http://tvtropes.org/pmwiki/pmwiki.php/Videogame/ProjectBrutality
Project Brutality 4.0
Jan 10, 2019 Posted January 10, 2019. For any one who cares I installed GZ Doom 3.71 over version 3.6 and Project Brutality 3.0 seems to be more stable. I haven't had a crash. GZDoom 3.0 or higher ( or equivalent QZDoom ) IS REQUIRED!!!. UPDATED 2019-06-07. See below and Changelog.txt for full list of changes! Let me know if you find any bugs I missed, I'm sure there are some in there! Hello guest register or sign in. Ultimate DoomVisor HUD v2.13. 2019-06-07. addon. Jun 07, 2019 you can get the wads over here for free: ZDL: You can d. Jul 20, 2020 Forum rules The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead. Got a cool project idea but nothing else?Put it in the project ideas thread instead! Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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In 2010, a guy by the name of Sergeant_Mark_IV decided that Doom wasn't violent enough. So he made a mod for it dubbed Brutal Doom, which quickly rose to fame as one of the most ubiquitous (and infamous) Doom mods of all time...
Then, in 2014, a guy by the name of PA1NKI113R decided that Brutal Doom wasn't mechanically deep enough, so he made another mod for it.
Starting life as PA1NKI113R's Brutal Doom Mod and then Project PA1NKI113R, Project Brutality was initially an addon mod for Brutal Doom which sought to push the envelope of how gameplay mods for Doom could expand upon its mechanics while retaining the classic FPS formula. Suffice to say, if Brutal Doom takes what the original Doom did and cranked it all Up to Eleven, then Project Brutality takes what Brutal Doom itself did and turns everything (in the words of one reviewer) up to 111! As of Version 3.0, the project is now being developed as its own standalone mod.
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With its origins as an addon mod, Project Brutality offers many of the additions and changes as Brutal Doom; advanced combat and movement mechanics, an expanded/reworked weapons roster (including an akimbo system alongside most guns having at least 1 alt-fire mode), a viciously revamped bestiary of foes with a number of AI improvements to keep you on your toes, sound/graphical enhancements and, of course, a more realistic and spectacularly messy gore system. From here, Project Brutality amps up the entire experience up to new levels with more than double the weapons, a variety of new equipment/powerups and subclasses for practically every enemy type (each possessing their own unique weaponry/attacks).
The V2.03 addon version of Project Brutality can be downloaded here, with V3.0 having an unslated release date. The Github build is here, though it is still very much a work in progress.
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Project Brutality provides examples of the following tropes:
- Abnormal Ammo: The Demon Tech Rifle; it doesn't use physical ammo to reload but rather uses 'demon essence' (i.e. the glowing red orbs dropped from your foes) to shoot and to use its special fire modes to possess or shrink foes.
- Other weapons that utilize demonic energy are the Unmaker upgrade for the Mancubus Flame Cannon and the Leech Grenade.
- Action Bomb: You can shoot a rocket sergeant's rocket launcher out their hands, which causes them to take out a grenade and rush the player, complete with the Headless Kamikaze scream from Serious Sam.
- A.K.A.-47: A few of the guns are based on Real Life firearms. The PDA entries on these weapons actually states that the UAC has bought out just about every firearms manufacturer on Earth.
- The UAC .45 pistol is based on the FN FNX pistol series.
- The .500 Hand Cannon is based on the Smith & Wesson 500 Magnum.
- Its upgrade, the Martian Raptor, is a futuristic Desert Eagle.
- The GS10 shotgun is based on the Remington 870.
- The UAC-41 Carbine is based on the Heckler & Koch G36.
- All There in the Manual: The PDA has information on things like weapons, enemies, and pickups.
- An Ice Person: The Ice-Vile, a variant of the Arch-Vile that has ice-based powers-including the ability to summon imps made of ice.
- An Arm and a Leg: It's possible to detach the limbs of basic enemies: You can blow a Former Human's arm off and watch him fall to his knees screaming in agony; shoot off an Imp's leg and watch as it hops around before bleeding to death; or blow an arm off of a Bull Demon, who will still try to eat you, even when they're bleeding out.
- One of the fatalites Doomguy can perform on a Cyber-Knight has him tear off its arm. You can leave the demon to die or you can perform another fatality on it, which involves Doomguy ripping off the arm-cannon right before its torso violently explodes.
