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Mar 25, 2012 | 4:19 AM EDT
  • Weekly Users' Choice March 28, 2012
  • Daily Feature March 26, 2012

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Medals

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Mercy 5 Points Don't kill any traitors or cowards in Mission 1A.
Slaughter Rank: Greenhorn 5 Points [Career] Kill 50 enemies in Arena Mode.
Nexus Victory [Easy] 10 Points Defeat the Nexus HQ on Easy Difficulty
Nexus Victory [Normal] 10 Points Defeat the Nexus HQ on Normal Difficulty
Slaughter Rank: Bloodied 10 Points [Career] Kill 200 enemies in Arena Mode.
Slaughter Rank: Impaler 10 Points [Career] Kill 350 enemies in Arena Mode.
Nexus Victory [Hard] 25 Points Defeat the Nexus HQ on Hard Difficulty
Savior's Sword 25 Points Find Jesus's hidden blade in Story Mode.
Slaughter Rank: Psychopath 25 Points [Career] Kill 1000 enemies in Arena Mode.
Slaughter Rank: Seas of Blood 25 Points [Career] Kill 2000 enemies in Arena Mode.
Slaughter Rank: Wargod 25 Points [Career] Kill 600 enemies in Arena Mode.
Slaughter Rank: Greater Than 9000 50 Points [Career] Kill 9001 enemies in Arena Mode.
Slaughter Rank: Impossible 50 Points [Career] Kill 5000 enemies in Arena Mode.
Do What Comes Natural 100 Points Defeat the Nexus HQ on Hard Difficulty without playing Hank.
Slaughter Rank: Genocider 100 Points [Career] Kill 53,594 enemies in Arena Mode (Pfffft Good Luck!)
Can You Hear Me Now Secret Medal: Unlock this medal to view its details!

Author Comments

We're working on Project Nexus 2! www.projectnexus2 Come and support the cause!

Follow us on Tumblr: teammadness.tumblr.com for development details and sneak peeks, and on Facebook /projectnexus2 to come chat with us about updates and such.

-------------------
This game currently features:

* Arena Mode - Play through the Nexus Training Program and become the most powerful L337 Unit in all of Nevada!

* Story Mode - Take down Project Nexus, selecting from a handful of heroes from the Madness universe to do the job.

But the story is not over! This game will be updated with more missions, more story, more game modes, and MOAR MADNESS.

Hope you enjoy!
-Krinkes & Swain 4EVER

-------------------

// ******* UPDATE LOG v1.7: ******* //
* ZOMBIE ARENA MODE!
* NEW GUNS: Thompson, MP40, G36, AutomagV, and P1445
* NEW HELMETS: All sorts of tasty treats.
* LOW QUALITY BACKGROUNDS OPTION - Good for laggy computers on Arena mode!
* NEW NPC: Cheshyre added to Arena. He is a Zombie wreckingball.
* M249 NERFED - Rifle perks no longer apply, and it's a pain in the ass to lug around.
* MOAR DEATHS: Four new ways for suckas to die.

// ******* UPDATE LOG v1.8: ******* //
* STORY MODE: Brand new EPISODE 1.5!
* NEW WEAPONS: ElectroCannon and Science-y stuff.
* NEW ENEMIES: Abominations, Sleepwalker Patients, Riot Guards, and more!
* NEW NPC: Luis is ready to drink all of your liquor.

Thanks for your patience on eliminating these bugs. Not everything translates well from testing after release :( Good news is, with you guys helping me find problems, I can eliminate them even more quickly! Keep it coming, and thanks for helping us out while we try to make Project Nexus a better game for you!
-Swain

Reviews


Jaredskye001Jaredskye001

Rated 5 / 5 stars July 11, 2013

A remarkably bloody experience.

I must say, I'm fully impressed by all of the work that's went (and is still going) into Project Nexus. The team has truly outdone themselves themselves this time, and hopefully will continue to do so.

Let's start with the look. Top-notch graphics and artwork has gone into this game, and the Madness universe has never looked better. The addition of a graphics setting really helps for older computers (or in some cases, new ones that run like molasses.) The attention to detail on each of the character models, the guns, the equipment, and even the body damage and blood looks spectacular.

