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Change is all well and good, that constant striving to improve upon
what has already come to pass is what keeps our species evolving,
but sometimes you just need to take a breather from all the hubbub
of everything that's new and revolutionary to remember what it was
that got you there in the first place. Take Painkiller for instance;
it isn't a first person shooter that shares much in common with
many of this year's hyped releases. It's certainly not going to
change the face of FPS games, nor will it be remembered as the next
evolutionary benchmark in gaming; instead it's gone back to something
a little simpler, back to where the genre started all those years
ago at a time when games still used to come on floppy discs and
the most top of the range PCs couldn't outdo many of today's top
of the range calculators.
Back
in the days of Doom and Quake, at an age where Gordon Freeman still
sounded like a high street clothes shop and Duke Nukem was the newest
bad boy around, games were on a whole a lot less complex and no
more was that true than in FPS. Forget all the vehicular based missions,
the massive wide open environments and realistic graphics, back
then it was all about killing monsters and completing the easiest
of puzzles, usually involving collecting certain coloured keys for
certain coloured doors. Painkiller plays very much the same and
like the more recent Serious Sam, its emphasis has been put solely
on mindless, chaotic fun.
The
setting for Painkiller seems fitting. In a strange world between
Heaven and Hell you play Daniel Garner, a man who can't understand
why he's stuck in purgatory and has no idea what past sins have
condemned him to such a place. But God gives Garner the chance to
right his wrongs and be with his beloved wife, all it involves is
the hunting down and destruction of Lucifer's massive armies, poised
ready to invade Heaven. Some fairly lengthy FMV sequences move the
story along but they are perhaps a little too much, as a story seems
better suited to the background and you certainly never feel for
poor old Daniel and his constant struggle to get back to his loved
ones.
The
style of gameplay is very much familiar to the previously mentioned
Serious Sam, the game that ignited this new interest in old style
shoot 'em ups. Levels play out much the same as one another, as
you progress through a series of linear corridors that have a habit
of sealing you into small boxed off areas where various amounts
of monsters pour into the screen, all intent on doing you a great
deal of harm. Dispatching all of these creatures unlocks the doors
and allows you to progress to do exactly the same in the next area
until you reach the end of the level. It sounds horrendously repetitive
and in all honesty it is, but Painkiller has a way of making what
should seem a frighteningly repetitive game into a stupendously
addictive shooter.
This
could be attributed in part to the modern technology the game uses.
Everything here does look exceedingly beautiful, using its own graphics
engine to cope with the amount of creatures that fill the screen.
It's also one of the growing number of games to jump on the Havok
physics bandwagon. Detail certainly hasn't been sacrificed, with
no fogging effects or any other cheap tricks to keep a decent frame
rate, though such shortcuts aren't needed as the graphics are more
than capable of handling hundreds of monsters on screen at once
and still manage to look smooth and highly detailed throughout.
The level design is incredibly varied and superbly designed, the
early levels set in creepy graveyards and catacombs are suitably
atmospheric with some creepy ambient sound effects to chill the
mood. Later levels such as the Asylum, a medieval town and giant
cathedral continue this trend throughout the game. The Train Station
and Military Base do feel a little out of place and don't really
fit the gothic style of the rest of the game all that well, but
this is a small sacrifice for the extra variety.
The
sheer scale of some of the levels can be quite overwhelming and
while they don't give you the kind of freedom represented by game
like Far Cry, it's hard not to be taken aback by these massive structures;
a loading bay that stretches up for what seems like miles, the absolutely
enormous cathedral that happens to be home to an equally enormous
monster, climbing onto a crane at the docks to see the huge level
you've fought around. What's amazing is that despite the amount
of carnage and chaotic action, there's no sacrifice to any of the
details, no loading times and, most importantly, no slowdown. It's
a testament to the development talent behind the graphics engine
that's used in the game.