- An Axe to Grind: The Fireaxe can be obtained by killing a zombie civilian. The secondary fire consists of throwing it, which deals huge damage, though you have to retrieve it afterwards.
- Artificial Brilliance: Although its progenitor, Brutal Doom, already made several changes to the A.I. note , Project Brutality further enhances the enemies you can encounter with the inclusion of several new variants and new attacks for existing ones.
- Artificial Stupidity: Rocket sergeants will still fire their launchers even if their target is literally in their face. Same goes for pyro sergeants.
- Awesome, but Impractical: There are a few cases of this.
- Project Brutality's expanded repertoire of plasma weaponry is easy to find. However, not only do they rapidly consume ammunition, but the energy cells they run off of are also much harder to find compared to ammo for ballistic weapons.
- Among the plasma weapon lineup is the Black Hole Generator. Although its name speaks for itself (the weapon shoots a black hole that sucks up demons on impact and disintegrates them), the BHG takes much longer to charge up and shoot the black hole, consumes 100 cells per shot, and the black hole itself can kill you if you are not careful. The slightly higher damage output of the BHG compared to the other BFG weapons isn't worth it when the other two BFGs could clear rooms of enemies more reliably with fewer cells.
- The AS-16 Assault Shotgun can be dual-wielded. While this provides you with plenty of firepower, you'll spend more time reloading than firing unless you find the drum magazine upgrade.
- Project Brutality's expanded repertoire of plasma weaponry is easy to find. However, not only do they rapidly consume ammunition, but the energy cells they run off of are also much harder to find compared to ammo for ballistic weapons.
- Ax-Crazy: The chainsaw zombie as of the most recent build of Project Brutality has been revamped to appear and act like he came right out of a slasher movie, complete with charging and leaping at the player with his chainsaw held overhead.
- Badass Boast: Doomguy has a number of One-Liners taken directly from the comic which can be invoked with a hotkey, whenever he kills a monster spectacularly, or whenever he picks up a plasma weapon equivalent or a really big gun.
'My cause is just ... my will is strong ... and my gun is very, very large!'
- BFG: It wouldn't be Doom without it, and Project Brutality has several: The BFG 9K Mark IV has its plasma shot along with a contact laser and frontal shield; the BFG 11K Plasma Beam tears through hordes with its plasma beam and can act as a plasma chaingun; the Black Hole Generator creates a 'miniature' black hole that pulls in anyone stupid enough to be near enough and crushes them before it explodes.
- This also applies to the many weapon upgrades as well; the Chaingun has an upgrade that turns it into a triple minigun, the Anti-matter Rifle upgrade for the stock plasma rifle can disintegrate foes upon death and its alt-fire shoots a Doom 3-esque BFG ball, the M2-Plasma Rifle has a Lightning Gun upgrade, the Sawn-off Double-Barreled Shotgun can be upgraded to a Quad-Barreled Shotgun that fires 8-gauge shells, and the Mancubus Flame Cannon has an Unmaker upgrade that shoots a deadly beam of demon energy as well as a Volcabus shot alt-fire.
- Boring, but Practical: The UAC-30 rifle. You start the game with it, it has excellent accuracy and damage, and ammo is very plentiful.
- Boss in Mook Clothing: The Overlord, an elder Cacodemon which rarely spawns in place of a Pain Elemental. Not only does it have five times the health of a regular Pain Elemental, but it also has several devastating attacks that can kill an unprepared player. First, it has an extremely damaging melee attack. Secondly, it is able to teleport around to both avoid engaging the player or to approach them up close quickly. Thirdly, it will fire a barrage of energy fireballs at the player. Fourth, it can summon powerful homing orbs that deal a large amount of damage, although the orbs can be destroyed if shot at. Finally, the Overlord can create a demonic shockwave that summons red lightning that seemingly moves at random directions, but still able to track the player. This lightning attack deals massive damage - possibly the most out of all monster attacks - and can kill even a well-prepared player within an instant. Even if the player manages to kill an Overlord, its death can still mess the player over as it spawns a group of homing orbs upon death.
- Chainsaw Good: Project Brutality amps the chainsaw up to 111 as of the most recent 3.0 dev build by giving it movement direction-based swings ala Killing Floor 2.
