Games I Own: Painkiller
Posted on 11th Oct 2011 at 07:30 by Joe Martin with 31 comments
Painkiller is a game about frenzy, about being 'in the zone' and about bunny-hopping at 100 miles an hour around gothic castles packed with skeletons and cackling witches. It's a game about violence and speed; the satisfying buzz of a well-executed headshot performed from the hip.
Or, to put it another way, it's a game about 'THUNK!' That's the noise it makes when you fire half a pool-cue across the map and it lands, pinning your enemy's collapsed body to the floor.
THUNK!
Painkiller is not a game about religion or story. The few cut-scenes and bits of exposition it contains appear to have been crudely cobbled together in Poser, using curiously static sets and bland, turgid character models. 'Wooden', that's the word for it.
So, while there's hypothetically a plot about Daniel, who dies and finds himself in purgatory with a quest to kill Satan's armies, it's mostly a load of guff. It's just about the violence; the THUNK! of it.
Once you realise that, it makes overlooking the confusingly myriad selection of level settings less of a big deal. Painkiller jumps you from derelict mental asylums to palatial opera houses, from cable cars over snowy chasms to medieval villages. Your enemies are World War II soldiers, witches on broomsticks and demonic samurai. Attempting to link these ideas together rationally defies sense; just give in to the THUNK! of it.
Or ZAP! of it, for that matter. That's the sound it makes when you electrically charge a throwing star and punch it into the ground at the feet of your enemies. Depending on how many foes are standing around at the time it's either a single ZAP! or a ripple of them. Either way, it ends in the hiss of smoke as it steams from enemy corpses.
THUNK! ZAP-zap-ZAP! Hissssss. These are the simple joys of Painkiller - and this is a game that's constructed only from simple joys. Whereas most games have room for some level of deeper analysis - what was the level designer trying to communicate with the placement of this texture? - Painkiller resists this trend. It has no deeper message to communicate, merely the solid THUNK! and ratatat zap-ZAP! of the core action - because that's all it needs to shine.
Number of Times Completed: Once. Currently replaying.
Random Trivia: Like Half-Life 2 and Crysis 2, Painkiller fell foul of code leaks ahead of release. A full multiplayer alpha was leaked on the Internet four months ahead of launch - the source was never found.
Or, to put it another way, it's a game about 'THUNK!' That's the noise it makes when you fire half a pool-cue across the map and it lands, pinning your enemy's collapsed body to the floor.
THUNK!
Painkiller is not a game about religion or story. The few cut-scenes and bits of exposition it contains appear to have been crudely cobbled together in Poser, using curiously static sets and bland, turgid character models. 'Wooden', that's the word for it.
So, while there's hypothetically a plot about Daniel, who dies and finds himself in purgatory with a quest to kill Satan's armies, it's mostly a load of guff. It's just about the violence; the THUNK! of it.
Once you realise that, it makes overlooking the confusingly myriad selection of level settings less of a big deal. Painkiller jumps you from derelict mental asylums to palatial opera houses, from cable cars over snowy chasms to medieval villages. Your enemies are World War II soldiers, witches on broomsticks and demonic samurai. Attempting to link these ideas together rationally defies sense; just give in to the THUNK! of it.
Or ZAP! of it, for that matter. That's the sound it makes when you electrically charge a throwing star and punch it into the ground at the feet of your enemies. Depending on how many foes are standing around at the time it's either a single ZAP! or a ripple of them. Either way, it ends in the hiss of smoke as it steams from enemy corpses.
THUNK! ZAP-zap-ZAP! Hissssss. These are the simple joys of Painkiller - and this is a game that's constructed only from simple joys. Whereas most games have room for some level of deeper analysis - what was the level designer trying to communicate with the placement of this texture? - Painkiller resists this trend. It has no deeper message to communicate, merely the solid THUNK! and ratatat zap-ZAP! of the core action - because that's all it needs to shine.
Number of Times Completed: Once. Currently replaying.
Random Trivia: Like Half-Life 2 and Crysis 2, Painkiller fell foul of code leaks ahead of release. A full multiplayer alpha was leaked on the Internet four months ahead of launch - the source was never found.






31 Comments
Discuss in the forums ReplyAnalyse my wooden characterness.
Pretty good game for its day, with a great mix of enemies and huge level bosses.
How could anyone not like a game with enemies called Sado Commandos? Kitted out in S &M gear complete with gimp masks and chokers in their mouths they dual wield submachine guns. ..So Joe tells me
joking - about him telling me, tho the Sado Commandos part is true.
I feel the action FPS (Quake 3, Painkiller, UT ) are all but dead, with the preference for realism / achievements / unlocking guns / 1 shot kills / "hardcode modes" / Vehicles / camping / over long cut scenes..
Stick me in an arena, spawn a load of weapons, give us a load of players and lets fight.
Didn't finish it.
Unsurprising given they were both made by People Can Fly!
Great little game, I even enjoyed the story. Although the penultimate boss bugged out on me and I missed four fiths of the battle. Didn't realise until months later replaying it.
It also wins the award for "best depiction of Hell" in the final level.
This is precisely why I like HL2DM so much - one arena, some players, and fight.
I'm going to give the Painkiller SP demo a bash. :)
So bloody clever.
True but in HL2DM you can chuck a toilet at your mate which elevates it beyond simple arena DM's!
Castle Wolfenstein, Doom 1/2, Quake, Q3A, Rise of the Triad, DN3D, Unreal, Painkiller.....still waiting on new games of the same ilk.
Guess the only one would be Serious Sam as DNF and Rage have gone console FPS clone IMO?
You might want to play Resistance 3, it brings back health packs and the giant backpack-O-guns and their tons of fun to use. Online isn't so solid but there is a lot of good meat on the bones of that game. It does feature some newer features like sprinting and perks for online play but it does feel more like a game made in the 90's.
I gotta agree with that.... Painkiller was a great game....First game I played online was Quake 2, deathmatch was just so much fun, team games were good too...I even got dual ISDN put in to get a better ping on the DM servers...used to cost me a fortune cos we still had to pay for the phone time back then! LOL
Nowadays the games just don't seem quite as much fun as just spawning into an arena with like 20 other players and a bunch of guns and just fragging the hell out of each other! :-)
I remember that level were you had to kill lots of nurses - sexy monsters with huge syrenges in their hands:)
http://www.mobygames.com/images/shots/l/127571-painkiller-battle-out-of-hell-windows-screenshot-deadly-nurse.jpg
Wasn't all the music done by Zakk Wylde? I seem the recall the credits song was an Ozzy effort.
I never played it, but the stake gun sounds like it needs to be used... :D
I never played this! But game music by Zakk Wylde? This is the world I want to live in!