Venturous in the Footsteps of the Fallen

Venturous in the Footsteps of the Fallen

released on Sep 18, 2023

Venturous in the Footsteps of the Fallen

released on Sep 18, 2023

Drawing inspiration from Indianan Jones, Tomb Raider and The Mummy, Venturous is a Doom total conversion mod that follows an Indy-esque adventurer on an epic adventure. It takes place in the 1930’s and sees you on the trail of Nazis who are attempting to unlock the gate to the fabled city of Atlantis. You will explore ancient ruins in Mesoamerica and Egypt while also battling Nazis and mythical monsters.


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Really charming Indiana Jones-themed Doom total conversion, fighting through waves of Nazis and undead guardians in ruins around the world. Biggest surprise for me was the strength of the scenario design and pacing- fully expected to see everything the game had to offer by the end of the first episode, but there’s steady introduction of new enemies and weapons, alongside some nice breaks in the formula to keep things interesting. A definite highlight is the start of the Egypt episode, a dense shootout full of destructible props in a museum that’s far more open to exploration than the linear action of much of the rest of the game- and which also demonstrates how strong and varied the roster of hitscan enemies here are.

While I think Venturous is a little too conservative with it’s Doom II analogs, only rarely making you fight Revenant and Archvile equivalents- and usually at the end of episodes- having to prioritize heavy-machine gunners or grenadiers goes a long way in spicing up the action. The best trick it pulls that really capitalizes on this variety is ambushing you whenever you’ve just cleared out an area, foot soldiers pouring in right as you’ve gotten a handle on the undead hordes. It should get stale after a while, but the steady alternation and escalation of these threats more than carries the combat for the duration, bread-and-butter arena fights against monsters and more tactical shootouts against humans.

Ended up wrapping up a playthrough of the 1.3 release right as the newest update dropped, which includes an additional episode in Greece and generally fills out the game really nicely- with an extra visual pass and remixed level arrangements. One of my original criticisms was how weak the ending was, fighting a simplistic boss that you could circle-strafe around and lock down with machine gun fire, now traded out for one where you’re only armed with the magically-infused weapons, the boss now able to use attacks from the entirety of the enemy roster. I didn’t die on either encounter, and it still functionally boils down to circle-strafing it until you deplete its health bar, this newest version is unambiguously the fuller experience- and is a microcosm for the ways the game has been bolstered overall, visually sharper and more novel mechanically.

Even with all the positive changes, levels can still get kind of homogeneous by the end. You can only delve into lost tombs and ancient ruins so many times before it all starts to blur together- as unusual as it may sound from me, probably a sign that the game could’ve used some breaks from all the combat: a couple of gimmick levels, like some kind of teleporter puzzle or a proper labyrinth map could’ve gone a long way at selling the adventurer fantasy in a way combat tunnels just don’t provide (or really go for broke and make a besieged town built over some ruins as a hub area, similar to other shooters like Afterglow and Hedon).

Otherwise, amazing to see the jump in quality from the 1.3 to the 1.5 release- gave me the unusually good problem of having to throw out a bunch of my criticisms on the game, and the newly-included cliffhanger ending has me eager to see what this developer decides to tackle next.

Surprisingly good. I'm not particularly good at FPS, let alone boomer shooters. I enjoy them quite a lot, though. But something I have always felt about them is they tend to drag from the middle to the end, specially in the last levels, where the priority is making them harder in spite of how enjoyable and well designed the levels are. Venturous fortunatelly doesn't have that problem for me. It lasts just the right amount and despite I died a lot, I didn't checked out in any moment. Hopefully the dev(s) will keep making games, I will be there to play them.

doom's gameplay has never been for me - i haven't played more than a few minutes of any of the games, and it seems like a miracle that i even heard about the mod - but as the truest fan of all things adventure, the level design and style easily carried me through to the end, and left me wanting more, even though it certainly wasn't too short

Such an incredibly impressive feat for a first time modder. The levels here are massive, trap-filled temples that still manage to feel tightly designed with shortcuts that lead back to previous areas. Even if these shortcuts weren't strictly necessary—this isn't exactly a Souls game, right—they make these levels feel more like coherent spaces where the end and the beginning are reachable from each other. It goes a long way to making this feel distinct from its inspirations; it's got its own original design ideology inspired more by action/adventure games than retro shooters.

Every episode also has unique weapons for each slot, helping to reinforce their individual settings. And, boy, are each and every one of those weapons a blast to use. The sprites and animations are great, the shooting chunky and satisfying.

This is a great one. If this isn't the developer's final mod—and I sure hope it isn't—then I look forward to seeing what they do next.

If you like Doom and Indiana Jones then this is definitely a mod for you. Venturous combines the fast, action-paced, strafe and gun gameplay of your typical boomer shooters with locations and enemies that could have jumped right out of The Mummy or Indy movies. You fight your way through hordes of filthy nazis, noble Medjais, mummies and other otherworldly creatures. The levels are huge and give you that great sense of vast catacombs, sandy ruins and long-forgotten cities in which you get lost easily. Fortunately, there is your typical auto-map which even shows coloured doors. The maps could be very dark at times but here comes your trusty torch into play. Too bad that you can only use it with your revolver so when you're out of ammunition you constantly have to swap between light and shooting. But swapping for different weapons is totally worth it. You got your normal set of weapons like shotguns, your trusty MP40, carabiners and more but the developer has thrown in special weapons like a pulse rifle and an energy shooting blade. The game only makes a few mistakes and that is some bullet-spongy but not difficult enemies including the few bosses, the aforementioned almost pitch-black sections and... why was it over so fast?! I need more levels! Pixelfox, please! I am longing for this kind of adventure games!