- Disintegrator Ray: The Dark Matter Rifle upgrade for the M1 Plasma Rifle fires beams of dark matter that disintegrate enemies where they stand.
- Disk One Nuke: Given the variety of enemy spawns and spawn mutators, it's perfectly possible to fight soldiers wielding the more traditionally late-game guns in the first level and loot them off of their deceased owners. In previous versions of Project Brutality in which Possessed Commandos utilised a Heavy Machine Gun, the weapon hurts more per-bullet than every other machine gun in the game; you still needed the minigun occasionally for the sheer volume of fire, but there was little reason to use the other repeating weapons once you acquire the big gun. This has been averted in the latest builds of Project Brutality 3.0 where the HMG has been replaced with the Nailgun.
- Rarely, this can cause enemies with the Hell Rifle to spawn in the first level. You know, the one that can shrink enemies to the point you can squish them under your boot or possess them to fight for you. Given its nature Project Brutality is never easy, but starting out with such weapons will significantly reduce the difficulty for a good portion of the level set.
- Dummied Out: Multiple cases of this in the mod. Some examples:
- Before PB 3.0, The Heavy Machine Gun could originally switch between a 100-round magazine or a belt-feed mode and could switch between standard anti-personnel ammo and armour-penetrating, full metal jacket rounds. The weapon had been reworked several times throughout 3.0's development, with sprite changes, the belt-feed mode removed, and anti-personal ammo replaced with a nailgun mode until the weapon was entirely scrapped and replaced with an actual nailgun.
- There used to be 2 grenade launchers in the arsenal, an M79 heavy grenade launcher similar to the one in Brutal Doom and a Super Grenade Launcher with a 6-drum magazine and the ability to choose between several grenade types. However as of 3.0, the former has been replaced with the drill charge-launching Excavator as the Super Grenade Launcher has made the heavy grenade launcher redundant.
- As of the April 2020 build of 3.0, the swarmer and electropod items were removed as they were found to be redundant and not impactful to the overall gameplay.
- Feed It a Bomb: The DOOM (2016)-inspired fatality you can do on the Spider Mastermind has Doomguy fire a BFG blast right into its mouth, resulting in the demon's cranium splitting into two.
- First-Person Ghost: As of version 3.0, Project Brutality averts this - you can indeed see your feet if you look down.
- Game Mod: This goes Up to One-Hundred-And-Eleven with Project Brutality; originally an addon mod for Brutal Doom, it eventually became a standalone mod that expands upon Brutal Doom with stuff such as new weapons, enemies and gameplay mechanics.
- Gatling Good: While Project Brutality replaces the chaingun with a proper minigun that shoots very fast indeed, the Death Dealer upgrade goes one step further and gives you a Gatling gun—that is, three spinning miniguns that also spin, for a total of eighteen barrels of spinning death.
- Grievous Harm with a Body: In some fatalities, Doomguy can dismember a demon and use their limb to finish them off.
- The fatality for the Dark Imps involves Doomguy ripping off one of their lower legs and beating their skulls into a paste on the ground with the dismembered leg.
- The fatality for the Daedabus involves Doomguy ripping off one of the arm cannons and impaling the Daedabus' torso with it before it explodes.
- Hack Your Enemy: One of the fatalities for the Cyber-Knight has Doomguy ripping off a cybernetic attachment from the foe's chest, which somehow reprograms the Knight to be Doomguy's ally. The manual describes as Doomguy messing with its Identification-friend-or-foe system.
- Half the Man He Used to Be: The Afrit, a Baron of Hell variant that have a cloud of fire in place of their lower bodies.
- Hand Cannon: The UAC-B750 .500 ‘Hand Cannon’, a powerful revolver that you can dual-wield. Its weapon upgrade replaces it with the UAC-H54 ‘Martian Raptor’.
- Harpoon Gun: The weapon special for the Nailgun transforms it into this, where it shoots large javelins that impale demons. The alt-fire for it even preheats the loaded javelin for extra damage.
- Heroic Mime: Not anymore; Doomguy can taunt and harass foes and Project Brutality makes him even more vocal as well as unhinged. He takes absurd pleasure in picking up big guns, chainsaws, even bigger guns, and ripping and tearing his way through all who oppose him.
- Hollywood Silencer: The secondary fire for the pistol equips a silencer. While an enemy will take notice if they're shot, their buddies won't as long as you put them down before they fight back.
