![prodeus kickstarter prodeus kickstarter](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33970004/8d774ac1ae07e5cdcbb4692945262e011e22fb3a.jpg)
It’s the newest addition to the burgeoning Retro FPS genre, following the likes of Dusk, Amid Evil, Ion Fury and others that eschew 21st century sensibilities like regenerating health or. Personally, I rather look at sprites like they have in Ion Fury, the ones in Prodeus evoke something of an "uncanny valley" for me. Having enjoyed a successful Kickstarter campaign in 2019, Prodeus, developed by Bounding Box Software, has arrived in Early Access on Steam and GOG. It reaches the quality you expect from a AAA experience while. There are a few too little gaps for the imagination to fill out to work like 8-directional sprites do. Prodeus is the first person shooter of old, re-imagined using modern rendering techniques. They are using 16-directional sprites afaik and IMO that reaches a level of 3D-detail where you might as well just use full 3D animated models to begin with. * Not sure if I like this look myself, but it sure looks intriguing. There are lots of styles that I don't enjoy, no matter how well done they are (e.g. Graphical style is something you can enjoy or - like you in this case - not.īut don't confuse your subjective taste with objective quality.
![prodeus kickstarter prodeus kickstarter](https://i.ytimg.com/vi/SnR2Hw54g9o/maxresdefault.jpg)
There is no doubt Prodeus devs are going for the highest graphical quality they can achieve, most devs generally do. It is rather objective and has nothing, absolutely nothing, to do with the amount of pixels or vertices on display. Prodeus is a first-person shooter of old, re-imagined using modern rendering techniques. Graphical quality is high if the art style is well-executed and consistent - "everything fits together". You also strongly confuse graphical style with graphical quality. Just like there are still black-and-white movies being made - a conscious decision of style for various reasons, not necessarily to look like "back then". Nowadays, a look like that is very often a conscious decision, and those kinds of decision generally lead to the best results. I'm very sure the devs of those days wanted to give the highest graphic quality they could achieve with the few technical resources they had.You are right about why the games looked that way back then, but you completely ignore the fact that now these looks are "rediscovered" not as a technical fact or limitation or excuse, but as a style of choice or - like in this case - something to experiment with to achieve interesting results (*). Check out the Physical goods were making for the Prodeus Kickstarter. In those days, the games looked pixelated because of the technical limitations of that era (like low res images and 256 colours) and not because the developers wanted to do that. Quoting: Comandante ÑoñardoI am really tired of these "retro" look games.