Official Statement Painkiller is a
first-person horror shooter, designed to satisfy a gamer's hunger for intense,
fast-paced action. It's an adrenaline addict's nightmare, where hellish monsters
swarm in seemingly endless mobs. Graphically, Painkiller is unmatched. Played
out over more than 20 completely unique and different levels, the proprietary
3D engine puts out 100X the polygons of the latest shooters, while adding increased
texture quality and the latest lighting and shadowing techniques.
General Information It's
not such a good time for one Daniel Garner at the moment. After being killed in
an automobile accident, he is now trapped between heaven and hell. While trying
to figure out why he wasn't allowed into heaven, he finds that blowing demons
to hell (har!) is a great way to pass the time. By going the Serious Sam
and Requiem: Avenging Angel route, he inadvertently becomes a major player
in a (un)holy war that is about to break out. No, I don't think Daniel is having
the best of luck lately.
Even if Daniel
loved to hug trees, he still couldn't ignore a little demon splattering. By killing
the minions of hell, he can absorb their remaining essence to replenish his health
and also take their remaining gold coins to buy weapon upgrades, maps, and other
goodies in-between levels. Since demons are demons, and by their very nature they
love to do demon things, he'll have to defend himself sooner or later. Fortunately,
he'll have access to combo-based weapons - link together primary and secondary
fire for extra fun. Everything from zombies to gimps will be on the wrong end
of whatever weapon he happens to have, and they'll all react by way of the Havok
2.0 physics engine, which will make their deaths all the more entertaining. With
24 objective-based levels, players will have plenty of killing to do come this
April. Hands-On
Must
keep
shooting - that was my mantra for Serious Sam and
now it's my mantra for Painkiller. The level provided for previewing had
endless waves of strange knight zombies pouring out of graves and charging like
unholy rhinos
with swords. I have to say that the Havok 2.0 engine really
did give them game some character. While it's dark and brooding in its environment
and enemies, seeing a zombie fly 20 feet back and flip over a wall has a strange
comedic aspect to it that complemented the over-the-top action well. Actually,
if I could quote an early press release, it would help explain things much more
clearly: "Shoot everything that moves. And if it isn't moving, shoot it just
in case!" Following those instructions will do you well as hordes of enemies
will need to be dispatched before a new area in the level is unlocked; not to
mention that more dangerous foes will appear farther along in the game. Since
there was only one weapon featured, I became acquainted with the game's take on
bullet time, which works exactly how one would expect. After trying out the weakest
weapon, a twirling blade that chops up whatever is in its way, I became quickly
overrun and had to cope with the slow-motion effects that are the result of getting
hit. A few back-steps later, a little of the slow motion magic, and I had things
in check again. One of the key features
of Painkiller is the engine developed specifically for it - and what an
engine it is. The lighting is incredible, as are weapon effects and character
models. The architecture is dark, detailed, and sets a great mood. Especially
impressive are the copious amounts of gore, and how it splatters so explosive-like
into the air, and the rage the player goes into. The screenshots above show what
it's like during one of the fits, and it really is something to experience. While
it may not look dissimilar to the various vision options found for the Predator
in Aliens vs. Predator, seeing it in motion is something completely different.
Everything leaves a trail when it moves, enemies burn in a strange fire that looks
fantastic, and just about everything gets mangled with one shot. It really is
difficult to describe how satisfying it is to watch zombies explode again and
again; one would think it gets old, but there was something undeniably enjoyable
about seeing appendages heads roll fly around. Nicely complimenting the graphics
were eerie sound effects and low groans that broke through the sound of wind whistling.
People Can Fly really did a good job creating a creepy ambience and giving the
player plenty of opportunities to charge into the unknown head-on with guns blazing.
It should go without saying that those tired of the more tactical shooters should
pay close attention to Painkiller. There
was quite a bit that wasn't accessible in the early version, so I don't want to
praise it too highly. At such an early stage, though, I think it's safe to say
that Serious Sam and over-the-top action fans should be pleased with the
final results. I look forward to the various weapon upgrades and combos, as well
as encountering more enemies and learning more of the story. Once everything is
integrated, the balance provided should flesh out the game more, so it will be
more than simply clearing out small section after small section; plus it would
be a shame to waste such an interesting premise. A demo is coming out in February,
and with luck, Painkiller should hit retail in April. Until then, check
out the screenshots above. [
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