Now, on to gameplay: Combat runs as seamlessly as you can, with the controls being quick and responsive, and melee and ranged combat each feeling like a unique experience. What adds to the "simple complexity" is the Tac-bar on your character, which allows you to avoid damage by either complete evasion, or by dodge-rolling. There's also a minor cover system, which can help defend against damage by ranged attacks, a lot less for melee; however, it's never really used much, if ever at all, so at times, it feels a little tacked-on. There's also, as there's many times been, a system for degradation of weapons. Guns have a limited clip amount, and melee weapons only work for so long until they break. There's even the classic Bullet time, which allows you to watch as you murder tons of dudes in slow motion; because who doesn't love that?!

There are currently two different types of modes for Project Nexus- the Story Mode, and the addictive Arena Mode. Both have their own little quirks and details that make them both worth a high level of replay value.

Story Mode: This mode follows around the events regarding Project Nexus. In Episode 1, you play as the heroes of the Madness universe as they work together to take down Project Nexus by any means necessary. You'll be mainly playing between recently incarcerated agents Sanford and Diemos; you also get to play a little as Hank, but he's mainly to break free the guys in the tutorial and for playing the final mission, if you decide to choose him. Each character has their own abilities that makes them fun to play. Sanford has a fully-automatic Suppressed Rifle with Tactical Pistol to boot. Diemos also has the pistol, but with his *Incredibly fun* throwing hook, used to knock down enemies, and drag them to him for close-quarters carnage. And Hank...well, we ALL know how awesome he is. He gets a fully-loaded Tac pistol and Dragon sword, and is an absolute killer when in bullet-time. In episode 1.5, the story takes to the origins of the project, 15 years back, as you follow the exploits of Dr. Christoff as he turns rogue on the project and aims to destroy it. Each mission has multiple difficulties, as is the gaming standard: you've got the "New to shooters" Easy, the "In for a challenge" Medium, and the "Let's commit suicide" Hard. It's safe to say the difficulty curve present isn't for the feint of heart.
And then there's the true gem of the game: the Arena Mode. This is pretty much the game from the inverse perspective: instead of shutting down Project Nexus, you're *partaking* in it with your own Madness character! The mode follows as your character follows through the Nexus Program, and as you progress, you become more and more powerful!

The Arena itself is a spacious room with several doors, where the focus of your murdering-tons-of-dudes carnage will come out, and has a greater use of the Cover mechanics than the rest of the game, but it's mainly just two barrels on either side of the room. Now, when you first start Arena Mode, you'll notice you're going to be a walking punching bag: little health, NO Tac-bar, your dodge move is your face lovingly embracing the ground, and you move at the speed of your grandfather on a walker. You'll have the ability to punch through some baddies hand-to-hand if you're crafty enough, but one good blow to the head with a lead pipe, and you're now Brain Souffle. This is normal, and very temporary. And fear not, for you always come back to murder some more dudes. After your first level up, you can start to slowly improve and soon becoming the one *making* people into Brain Souffles.

This is where the game mode, and the very game itself, shines: there's an infinite amount of customization to be done with your character. While on my first play-through, I made my character an all-rounder in each of his stats; what you would call an "adaptive combatant." Unfortunately, it appeared to go rather slow compared to my second play-through, where I specialized my character in strength and physical combat, and boy, it was like watching Babe Ruth making homeruns, only with people's FACES! So, in the sense of upgrading character stats, specialization seems to be a more profitable factor than focusing on every statistic at once. You're likely to get better results from focusing on one combat discipline and sticking to it until it's maxed out.

There's also a shop for everything you'll need for yourself and allies, whom you can hire from the menu opposite the Shop. At the start, there's obviously going to be a very large lack of good weapons and equipment, but more is available as you progress. Allies can only be used if you have the Leadership perks to add them to your squad, and they progress just as you do. Non-special allies can be managed as freely as your own, save for stats, while Special allies that have a rare appearance in the shop, such as the Story Mode's heroes, Madness classics, like Jesus, and even Madness characters inspired by the Developers themselves, the can only be managed in the case of weapons; this slight issue is balanced by them having REMARKABLE stats for their level, much higher than any other. And, if you get to level 30, you unlock Zombie Mode: the entire arena changes into a corridor-esque room. All enemies are replaced by zombies, which soak up an incredible amount of damage, and that's where combat tactics are going to take a back-seat to run-back-and-forth-and-throw-things-a t-them maneuvers.

