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"Oh
joy of joys!" I thought as I discovered I'd be reviewing the follow-up
to People Can Fly's Painkiller.
After all, I loved the first game, played the expansion
to death and thought the unique 'Heaven and Hell at war' idea was
brilliant. The slew of enemies made each encounter fresh and challenging,
providing a thoroughly enjoyable and entertaining experience.
So,
after taking the specially hermetically-sealed disc containing the
preview code from its fresh from the publisher wrapper, I was looking
forward to some good things from Painkiller's newest sibling, Painkiller:
Overdose. Originally a mod, Overdose is now being developed as a
standalone game: 'the prequel to the sequel' as the write up calls
it. It promises to deliver seventeen single player levels, six new
weapons and more than forty new enemies and bosses. With all this
on offer, I thought Overdose couldn't go far wrong…
"This
is only a beta," the game reminded me as I clicked the exe. "This
is only a beta," said the loading screen. "This is only a beta,"
said the title screen. "This is not looking good," I said to myself
as the first level loaded. Even on maximum graphic settings, Overdose
still looks like what it is: a mod for a game that's now three years
old. When Painkiller was first released it pushed the boundaries
of what game engines could do, but now it looks decidedly ancient
with very little in the way of dynamic lighting, some appallingly
misaligned textures, some B-movie style effects and environments
that are plain - nay - bland!
What
of the forty new enemies? Well, they're not particularly brilliant,
truth be told. Ranging from blue skeletons to, well, red skeletons,
there is very little on offer that gamers won't have seen before.
One new enemy is a demon torso rolling around on a barrel. Why?
I haven't the foggiest. It hardly seems like barrels would go down
well in Hell anyway (with all the craters and lava pits I imagine
it would be hard to get rolling at all). And his attack? He shoots
fire. Wow! A Hellish minion that shoots fire. What other new and
original twists can this game provide? How about a really big demon,
right, who shoots (wait for it) fire from a hammer? Yep, got one
of those too. There are one or two non-fire-based enemies, like
a cyclops and a kind of Gladiator-style fighter, but not one of
the new enemies is particularly impressive or different from any
other demon I've seen before.
Overdose
starts where Painkiller left off (though I won't spoil it by giving
away any plot elements) and so you're (more or less) the same guy
who was in the original. The first level takes place in a Grecian
style city, apparently in the grip of a volcanic eruption (the volcano
in question is little more than a bitmap image on the background).
Whilst there are clearly some good ideas in the levels - like the
way almost everything is ruined and collapsing, and the clever use
of fire to funnel you in the right direction - the graphics did
little to immerse me into the game world. After seemingly endless
rooms that all featured the same drab grey walls, I quickly got
bored. There are no puzzles, no side quests, no… nothing, just room
after room of killing the same enemies who spawn in the same way
and use the same attacks. The fact that enemies often spawn behind
you is annoying rather than exciting too; it seems like there has
been little effort to create interesting encounters, as it's more
a case of seeing how many enemies of the same type can be spawned
in one room. At least the original offered some purpose to proceedings,
but Overdose just feels like a poor imitation that struggles to
get going.
After
completing level one - a Grecian style city, remember? - I discovered
that level two was called Japanese Massacre. "Huh?" I exclaimed.
How did I get from Greece to Japan? Was I abducted? Did I take a
wrong turn at Albuquerque? Maybe I simply got tired of the killing
and decided to rent a summer holiday home. Well I'll never know,
because there are no cut scenes, no storyline and no exposition
of any kind. Japanese Massacre features (no points for guessing)
demonic Samurai, demonic Geisha girls and demonic Old Men with long
beards. Not so much fire on this level, more floaty skulls and shuriken.
My adventures didn't stop there, as the level after placed me in
the desert. Some new enemies appeared - scorpions, beetles and skeletons.
Bizarrely, one of the new enemies in the desert looks like some
kind of fish that hops over the sand. Fish in the desert? There's
only so much I'm willing to believe. The entire game continues in
this fashion and it's just plain annoying.
What
of the weaponry? Starting with a severed demon head that shoots
laser beams, each level gives you a new weapon at the start. There's
a melee/long range weapon that looks like the Hellraiser cube. There's
a shotgun that can fire holy water to freeze enemies, as well as
a medieval style chain gun-cum-grenade launcher. Admittedly, the
crossbow is cool, but ridiculously over-powered - one arrow kills
pretty much anything and it can also fire grenades to clear a room
- but each weapon is well designed. The shotgun comes complete with
bones around the barrels and the crossbow has shrunken heads hanging
from it. The chain gun looks very steam punk, while the demon head
is actually quite freaky. In fact, the weaponry is perhaps the single
redeeming feature of Overdose - it's great looking and the different
fire modes really help to balance the gameplay well.
The
Tarot cards from Painkiller make a return appearance and each level
features a task that unlocks a specific card, ranging from destroying
all objects to collecting all ammo. One such task is impossible
at the moment - the objective? Collect at least 400 gold. Amount
of gold in the level? 360. Tarot cards do allow you access to some
extra boosts to your character stats and powers, including increased
strength and health, telekinesis and the ability to kill foes instantly.
In addition, you can also become some kind of uber-demon yourself
and travel around the world killing anything in one hit. This occurs
when you have collected enough souls and only lasts for a short
time.
Multiplayer
is a no-go at the moment (there simply weren't any servers so I
couldn't test it), so only time will tell if that's where Overdose's
greatest strength lies. The developers have said that multiplayer
will be a massive part of the game, so maybe that explains the shortcomings
of the single player mode.
Painkiller:
Overdose doesn't look pretty, doesn't play well and just doesn't
seem to have any kind of structure. Painkiller was fun back in the
day, but the times they are a changing and the series needs to move
on to compete with the current generation of shooters. Admittedly
with this being a beta version the graphical issues could easily
be resolved, but there is no fixing bad gameplay; the boring repetition
of clearing a room to move onto the next room would be more at home
in an online puzzle game than a first person shooter. It's not even
particularly fast paced; the enemies shamble towards you as you
blast them into oblivion, barely even coming close enough to attack.
It's possible that the multiplayer and some graphical enhancements
could make for an experience that's better than what this beta has
to offer, but at this point it's looking like there will be more
emphasis on 'pain' than 'killer' when the final title hits the shelves.
Previewed by John Barnes for AceGamez (All Rights Reserved).
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