Posted on: August 12, 2017

Devo3000
Games: 371 Reviews: 6
Misses the point of classic FPS games, basically a wave based shooter.
First off I don't own this on GoG, I have the disc version which is actually a very nice shelf item from an era of generic DVD cases. I played it back in the day and wanted to love it and so still dig it out now and then to see if I can warm to it. You hear a lot of talk about how Painkiller is a throwback to classic FPS games and reimplements what made them great. It isn't and it doesn't, here's why: The makers of this game completely forgot about level design. Remember your favourite Doom levels where it was obvious a tremendous amount of effort had gone into making them varied and intriguing? Remember the sprawling levels of Quake where you could work out how to access secret areas by investigating the structure of your environment, remember playing Quake II or Half Life and feeling like you were actually progressing through a real place meeting bigger and bigger challenges along the way? Painkiller has none of these things, you fight waves of enemies in generic environments and it gets boring. Quickly. Some later levels are a little more interesting but the mechanic is still wave based, the opposite of classic shooters where enemies with different strengths and attributes were placed in areas with thought in order to present a challenge to the player. So anybody recommending this as being reminiscent of classic FPS games like Duke3D, Doom, Quake I&II etc either hasn't played those games or can't tell the difference. It's much more like Serious Sam without the self-conscious humour (Serious Sam knows it's dumb, Painkiller thinks it's clever) and enemy variation. Maybe with shades of kkrieger in there too. It might sound like I hate this game but I don't, I would say it's a very average wave/arena shooter where progression from a room or area is based on how many of the same generic enemies you can mow down. If that's your thing then you'll have fun, just don't buy it thinking you'll be reliving the glory days of early FPS games because the magic of great level design just isn't there.
Is this helpful to you?