However, I did have a few minor gripes I'd want to mention. Episode 1.5's non-human enemies are almost stupidly difficult to defeat. The Sleepwalker Patients that headbutt me in the face and the Zombies take damage like a wood chipper can take logs. I normally end up having to run back and forth, and throw a Barrett at their face, because I've ran out of ammo, and attempting to take them on in melee is utter suicide. Plus, they both can grab you at point-blank range and do immense damage unless you break free, and while the Sleepwalkers are a little easier to recover from, if you let a Zombie get a hold of you, be ready to button-mash your keyboard like it's the Walking Dead, because Zombie bites are one-hit insta-kills. This also applies to Zombie Arena, of which I'd like to note: If there's any allies in your Squad you really, REALLY like, do NOT take them into Zombie Mode. while you, if you die, come back with a few scars and a story to tell, your allies are not as lucky; when they get deaded, they *stay* deaded. And since zombie bites are instant KO's, you can expect to lose a few allies on any given wave of them. A reason why this is such an issue is that your allies are not any better at escaping zombies than you are, and at times, they are WORSE, so it'll be hard-pressed on you 9/10 times to go save their asses, of which you may or may not be able to do if you so happen to be in the same sort of precarious situation. And since your allies fight with the self-preservation of a glass cannon, you should expect to end up saving them, or failing to save them, a LOT. Worst yet, they're much more willing to run in and fight the zombies with melee, above-mentioned as utter suicide, until they almost immediately regret their decision and are insta-killed. Final point: If you ever play Zombie Mode, either play it with expendable non-specials, or just completely solo.

To conclude, while there are a few issues that can make for some rage quits and anger issues, these are forgivable due to the wide array of content and impressive content. Project Nexus is an astounding new addition to the Madness universe, and it only keeps getting bigger from here! As the game will be regularly updated with new content, new characters, more episodes, and even new game modes, there's no telling what's going to come next! And I'm certainly going to be backing it all the way, seeing where the game goes next. It's pretty rare for any game to get a complete 5-star rating from me, but from the mix of content, gameplay, and story aspects, this game truly deserves it. For the entire development team, Krinkels, The Swain, Cheshyre, Luis, and Rebel, I wish you guys the best of luck with the game and all future games to come! I'll be watching. Until then, revel in the Madness.


Lots of people find this review helpful!

madness100000000madness100000000

Rated 5 / 5 stars July 11, 2013

have you ever noticed that the guys on level 12 are easer wit a sowerd


People find this review helpful!

bangbangtimmytimebangbangtimmytime

Rated 5 / 5 stars July 10, 2013

Really amazing game, play it every day. I hope you won't mind me sharing a few ideas I had about future updates.

>>>The Shop<<<

In the gun section of the shop, you should be able to filter the guns by pistol, SMG, rifle, and shotgun so you can easily find a gun that fits your skill level.
Also, you should be able to sell items for around 75% the price you bought them at, just if you're in need of a little cash.
Finally, you know the background with the repeated faces of the guys in grey? You should be able to customize that pattern with different icons like zombies, guns, hank, etc. You should also be able to customize the colors of buttons instead of them being just red.

>>>Fixes and Stuff<<<

If you kill a guy and he dances around with his fists up, you can blow his head up with a shotgun (and maybe a binary sword) and he will dance around headless. Once his head is off, he should just die. Speaking of no heads, you should be able to decapitate guys with swords, axes and other melee weapons if you aim at their necks or heads.
When blood is spilled, it should only last about 20 seconds before starting to fade into the ground. Also, when the guys hit the wall (if they're blown back by a shotgun or something) the blood should splatter the wall.

And finally, just keep up the good work guys, you're doing great.

-Timmy


People find this review helpful!

randomdude112randomdude112

Rated 5 / 5 stars July 10, 2013

a way awesome game



jaydizzajaydizza

Rated 5 / 5 stars July 10, 2013

hey anybody did you noticed that in arena mode the higher the wave less enemys and more stronger ones?