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  1. Games
  2. Adventure
  3. Proteus

Proteus gallery downsampled from 4k

Features
By James Davenport published 1 October 2015

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Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 1 of 29
Page 1 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 2 of 29
Page 2 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 3 of 29
Page 3 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 4 of 29
Page 4 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 5 of 29
Page 5 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 6 of 29
Page 6 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 7 of 29
Page 7 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 8 of 29
Page 8 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 9 of 29
Page 9 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 10 of 29
Page 10 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 11 of 29
Page 11 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 12 of 29
Page 12 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 13 of 29
Page 13 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 14 of 29
Page 14 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 15 of 29
Page 15 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 16 of 29
Page 16 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 17 of 29
Page 17 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 18 of 29
Page 18 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 19 of 29
Page 19 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 20 of 29
Page 20 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 21 of 29
Page 21 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 22 of 29
Page 22 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 23 of 29
Page 23 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 24 of 29
Page 24 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 25 of 29
Page 25 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 26 of 29
Page 26 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 27 of 29
Page 27 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 28 of 29
Page 28 of 29

Pixel Boost is our weekly series devoted to the artistry of games, and the techniques required to run them at high resolutions.

Proteus was my favorite game of 2013. It’s not mechanically dense, it’s not neck deep in lore, it doesn’t render alien guts in alarming detail, but phew, it made me spew out some grown up big boy tears. Everything on the randomly generated island produces a sound, whether a cosmic bunny or an incidental cattail. There isn’t a single object that doesn’t inform what you’re hearing at any given moment.

Your ‘mission’ is to simply wander and soak it all in. I’ve done a lot of that. No game has ever coaxed more screenshots out of me than Proteus, and its simple, sharp art direction is to thank for that. By using flat surfaces to imply depth, and stark, contrasting color schemes, Proteus looks like a pixel painting from every angle. And at 4K resolution, it looks even better.

Luckily, the game natively s 3840 x 2400 in the settings. Proteus didn’t play well with GeDoSaTo so we couldn’t test it at crazy resolutions, but its simple aesthetic doesn’t necessarily require it on smaller screens. The result isn’t anything drastic, though flat, angled edges are much sharper than normal. In a game that depends so much on its bold art style, the added fidelity only makes it harder to resist taking a screenshot every second.

The screens above have been downsampled to 1920x1200. Click the "expand" icon in the top right corner to the full-size image.

Page 29 of 29
Page 29 of 29
James Davenport
James Davenport
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James is stuck in an endless loop, playing the Dark Souls games on repeat until Elden Ring and Silksong set him free. He's a truffle pig for indie horror and weird FPS games too, seeking out games that actively hurt to play. Otherwise he's wandering Austin, identifying mushrooms and doodling grackles. 

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