If you’d like to contact Kotaku with suggestions, comments, or product announcements, you can email us at Kotaku Australia is published by Allure Media in association with Gawker Media. Sure, you could mosey over to the US site, but you’d miss out on all the juicy gaming goodness that’s relevant – and important – to you. The Australian edition of Kotaku is focused on taking all this fantastic news and crafting it into a tasty treat for all you Aussies and Kiwis. Whether it’s the latest info on a new game, or hot gossip on the industry’s movers, shakers and smashers, you’ll find it all here and nicely packaged at Kotaku. They’d be one in the same in every lexicon on the planet if it were humanly possible. The game is also available through the Humble store for anyone who gets extra discounts with their Choice subscription. This reminds me I need to get back to playing some more now there’s a bit more content to it… ooh and apparently a free midi version of the soundtrack! The devs regularly streamed throughout early access, talking viewers through their thought process as they were building and tweaking the base maps, and testing out community maps for various recommendations and competitions (map comp winners could win skins that were otherwise exclusive to the original Kickstarter). The game is also built around having an easy and intuitive editor for the map making community to have a field day ala the classic Doom WAD scene, so there’s a buttload of one-shots and crazy gimmick maps for when you finish the campaign levels. Just look at this:Ī couple of cool things – how the enemies are designed isn’t anything revolutionary, but how they are rendered is (3D models using dynamic shaders to render out to purposefully restricted sprites – you can play in regular 3D mode without all the pixel shaders as well to see what the engine is working with). But I wouldn’t put the level design on the same tier as something like Dusk or Amid Evil, and the movement itself doesn’t have the addictive, hyperactive skill ceiling of something like ULTRAKILL.īut, fuck, I’m nitpicking here. They’re great cannon fodder though, and the raw movement, weapon handling and way you can freely bounce around the map is a blast. The enemies also aren’t anything revolutionary from what I’ve seen. If I’m being more critical, I’d say the HUD maybe occupies a bit too much space - although there is a minimal HUD setting you can toggle. I haven’t played all of the content yet, but I can report I’ve loved every second so far. The heavy metal was composed by Andrew Hulshult, who’s worked on Quake Champions, DOOM Eternal: The Ancient Gods expansion, Dusk, Brutal Doom, Rise of the Triad, Wrath: Aeon of Ruin, AMID EVIL and Rad Rogers.īasically most of the best retro shooters from the last five years, then. Prodeus, as it turns out, has one of the industry’s best. There’s also multiple weapons and various upgrades to unlock along the way, including a BFG-inspired behemoth that takes up a quarter of the screen.Īnd you can’t have a game with this much blood without a banging metal soundtrack. Here’s the in-game auto map, which you control with WASD keys like it’s something out of Descent.
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