- Hyperspace Arsenal: Taken to even more absurd lengths than vanilla Doom. By the end of the game, assuming you find every weapon and upgrade, you'll be carrying two handguns, two submachine guns, three shotguns, an assault rifle, two light machine guns, a minigun, two rocket launchersnote , two grenade launchers, two plasma guns, an ice gun, a railgun, three BFGs, a nailgun, two flamethrowers, a chainsaw, a fireaxe, and four types of grenades. That number gets even higher when you consider the fact that some of these weapons can be dual-wielded.
- Life Drain: The Leech Grenade can sap enemy health and heal you up to 200 points of health at the cost of demon essence.
- Literally Shattered Lives: One of the weapons you may find is the Cryogenic Dispersion Rifle, which freezes enemies solid upon death. Its secondary fire pulls out your sidearm for some quick and easy shattering.
- Luckily, My Shield Will Protect Me: All shields protect the wielder from damage sources coming head-on. This really only works for Riot Shield Sergeants as they can duck behind it. The BFG 9K Mark IV can generate one and the Paladins have one, but these shields only cover so much of their bodies so they have to make do with soaking up stray shots or not getting hit.
- More Dakka: The vanilla game's chaingun is replaced with the mighty R51 Mach-3 Minigun, a very useful tool for close-quarters combat. However, the weapon can be amped up with 'Death Dealer' upgrade, which converts your already powerful minigun into an eighteen-barreled tool of destruction. Yes, that's right, you now have 3 miniguns firing at once, that can be pre-spun for an even higher rate of fire. The result gobbles up ammo like a hungry pig, yet is able to fell a Cyberdemon in three seconds of focused fire.
- Ninja Pirate Zombie Robot: Paladins, Cyber-Hell-Lion-Man-Knights with a grenade launcher Arm Cannon and a shield.
- Nintendo Hard: By virtue of it originally being an addon mod for Brutal Doom, Project Brutality has new variants of the original enemies which deal more damage, and while it does give you new weapons and tactics to compensate, the end result is that gameplay still ends up being definitely harder.
- Nonindicative Name: The UAC-30 Designated Marksman Rifle functions more like a standard assault rifle than real-life designated marksman rifles, which are generally semi-auto only and equipped with scopes for long-range shooting.
- Despite having 'grenade' in its name, the Leech Grenade isn't throwable; instead it shoots a life-draining beam at the targeted demon.
- Overdrawn at the Blood Bank / Paint the Town Red: With some extensive use of all the weapons you can carry, you will be able to paint the walls a very thick coat of red, and most of the finishers delivered by Doomguy and the monsters release generous amounts of the red stuff.
- Doomguy will sometimes comment that a recent room-turned-battlefield 'looks better in red, anyway'.
- Pinned to the Wall: Minor enemies finished off with the nailgun can get pinned to a nearby wall behind them.
- Player-Guided Missile: The weapon special for the rocket launcher switches to a laser sight that lets the player control where the rockets go.
- Power-Up: Most of the classics return but are accompanied by new ones in Project Brutality such as:
- 'Demon Strength Rune', a more common form of the Berserk Pack.
- 'Haste', which increases Doomguy's running speed.
- 'Quad Damage', which quadruples the damage dealt by Doomguy's weapons.
- 'Time Sphere', which stops time for everyone but Doomguy.
- 'Revenant/Baron of Hell Morph Runes', which forcibly warps Doomguy into superpowered variants of the aforementioned demons for a short period of time.
- Quick Melee: Two in fact-a kick ala Duke Nukem 3D, and a quick knife slash.
- Ring Menu: The most recent builds of Project Brutality 3.0 implemented this for weapons with more than two modes to select. This is most apparent with the grenade launcher, which has 5 different grenade types to swap between.
- Robo Cam: The Revenant Hell Morph Rune turns Doomguy into a Revenant. He (and you) see the world through red lenses along with some static and programs running.
- Secondary Fire: Added to most guns, including a weapon special in almost all cases:
- Bare Hands allows you to punch with either fist and can perform combo attacks depending on the order of strikes you perform with them.
- The chainsaw gets a downwards strike, which allows for more effective evisceration of singular targets than the normal horizontal swipes.
- Weapon special fires off a sawn-off shotgun Evil Dead 2 style.
- The pistol gets a silencer.
