Desperate for enough money to outrun his past mistakes, Johnny takes on the impossible job of destroying the greatest AI ever created. In this Blade Runner-meets- DOOM hellscape, Johnny returns to his hometown of Paradise and finds its entire population possessed by Syn, a rogue AI, and its army of augmented minions. You play as Johnny Turbo, augmented with hidden arm rockets and a chainsaw that extends from your lower leg allowing you to slide-slice enemies wide open. Half-metal, half-human, all murder machineHeavily inspired by some of the all-time greats like Id's Doom & Quake, and Apogee's Duke Nukem 3D, with stunning cyberpunk visuals, Turbo Overkill is the most savage FPS ever released by Apogee. "Turbo Overkill isn't just one of the best boomer shooters on the market right now - this is one of the best games on the market, full stop." "If Sam Raimi's Evil Dead movie made the Chainsaw Arm an iconic piece of weaponry, wait till you see the leg chainsaw." I hope they add in the option to use checkpoints like most other games do instead." Turbo Overkill is the best Tony Hawk game in years." There is a single arena battle level with no checkpoints, however, which I appreciated. The checkpoint system still lets air out of the tires, regardless. There are also multiple difficulty options, so you can crank things up if you’d rather die more. These offer an incentive to replay levels if you’re so inclined, and the game seems like a good choice for speedrunning. However, there are multiple optional challenges per level that require not dying and finishing under a certain time, killing every enemy, and finding every secret. There’s nothing that can stop you, which robs the game of a bit of its potential. All you have to do to succeed is just keep going. Everything stays as it was and you lose no progress. Once you hit a checkpoint, you’re sent back to it if you die. Prodeus also has a weird checkpoint system. I didn’t do that, but it’s on the top and I kept worrying that I was going to. A couple of other things I would note are that when you select the campaign mode, it’s too easy to accidentally start a new game. The setting, enemies, and weapons all look and feel rather generic, which doesn’t do the game a lot of favors. The only real negative I can levy towards the Early Access version of Prodeus is that it just doesn’t have much of its own identity. The sound the twin submachine guns have is a highly satisfying report that feels substantial. The sound effects are particularly excellent. Everything feels snappy and accurate and the guns are fun to shoot, too. One of the most interesting guns lets you land a beacon on a foe and then shoot it without aiming at it. Nearly everything feels like a sort of machine gun, although each weapon has an alternate fire mapped to the right mouse button. The guns are all solid and fun to use, even if they can feel a bit too familiar at times. Prodeus is a quick game that gets downright hectic at times. The shooting is impressive, as is the handling of the guns. It definitely feels like it was designed by professionals, which it clearly is. I played all of the available content and practically never had that classic Doom feeling of wandering around aimlessly until I happened to stumble on the way forward. At the same time, the levels are fairly large, but they tend to funnel you in specific directions. The signposting is also very good, and it’s hard to get lost. They’re different enough from each other so that they’re memorable and have unique layouts though. Prodeus has strong level design, albeit not as strong as some recent stand-outs. It’s a ’90s styled FPS, so things can be kept simple without issue. You’re some guy without a name who people will probably call Prodeus Guy, and you’re fighting in some kind of interdimensional war against demon-like entities and electric energy beings maybe? Who can say with any certainty? And I’m fine with that. Like a lot of games similar to Doom, I have very little idea of who you play as or what you’re doing in Prodeus. Hellbound taught me to keep my expectations in check, but I didn’t really need to for this one. The game enters Early Access on November 9, and the developers promise an awful lot for Prodeus. Prodeus thinks that’s stupid and is a hell of a lot like Doom. They’ve been going after that Build Engine feel or trying to be like Quake a lot of the time, but the most famous entry in the genre often gets left alone. For all of the retro-throwback FPS games that get made, it’s surprisingly uncommon to see ones that try to feel like Doom.
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