Monsters
also come varied in appearance and their behaviour, in fact many
of the 24 levels on offer come with a different amount of creatures
to battle. The early levels pit you against skeleton type warriors
who litter the graveyards in droves, while later you get to battle
zombies through a burning plague infested village who have a strange
habit of hurling severed body parts at you. Zombies make an appearance
again later in the game, as World War I soldiers who use guns and
bayonet charges, while medieval knights straight out of the Crusades
and shotgun wielding biker demons also make up part of this weird
and varied army. Attacks can differ; some enemies use long range
weapon, many go right in for the kill and some even defend themselves
with shields or, being the evil doers that they are, pick up the
closest lower level minion and using them as a makeshift bullet-proof
vest. But their variety is limited; they all have one basic function
and one very basic task, kill you. So forget adaptive AI, in fact
forget AI altogether, this game is about pitting you against an
insane amount of creatures and trying to destroy them as quickly
and as possible whilst taking minimal damage yourself.
Playing
Painkiller requires you to be constantly on you feet and nowhere
was the strafe key more important than it is here. You really do
have to fight armies and being fast and constantly on your toes
is the only clear way to surviving the constant onslaught of Satan's
cronies. But help is at hand. For starters, each enemy who is sent
back to hell leaves behind a soul and typically these can be collected
for a reward. The reward here is that once 66 souls are collected,
Daniel will temporarily gain special demon-like powers himself,
rendering him invulnerable and giving him the ability to launch
devastating attacks that can kill with one single strike. These
can come in very useful in crowded and chaotic situations, though
it's not uncommon to collect that 66th soul when all enemies in
the area have been killed, wasting this most useful ability. Tarot
cards can also be collected after each level, though they have to
be unlocked through a series of small quests such as collecting
all souls, destroying all objects or killing a certain amount of
monsters within a certain time limit. Though while Tarot cards do
have special powers that can help in some circumstances, it's quite
possible to play the game without using them but it at least gives
you an incentive to go back and play through again once the game
has been completed.
Painkiller
only has five weapons, though you'll probably only come to use one.
The double barrel shotgun and chain gun seem to have been ripped
out of Doom and while their appearance and use is slightly different,
it's obvious where the influence for these two weapons in particular
came from. The secondary fire options double each weapon's usefulness,
the freeze shot on the shotgun is an incredibly powerful feature
to use against bigger enemy types while the rocket launcher on the
chain gun makes it one of the most powerful weapons in the game
and great for large scale conflicts. But it's the stake gun that's
the main attraction to Painkiller's arsenal. Quite simple it's the
weapon that rag doll physics was made for. While many games have
adopted rag doll and incorporated it into their game, Painkiller
does it with a lot more style and is actually one of the reasons
the action here remains interesting throughout despite the repetition.
Manipulating
the game physics engine is the one thing that keeps everything flowing
throughout. You don't know just how much fun it is to see the different
ways you can dispatch an enemy until you get a hold of the stake
gun. It fires off one huge wooden stake and whoever it hits is flung
a few feet through the air unless hit directly in the chest, causing
them to literally explode on impact. Getting head shots with this
gun is incredibly satisfying, while well-placed shots can often
bolt enemies to nearby walls. Add the havok physics engine to this,
where a multitude of objects interact with their surroundings (exploding
barrels being the most common) and the destruction available is
as impressive as the level design and graphics. It's surprisingly
enough fun to detract from the repetition of it all, kind of like
therapeutic gaming. It's certainly good medication to take after
the annoyance of more serious games and a few hours here and there
will be enough to douse any sour feelings you may have towards a
particular game.
Repetition
however is still the main problem. While some may not be overly
averse to getting stuck into the mindlessness of Painkiller, those
looking for variety past the different levels and enemy types may
be a little less impressed. The huge scale boss battles can also
be slightly annoying, while staggering in size (one boss in particular
towers over the level like a 20 storey building) their powerful
attacks and age old weak spots that need to be exploited can drag
the game on unnecessarily and detract from the mindless fun of the
rest of the game. Saying that however, the final level is disappointingly
easy considering it's the conclusion to the game and you'd think
that fighting against Lucifer himself would be harder than fighting
his generals. It's actually quite the opposite.
Painkiller
is an incredibly addictive and surprisingly fun FPS that concentrates
more on mindless button bashing than in tactics, exploration or
anything else than many modern shooters now live by. It's a gentleman
of the old school, a door to the past where games relied solely
on fast-paced action and left complicated puzzles to adventure games.
Some may not be as taken with this as others and by today's standards
this kind of repetitive action is fairly shallow but at least Painkiller
has a successful stab at making the repetition of the game entertaining
enough to sustain interest until the end and enough, I hope, to
warrant a sequel.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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