- Weapon special dual-wields pistols.
- The DMR, Pump-Action Shotgun, SMG, Martian Raptor, and MP40 have an iron-sight mode. This turns the DMR into an excellent marksman's weapon, the shotgun into a decent precision weapon (especially when paired with Slug shells), and somewhat cuts down on the MP40's wide shot pattern.
- Weapon special dual-wields the DMR and MP40, while the weapon special for the pump-action shotgun switches between Buckshot, Slug and Dragon's Breath shell types.
- The sawn-off shotgun's secondary fire consists of firing only one barrel instead of both.
- The minigun's barrel can be pre-spun, increasing its rate of fire but making it massively inaccurate while alerting monsters to your presence just by its constant spinning noise.
- The Death Dealer upgrade gives the chaingun a weapon special that actives a triple-barrel mode.
- The Grenade Launcher can detonate fired grenades before their fuse has expired.
- Weapon special changes the type of grenade between Impact, Sticky, Incendiary, Cryo, and Acid.
- The Plasma Rifle gets a twelve-shot shotgun-like spread, which becomes a Doom 3-esque BFG ball once the Anti-matter rifle upgrade is acquired.
- Weapon special dual-wields two plasma rifles.
- The railgun zooms in and becomes the ultimate sniper rifle from hell.
- Weapon special switches between stock railgun mode and a chargeable microwave beam mode, and using weapon special while zoomed in toggles infrared sights.
- The rocket launcher can be charged to fire 3 rockets at once in a spread.
- Weapon special activates laser-guided rockets.
- Mancubus Flame Cannon uses a flamethrower when in flame cannon mode or an acid spray in Daedabus slime mode.
- Weapon special switches between the above two modes.
- Demon Tech Rifle fires a possessing spirit in inferno mode or a shot that shrinks demons in caustic mode.
- Weapon special switches between inferno and caustic mode.
- Heavy Plasma Rifle fires a plasma-thrower that Doomguy spreads in a wide arc; lightning gun mode has a Stun Bomb alt-fire instead.
- Weapon special dual-wields the heavy plasma rifles, but when the lightning gun upgrade is obtained, the weapon special switches to lightning gun mode.
- UAC-B750 .500 Revolver: Fanning the trigger for faster but less accurate shots.
- Weapon special dual-wields two revolvers.
- Automatic Shotgun: Flack cannon shot from the under-barrel launcher.
- Weapon special dual-wields two auto shotguns.
- Nailgun: Charges up to fire a spread of 20 nailguns in nailgun mode, charges up a heated javelin in javelin mode
- Weapon special switches between the above two modes.
- UAC Cryogenic Dispersion Rifle: Switches to the pistol to shatter frozen foes.
- Weapon special switches between freeze missile mode and a freeze ray mode.
- BFG 9000 Mark IV fires smaller plasma bolts in classic mode, place stationary shields in shield mode, or fires rapid lasers in laser mode.
- Weapon specials switch between the above three modes.
- The BFG 11K Plasma Beam shoots plasma bolts like a chaingun.
- The Black Hole Generator remotely triggers the black hole you shot.
- Revenant's Hellish Missile Launcher fires an unguided missile or burst beam for the Rail-gun mode.
- Weapon special switches between missile mode and railgun mode
- Carbine has an iron-sight mode.
- Weapon special switches fire rate modes for the carbine.
- Excavator detonates the fired explosive.
- Weapon special switches between the drop charge mode and drill mode.
- Set a Mook to Kill a Mook: Besides the old 'trick an enemy into shooting his buddy and watch them fight' trick, you can make enemies fight for you with the secondary fire of the Demon Tech Rifle when in flamethrower mode.
- Shield Bash: While in 'Rip and Tear' mode, Doomguy can rip the shields away from either Riot Shield Sergeants or Paladins and strike at them with it. Doomguy crushes the sergeant's skull with the shield in one fell swoop. For the Paladins, it takes two hits to the head to bring them down and a single strike to crush their skulls.
- Short-Range Shotgun: Zigzagged. The standard shotgun averts this, as its tight spread and ability to aim down the iron sights make it decent at medium ranges as well. Slug shells take the aversion Up to Eleven, as switching to them effectively turns the shotgun into a sniping weapon. The sawn-off shotgun, on the other hand, is practically useless at any range greater than arm's length. The assault shotgun splits the difference, having an effective range shorter than the standard, but greater than the sawn-off.
