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  • File Reviews

    • By Book Lord · Posted
      I played PRCP the month after Plutonia 2 and following DWMC playthrough of Cydonia. Among the various efforts wanting to build upon PLUTONIA.WAD and expand the style initiated by Dario and milo Casali, this community project gets half things right and half things wrong, but it is consistently fun to play and with simpler progression if compared to its 2008 counterpart, hence the 4 stars.   The right things are the visuals, improving upon the original Plutonia and achieving good sense of place on several occasions, and the sadistic tone of the ambushes, with blatant abuse of Chaingunners, Revenants and Arch-Viles all through the way. The authors indulged into the same pleasures of the Casalis when they designed their maps, and the gameplay was always interesting and peppered. What felt wrong to me was the haphazard variation in level length and challenge, with overly ambitious maps placed side by side with more reasonable entries, attempting faithful homages that did not detach themselves enough from the original maps.   Plutonia is notably missing a difficulty progression, and the PRCP is similar in that regard. I remember quite a bit of shocks in the first 20 maps, while the last third did not feel like the challenge was ramping up. The size of the maps varied through the megaWAD, so the IWAD feel that the levels became larger towards the end was not replicated. I played the easy way, continuous with saves, and I found several setups that gave me a hard time, as a proof that there was generally better encounter design here than in Plutonia 2. Ammo scarcity was an issue in some maps; I could not figure out how a pistol starting UV-Maxer could destroy all those HPs, unless Tyson was the intended way.     As opposed to Plutonia 2, my favourite maps of PRCP were in the last third of the megaWAD. Quotes abounded everywhere, so I bet that most entries were mapped for a specific slot. If I liked Joshy’s reimagining on MAP07: Caughtisle, MAP03: Escape from Ghost Town and MAP04: Emerald Pools had unfair setups that are likely to discourage a player that does not tolerate certain types of harassment. Darkwave0000’s MAP11: Will you be my NME? expanded the concept of a map heavy on Arch-Viles, but it turned out to be boring with its huge size and one-way paths, full of faraway Chaingunners.  After a positive trio of enjoyable maps, Xaser’s magnum opus MAP15: Enigma Helix weighed heavy like lead. A truly magnificent map with lots of paths to explore, compelling areas, polished visuals, and astounding secrets, it was just unbearable at the heart of a megaWAD that had already been overstretched and grueling at times. It left me so exhausted that I reluctantly played MAP31: Cyberdemon Vertigo, then decided to skip MAP32: Have @ It with its 786 monsters crammed into claustrophobic caves.   Things did not improve very much after that; while I liked evocalvin’s entries, except the unneeded Arch-Vile gauntlet at the end of MAP 18: Phantom Silence, I was totally crushed by MAP 19: Venom. So long, so cryptic, full of damaging floors, it almost made me give up everything. Luckily, the explicit homages in MAP 20: Sinister Daybreak and MAP 22: Suicide Mission made me feel at home again. WH-Wilou84 pleased me quite a bit with MAP 23: Necrogenesis and Xaser’s second contribution MAP 25: Wicked Garden was much more bearable than the first, while still holding the visual grandeur and strong atmosphere. MAP 26: Poison Ivy III had more monsters than ammo to vanquish them, but was quite fun on continuous play, while MAP28: Dance with the Devil was a sort of parody of Plutonian gameplay, with the ridiculous amount of consecutive monster closets. Mechadon’s MAP29: Atlatl was a worthy conclusion, a large exploratory adventure in a temple entangled in vines and soaked in blood. Thomas Van der Velden should be praised for designing another MAP30 with an Icon of Sin, even though I did not like the Beholder appearance and the Cyberdemons placed everywhere.   Plutonia: Revisited Community Project is a successful attempt to carry on the legacy of The Plutonia Experiment, delving deep into its gameplay and considerably increasing the size of the game. The monster placement is still efficient and dangerous, but their numbers range between 100 and 300, unless the authors used licence to go overboard as in MAP15 and a few other occasions. Obviously, this will test the abilities, the patience, and the endurance of the player. If you are looking for a bigger and meaner version of your favourite IWAD, and you do not mind a few maps lasting over 1 hour, give PRCP a try; if you just want more Plutonia then play Cydonia instead, as it is a polished, faithful, and reasonable opportunity to relive the Casali masterpiece under a contemporary point of view.
    • By abunchoftrash · Posted
      honestly the weirdest wad that ever released. play it if you have the option.
    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
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