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All pain, plenty of gain...
By Martin
Kingsley
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"Excuse me my be-hooded religious
friends,
but I'm looking for a chap named Lucifer..."
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As the years go by and
games get increasingly complicated and complex, I find myself yearning
for the days when men were men and graphics were CGA.
The days of Commander Keen, Doom and that rock-solid
dependable known only as Guybrush Threepwood (he only wanted to
be a pirate, honest).
The debut effort of Polish studio People Can Fly, Painkiller is
as retro as you can get when bringing all-new bells and whistles
to the table without resorting to a pair of white bell bottoms and
some seriously big hair.
In the role of Daniel Garner (no relation to Jennifer), a recently
killed-off soul trapped in Purgatory, you've just been offered a
deal: Stop a holy war by descending through the various levels of
Hell and killing everything and anything that so much as twitches
including, hopefully, Lucifer himself, and you get a free pass through
the pearly gates; refuse, and you'll stay in Purgatory forever and
a day. Not much of a choice, really, when you get right down to
it.
Anyway, end of storyline, the buck stops here. It's just you, your
guns, and thousands of hellspawn from here on in. An interesting
cross between Serious Sam's 'blast the crap out of fifty different
enemies at once' gameplay and the more psychedelic elements
of fifty years of bad horror movies, Painkiller emphasises insane
amounts of gory battle and nice graphics over plot/character development,
decent voice acting or even a pretty manual. This is not necessarily
a bad thing.
Indeed, it may even be seen as a good thing, for it allows you
to get past all the extraneous dreck and on with the business of
blowing the claret out of the assorted masses, which is where Painkiller
really shines, in providing a simple yet fun romp across more dimensions
than you can shake a pointy fractal stick at.
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Trigger-happy gamers will lap
this up
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Split into five chapters, which are in turn split into sets of
five or six levels, Painkiller (PK) takes you from dark mental asylums
crawling with straitjacketed psychos and zombies with a penchant
for disobeying the laws of gravity to an abandoned military base,
home for a legion of skeletal riflemen; if it's strange or out-of-whack
in some way, you can be assured People Can Fly have thrown it in.
There's even an opera house full of ninjas. That's got to count
for something.
It's interesting to note that the first few levels of PK are comparatively
drab when put side-by-side with the rest of the game, as if the
level designers took a little while to find their feet.
Nowhere can this be seen better than the final Plane of Hell, a
war torn battlefield frozen in time with shrapnel, bullets, exploding
buildings, mushroom clouds, explosions and missiles hanging suspended
in mid-air whilst the sounds of the battle that should be taking
place rage around you.
It's really quite something to behold.
The world-building skills of those strange and wonderful Poles
at PCF are complemented by the fantastic 3D art on show, with carefully
crafted character models, dynamic lighting, specular maps and all
the various forms of pixel-shader trickery available to modern man
thrown in for good measure.
The best part is that, provided your computer conforms to the recommended
system specifications, you can get between fifty and a hundred demon
spawn of all shapes and sizes on the screen at any one time with
a minimal amount of slowdown.
The best part of all of this, though, is the particular incarnation
of the Havok physics engine utilised by Painkiller; I'll get into
the specifics behind it in a few paragraphs, but for now:
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One of the gigantic boss monsters
looming large
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Said demon spawn do indeed come in all shapes and sizes, with zombies,
skeletons, ogres, general-issue abominations, witches, Tommygun-wielding
bikers, rocket-jumping psychopaths, monks and various devils all
coming into play depending on the circumstances.
Also, several of these interact with each other; for instance,
the largest of the skeleton-warriors tend to grab up smaller freaks
and use them as shields against the bullets, rockets, staves, grenades
and shurikens you find yourself hurling at them.
Also, each chapter is ended with your standard-issue boss fight.
That's five chapters, five bosses, with a vampire immune to your
weaponry, a swamp-dwelling water elemental, and two different but
equally massive giants rounding out your final-chapter one-on-one
match with the Big Red Guy.
Each boss fight requires that you exploit certain weaknesses and
only keen observation and patience will get you through to the other
side with a grip on the handle of victory. Okay, okay, crummy metaphor,
but you get the idea.
To aid you in your quest, the Powers That Be have bestowed upon
you five different yet vastly powerful weapons with which to kick
arse. Five might not sound like a lot, but trust me when I say that
the many alternate firing modes and sheer fun contained within all
five makes up for the less-than-comprehensive arsenal.
In no particular order we have:
Weapon
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Attributes
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Painkiller
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Think a whirling Blackhawk helicopter tail rotor on a stick,
with the added ability to stick to things and yank them flailing
through the air with all the subtlety of a train wreck. Nothing
says 'I love you' better than a spinning circle of death and
destruction closing in at an appreciable fraction of light
speed.
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Shotgun
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Makes a combat twelve-gauge look like a water pistol by comparison.
Blasts things into chunky giblets and generally makes a mess.
Includes a special liquid-nitrogen launcher that ices things
in their tracks, allowing you to shatter them into frozen
red lumps. Satisfying in the extreme.
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Stake-Gun
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Fires meter-long, thigh-thick staves of wood into and through
things, with a tendency to nail said things to walls/ceilings/floors.
Crossbows can't touch this bad mother. Immensely cool and
great for children's parties. Also fires grenades and walks
the dog in it's spare time.
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Shuriken Launcher
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Strange one this. The poor man's machine gun, firing sharp
bits of shrapnel at a high rate of knots. Useless in most
situations, and the most under-used of all the guns, but makes
up for it with its lightning capability. Creates crispy strips
of bacon out of even the toughest hellspawn.
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Chaingun/Rocket Launcher
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The King. Rips through ranks of undead like chomping popcorn,
and is great for those times when you've got a bunch of enemies
just standing around begging to be blown to ribbons, although
the ammo for this particular weapon tends to be a bit scarce
in the first few levels after it's introduction.
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As I said, it's not much, but those five more than get the job
done, particularly considering the kind of enemy numbers you face
in each and every level (well over three hundred per stage in some
cases).
Now, about that Havok engine. In the first few years following
the introduction of ragdolling as a feasible technical concept into
gaming, it was either under-utilised or badly-implemented, leading
to the crazy corpse antics of Hitman: Codename 47 and, most recently,
the body-bending experience that is Minority
Report.
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Combine the Havok 2.0 physics
system and the
proprietary 'PAIN' engine and you get the above
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Recently, however, and particularly with the introduction of Havok
and its descendants, things have been looking up.
I would not hesitate to say that Painkiller's implementation of
ragdolling is the year's best, even beating Max
Payne 2 hands-down, with its carefully weighted yet over-the-top
behaviour.
If you take the Painkiller and grapnel a monk in the head, he goes
flying over the top and connects solidly with the wall behind you,
crumpling to a heap on the floor; but if you get up close and personal
with the shotgun, then corpses go flying like something out of a
Lord of the Rings battle sequence.
It gives you a real sense of power and of having the weight of
God backing you up, and is something that significantly adds to
your enjoyment of the overall experience.
Admittedly, Painkiller isn't for everyone. Those who take their
gaming seriously or want an in-depth experience are advised to keep
clear, and any with a weak stomach would do well to heed the same
advice, due to the sometimes explicitly gory nature of Painkiller's
gameplay.
Still, if Serious Sam had appeal but seemed a tad light-hearted,
then Painkiller is definitely a game worth considering.
Game: Painkiller
Players: 1-multi
Online: Yes
Developer: People
Can Fly
Rating: 85%

(Ratings
Key/Explanation)
Painkiller is on the shelves now.


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