Summary: DreamCatcher Interactive and People Can Fly are bursting onto the scene with their first really big title, Painkiller: Heaven's Got a Hitman. Promising back-to-basics singleplayer and Quake-inspired multiplayer, what couldn't we love? Imagine fast multiplayer with no footsteps, no pause in switching weapons and possibly the WORST starting gun ever... oh heck, read on to find out.
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Of course, it’s somewhat unfair to make that characterization – any game, when distilled down to its most basic elements, can be summed up in one boring sentence. Yet from the alpha and even the demos, there seemed to be little hope for the singleplayer aspect of Painkiller. You’d keep your range from your enemies and kill them. Get mobbed, and you’d die, but otherwise you were generally fine until the boss fight. However, prolonged exposure has led me to re-think my earlier presumptions about the game. The singleplayer is fun. Simple, yes, but not necessarily simplistic. Like a good puzzle game or arcade shooter, on lower difficulty levels you start to develop your own challenges. “How can I get through this section without using too much ammo or health? How many gold coins and souls can I collect?” It is, in the words of Warren Spector, emergent gameplay. This style of play is spurred by the challenges put forth in the level selection screen, which say that you need to collect X souls or Y gold, or finish with at least Z kills while in demon mode. The player discovers new tricks as he goes along. As you collect tarot cards (power ups) by completing the challenges, you look at the cost of placing these cards – often in the hundreds of gold coins – and wonder just how you’ll ever be able to afford it. Then, in a random fight with a lot of rocket fire, you might spot a strange looking gold coin on the ground. You pick it up and wonder how it appeared there. Maybe you ask as a friend, maybe you experiment, but eventually you learn that if you bounce the corpse of a fallen foe three or four times in mid-air, he’ll drop a special coin that’s worth a fortune. Suddenly, in addition to simply killing your foes while collecting the coins from broken items, and souls from dead enemies, you see how much extra gold you can earn with the juggling trick. [image]
Then you start taking risks in battle, juggling foes before you’re done with their friends, because corpses disappear quickly and you need as much gold as you can. Of course, if you juggle too well, the corpse might be in the air when it decomposes, leaving the soul out of reach. In a simple game like this, it’s much easier to appreciate the subtler gameplay mechanics at work than in a more complex title like Splinter Cell.
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Monsters tend to be simple, rushing towards you or firing their weapons, but they do interact with each other. The flame thrower enemies can set zombie soldiers on fire, who will do more damage in melee. Some skeleton enemies from the first act will lop off the heads of their allies, and spin them like tops, sword out, cutting a swathe towards you. Other enemies will use their allies as meat shields. Many of the creatures also have a trick to them. To kill a flame thrower wielding foe, you need to hit the flame gun itself. Freaks leave behind souls that take one health from you, rather than give it. Small Vamps have to be gibbed or else they’ll mutate into Big Vamps. There’s more, but it’d be a pity to spoil it. Each Act consists of five or six levels, one of which has the final boss encounter and the rest are regular levels. On one of the other levels, you have to deal with a mini-boss near the end. Usually the encounter is rather simple, but sometimes – as with the first one – it’s a puzzle and you don’t even know it. The first miniboss is a real pain – because, despite all appearances otherwise, he’s a vampire. He happens to be immune to all your weapons and you need to figure out how to shed some sunlight on him. [image]
Most of the real bosses are puzzles as well. It’s not just a matter of shooting them, you need to weaken them somehow. The second boss is a perfect example of this, being a watery swamp monster (and a wonderful example of pixel shader technology – remember the Half-Life 2 E3 demo water man? Think that, but f’in huge. -ed.)
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The sound effects are crisp and clean with a strong musical score, which, thank God, has nothing to do with military marches or orchestral soundtracks. After so many World War II, special ops/counter-terrorism and other realistic games, the different music alone is a pleasure to here. Painkiller not only looks and plays completely different from Saving Private Ryan or a Tom Clancy novel, it sounds different, and that’s not a benefit to be underestimated. Multiplayer
Where singleplayer turned out to be surprisingly pleasant, the multiplayer I found somewhat disappointing. It’s not that the Quake style of play is abhorrent – indeed not after so many years of CS, MoHAA and CoD – and Painkiller faithfully recaptures the feel. The game is fast, footsteps make no sound, maps are designed with gameplay in mind first and realism not at all, there are teleports and strafe jumping and rocket launchers.
Painkiller’s multiplayer is diversified with the addition of many different gameplay modes, like Stakematch which has players fighting only with the stake gun, but these optional play modes are more like Mutators from Unreal Tournament than actual mods. They provide flavor, but they don’t change the basic recipe of the game. That recipe is simple: fast, silent, lethal. Fights in Painkiller rarely last more than two seconds, and you end up going through dozens of decisions in that crack of time. Where to move, where to aim, whether or not to jump, what weapon to switch to, what weapon mode to use? By the time you’re done, you’re already trying to remember where the health and armor are, and whether or not to pick up your dead opponent’s drop. Then you tune your ears in and listen for sounds like item pickups and jumps, to decide on the safest route to a nearby armor or health with which to replenish yourself. It is the very soul of Quake.
Pros
Multiplayer
Cons
Variety
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