- Shotguns Are Just Better: The sawn-off double-barreled shotgun, which was already dripping with awesome firepower in the base game, benefits greatly from the gameplay overhaul. It is very powerful, has a fairly good range, and an enormous spread. Hit someone at close range with it, and they will be no more than demon mince. Project Brutality also includes an automatic shotgun that fires shells rapidly and has a flak shot as its alt-fire.
- Project Brutality goes one further and gives you an upgrade that turns the sawn-off shotgun into the Quad-Barreled Shotgun, which is exactly what it sounds like - and yes, it can fire all four barrels simultaneously. In this upgraded state, it will one-hit a Mancubus or Hell Knight at short range, and if can you find some cover in which to reload, it becomes a weapon fit to fight Cyberdemons. Other upgrades for the shotguns includes a 20-shell drum magazine for the automatic shotgun and a box magazine upgrade for the pump-action shotgun, the latter which also comes packaged with Dragon Breath shells that can set demons on fire.
- Shout-Out: The mod heavily references the Doom comic. Many of the new names for the skill levels are directly taken from Doomguy's lines in the comic, as are most of his one-liners.
- The new Carbine is heavily based on the assault rifle from the 2005 Doom movie, which was itself based on the Heckler & Koch G36 assault rifle.
- Meanwhile the upcoming LMG upgrade redesign appears to be based off the Heavy Assault Rifle from Doom 2016, down to the similar colouration.
- The Nailgun is a direct reference to Quake's nailgun, and the magazine on the gun itself even has the Nine Inch Nails logo.
- The M2-Plasma Rifle is designed after the Doom 3 plasma rifle, with the stun-bomb secondary fire taken directly from the same upgrade in Doom 2016. Its Lightning gun upgrade is inspired by the Lightning gun from Quake.
- The fatality against the Spider Mastermind is based on the ending of Doom 2016 where Doomguy shoves the BFG into the Spider-mastermind's mouth and fires into its head, the resulting explosion causes the brain to split apart.
- The new Carbine is heavily based on the assault rifle from the 2005 Doom movie, which was itself based on the Heckler & Koch G36 assault rifle.
- Shrink Ray: The secondary fire of the Demon Tech Rifle when in caustic mode shrinks enemies, allowing you to crush them with a quick kick.
- Tear Off Your Face: One of the new shotgunner fatalities introduced in Project Brutality has Doomguy forcibly rip off a shotgunner's face, causing the former sergeant to writhe in pain until he keels over.
- There Is No Kill Like Overkill: The fatalities you can perform on the Arch-vile. Performing one fatality causes Doomguy to rip the Arch-vile in half, throw its upper torso to the floor, curb stomp its head against the ground and then laugh in triumph. The other fatality has Doomguy tear off one of the Arch-vile's horns and repeatedly stab at its face until the demon becomes a bloody corpse on the ground. Damn.
- Flesh Wizards don't have it much better; Doomguy rips their guts out, forcing the demon to collapse into a bloody pile, then stomps on them in a fit of rage just to make sure the bastard is dead.
- The Spider Mastermind fatality has Doomguy force-feed the creature a BFG shot ala Doom 2016
- Throwing Your Sword Always Works: The alt-fire for the Fireaxe involves Doomguy throwing the weapon like a tomahawk at his foes for massive damage. He can even retrieve the thrown axe after it has fallen to the ground.
- Unrealistic Black Hole: The Black Hole Generator. Enemies that get sucked into the miniature black hole it creates gets disintegrated as if they were shot by a dark matter pulse rifle, and tougher enemies and bosses get stunlocked by the black hole until death/disintegration.
- Voice of the Legion: The zombie soldiers (and scientists) speak in a deep, layered voice.
- Was Once a Man: According to the PDA, mancubi are humans who have been captured by hell and forcibly transformed.
- Wave-Motion Gun: One of the BFG variants in Project Brutality, the BFG 11K, fires a gigantic energy beam capable of turning the most powerful demon into smouldering chunks of burnt meat in seconds.
Index
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In this blog, we have listed some useful tips that will help you win the game. Make sure that you follow the tips so that you don’t encounter a problem while playing the game. It is suggested that you avoid rushing into downloading the game and playing if you are not aware of how to play the game.