and a sprint across a row of platforms on the surface of the ocean, often accompanied by pounding rain. Unfortunately this approach to plot means the game ends suddenly and anticlimactically with a text box. The Xbone version does still say it’s in Game Preview, but the game is out, and as far as I know that label no longer applies and the version I played is the full release. Still, as an excuse to travel across multiple alien dimensions shooting things into paste, it works well enough.
So I said it takes a lot of inspiration from one old-school shooter in particular, and that’s Doom. It has free aim, but has a similar impact, heft and splatter to its combat. It makes one major change in that it includes reload animations as an extra layer of challenge in that they need to be timed during combat lest you leave yourself vulnerable. The Doom influence is most clear in its enemy design, which has a lot of crossover; armed and unarmed zombies, pinkies, imps, cacodemons, pain elementals and lost souls; they’re all here. The last level even features what seemed a lot like three cyberdemons, and one of the minibosses reminded me of the Makyr from Doom Eternal. Personally I don’t have a problem with this, partly because the whole game is obviously an homage, but primarily because while they aren’t as interesting to look at, it’s clear at a glance what every enemy in the game is and, once you’ve fought them already, how to deal with them. The weapons mimic some of Doom’s, namely the shotgun, chaingun and plasma rifle, but ups the ante with alternate firing modes and a super shotgun with twice as many barrels as the iconic Doom version. The guns feel weighty and satisfying to use, particularly the shotgun (which is always important in an FPS) and the plasma rifle, which I quickly fell back on as a favourite. Also the pistol is surprisingly good; it’s capable of single shot and burst fire modes, lets you aim down the sights and does pretty decent damage, making it useful for up to medium range all the way to the end of the game. Most of the weapons are found over the course of the game, but some are kept locked up in a shop, bought with clumps of ore hidden throughout the levels. The game introduces basic metroidvania elements to that end once you buy the double jump and dash abilities, encouraging you to backtrack to old levels hunting for ore to unlock further weapons and upgrades.
There is a problem though, which is the smattering of challenge rooms tied into different weapons. Basically the intro to each one tells you that rushing to the end and shooting all the targets within a certain time limit will earn you some ore, but there’s no in-game timer, it’s unclear if “Targets” also includes the enemies placed in your way, and the ore at the end of each one seems to always be locked behind a transparent wall. I got to the end of a couple, tried again a few times trying to work out what I was missing, then just gave up. There is a rating system for each level; upon completion you choose from “Bad”, “Okay” and “Good”, but that’s the extent of it.
If you’re into first person shooters, particularly old school ones or ones where the emphasis is on the shooting above all else, definitely give this a look. It’s satisfying, well designed and fun, challenge rooms aside. Just a shame about the sudden brick wall of an ending halting what was otherwise exciting momentum.
By James Lambert
@jameslambert18