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User Info
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Minimum Requirements: |
Background/Summary:
The plan, fight his way through hordes of
evil creatures, to one of four lead generals in Lucifer’s army,
and lay the smack down on each one. Why? Because Michael says God wants
you to. Stranded in a place between Heaven and Hell, your time of judgment
is at hand. The Underworld is on the verge of unholy war, and you are
but a pawn in the infernal battle. As you fight for your purification,
the truths behind the deceptions are revealed. |
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Gameplay:
The game supplies you with 5 basic weapons, each with two very distinct firing modes. You can stake, dynamite, freeze, chop and bash your way through the myriad opponents with rapid fire glee. Weapon change animations are minimal allowing for quick changes in the heat of battle. My personal favorite, is the elimination of the need to reload a weapon manually. All of the weapons reload automatically and very quickly, keeping your focus on killing hellspawn as fast as possible. The levels are widely varied, from gothic temples to ruined villages to creepy graveyards, all of which are well constructed mid sized maps. With a fair amount of attention to detail and a nice leveraging of terrain and building physics each level has it’s own unique style and monster behaviors associated with it, with a few minor surprises built in to keep you on your toes (and of course, some hidden goodies too…). Monster behavior and AI is fair, however even on the hardest settings the difficulty is really only increased by numbers rather than by tactics from the enemy. Monsters do track well, and will endlessly follow you through the current map forever. The numerous types and basic group tactics in monster selection keeps the pace of combat varied and interesting. The sub boss category brings in elements of the levels and monster style that adds a good feel to each chapter in the game. For final touches, the ending bosses in Painkiller are larger than life, offering you a extreme chance of having that "David and Goliath" feeling. When it comes to boss strategy, Painkiller raises the bar a bit for FPS games, by requiring you to think a little. For instance, how are you going to take out that 40ft tall vampiric lord boss? Think about it for a bit, your puny weapons ain't gonna do it! This is one area that shines better then most FPS games, as Painkiller is occasionally a "thinking person's" shooter. |
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Graphics/Sound:
Boss monsters are impressive and very obvious as the level ‘boss’ by shear size alone. But they also show a step up in AI, and a HUGE increase in damage ability. Here map physics come into play as the boss ‘interacts’ with the objects loaded on the map in some unusually spectacular ways (don’t want to spoil any surprises…). The sound is great in Painkiller. Not only are the audio effects excellent (zombie groans, evil knights shouting out challenges) but the music score is terrific! An almost thrash metal sound track kicks in every time combat starts up, and the pounding beat keeps you focused on your goal of kill-kill-kill throughout the action. Similar to other single players the music shifts and changes depending on exploration vs combat action, so it not only gives you something great to kill by, but it also acts as a cue to the start or end of a wave of enemies incoming. Of special mention is the physics in Painkiller. People Can Fly Studios has added the rather amazing Havok 2.0 physics engine. The first time you take out a leg and watch a zombie fall over the right direction, you may think ‘cool’. When you stake a knight through the chest, and he sticks to the wall behind him hanging from that impaling, you’ll say ‘That was cooler’. Finally when you drop an explosive in the middle of 5 zombies, and watch them fly 30 feet across the map, in all directions, and bounce realistically off a wall (or cart, or other zombie) and collapse in a ragdoll heap, then you say ‘THAT was very cool!’. The developers' proprietary PAIN Engine puts out an unbelievably high polygon count, while adding increased texture quality. |
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Multiplayer:
Modes of play are limited to variations on traditional deathmatch modes, and there are a limited number of MP maps, most of which start to feel crowded after about 8 players. There's a free-for-all mode, a team deathmatch mode, and a few others. One of the best modes is called "voosh," and in it, all players are automatically equipped with the same weapon and unlimited ammo...but only for a short period of time, at which point they randomly get a new weapon. Makes for an interesting variation on the classic fragfest of deathmatch. "Light bearer" mode is a very bloody variation on the game of tag. There's a quad-damage power-up somewhere in the level, and once someone picks it up, the effects don't wear off, so that player gets to go on a rampage. Other players then concentrate on taking the rampaging player out so that they can relieve their corpse of the power-up to carry on the carnage. Finally, the "people can fly"
mode (named after the Poland-based developer of the game), is set in cylindrical
stages where everyone's got a high-powered rocket launcher with unlimited
ammo. There is a catch however.... you can only score kills on airborne
players, so what follows is a completely wild match where people constantly
getting blasted into the air while constantly trying to draw a bead on
the other players who are bouncing around. Very fun to watch this mode
with the Havok engine in play. |
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Wrap-Up:
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