Retrospective: Painkiller

Before the Bulletstorm.

A chap called Daniel Garner accidentally drives into a truck on his wife's birthday and they both die. For a game that's heavy on spearing zombies to walls through the face and giggling, it's all a bit melodramatic. Trapped in purgatory, the only way to rejoin his wife in heaven is to become an agent of various angelic and demonic creatures - one of whom has her boobs half out. His mission? To kill wave after wave of the hell creatures marauding towards him, then to move forward a bit and trigger another spawn. It's the sort of stuff that Milton would have come up with if he'd had greater access to Nuts magazine and methylated spirits.

Now developing Bulletstorm with their buddies at Epic, Polish studio People Can Fly created a rough-edged marvel with Painkiller. At the time much of the instant appeal came from the fact that the game appeared at the dawn of in-game physics and ragdolls (nobody had ever nailed a gasmask-wearing WW1 soldier in the leg and seen him dangle from the ceiling of an Underground station before) yet even six years on those simple pleasures remain. The gut-pinning, momentum-harbouring stakegun, as lovingly ripped off by BioShock 2's speargun, is still the most satisfying FPS weapon of modern times.

1

Skellingtons. Eat your heart out Harryhausen.

It's the art style that continues to impress the most though: the bad guys look gorgeous no matter which way they're flying and wherever way their legs are splayed. Cowled Jawa-esque monks armed with axes, whimpering eyeless zombies crawling on an asylum ceiling, witches darting overhead on flaming broomsticks... Painkiller's AI may have worked in a straight line, but the minds that created these monsters certainly didn't. And those enemies got big - huge even. Six years down the line facing one of Painkiller's hundred-feet high bosses is still an awesome experience.

There are few games that let you run between the legs of a goliath hellbeast and shoot him in the unmentionables, while he angrily slams the ground with a hammer the size of a bus and crumbles the physics-laden scenery. The first time you, and various pieces of ancient masonry, are thrown into the air at the moment of hammer impact is just as exhilarating now as it was six years ago.

2

A fight at the Opera. Back in the day the collapsing chandelier was a physics marvel.

To house this towering menagerie though, you need vast and echoing levels - and this is again an area in which Painkiller summons a degree of awe. For a start, the slices of hell that People Can Fly designed were often highly imaginative - for every generic graveyard there was a beautiful opera house, for every medieval town there was a Venetian city on water or old-times train station invaded by the war dead.

These levels could often only be described as cavernous: Painkiller's high vaulted ceilings really pull out the feelings of personal-tininess that you get when walking into a real world cathedral or stadium. No shooter apart from the original Doom has ever toyed with scale to such a successful degree; and despite the primarily rush-n-hack enemies there's an awful lot of lines here that can be traced from id to the Warsaw offices of People Can Fly. The setting, the colossal bosses, the wide open spaces, the distant growls and grumbles and the multiple spawns are all very Doom-y, while the pursuit of a pure, fast and simple form of deathmatch certainly feels a lot like Quake.

Much as I'm fond of its devotion to the old-school, however, I'm not immune to the game's failings. As will no doubt be underlined in the comments thread below, when you stopped taking Painkiller in small doses it got repetitive. Beautiful as they are, levels outstay their welcome. As a relaxing 20-minute break from the daily grind Painkiller was a triumph, as a game you played in long sessions it could eventually feel a mite purgatorial itself.

Replayed in the modern day, when you're not automatically dazzled by the ragdolls and fizz-bang physics, this is an issue that's ever more of a problem. The notion that enemy corpses dissolve into flashing green souls that will eventually turn you into a monochrome-vision heat-hunting death demon is fine in theory, but it slows the game down no end while you're doing laps through the guts of the deceased to harvest them.

So why devote the Eurogamer retro section to Painkiller? Well, simply because when you replay it you can't help but think how well it bodes for Bulletstorm. Painkiller was rough, ready and old-fashioned in its outlook, but it was also book-ended by some very forward-looking traits.

3

Note the barbed-wire mask. Charming.

Take, for example, the Black Tarot cards that you can unlock through certain basic tasks in each level and then open up various abilities that you can swap round and take into the fray - essentially the achievement and perk model that is now central to so many shooters released today. Epic didn't just team up with People Can Fly on a whim, they're a studio with great deal of original thought and an unparalleled imagination.

Painkiller pulled off the remarkable trick of cut-and-pasting an insane creative vision out of its designers and into the game's framework. It plays like a game where anything goes, and usually does. Take for example the final level, at the very bottom of the Pit. The actual confrontation with Lucifer is a bit dodgy, yet the level that surrounds it is mind-boggling.

It's essentially a freeze-frame level of warfare through the ages - if you ignore the similarly anti-climactic ghost enemies. The frozen-in-time scenery is special, strange and haunting. At first medieval arrows hang in the air and the faint sound of ancient battle can be heard, then you're in WW1 and looking the precise moment in time that smashed bricks and mortar are exploding from sides of trenches.

4

Painkiller was gib-heavy in the extreme. If there was a limb: it could fly.

Later on an upended warship on an unmoving, rippled sea is captured at its most vertical moment before it slowly plunges into the water below. Finally, looming over the entire level, is a nuclear mushroom cloud frozen in time. As hellscapes go, it's an exceptional one.

So, six years on has People Can Fly abandoned Painkiller? I don't think so, not entirely. Bulletstorm takes place in on an abandoned tourist planet: a heavenly paradise gone wrong. Thematically, at least, it's on the other side of the Painkiller coin - just with more Epic-y space marines and fewer awful cut-scenes starring a recently deceased widower.

The whole set-up allows for the same wild divergences in scenery and fantastically imaginative enemy design. I'm quietly confident that Bulletstorm will be the best shooter of next year, and it's the remaining splinters from the stake that Painkiller fired through my face in 2004 that have me convinced. Roll on next February.

Comments (26) Latest comment 2 years ago

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  • George-Roper #1 2 years ago

    Superb game, even now. Mindless, mental ragdoll fun.
  • Vitor #2 2 years ago

    I remember spending weeks deliberating whether to get this or Doom 3 for my rusty old rig back in the day. Chose the former and loved it to bits. Great fun, if severely flawed in places.
  • Demiath #3 2 years ago

    I would have appreciated a Serious Sam vs Painkiller feature. Painkiller is one of the few games which recaptured the good old Doom magic for me, and even today it looks really good. By contrast, SS is a train wreck of misguided ideas which completely sucks the run'n gun fun out of the experience.
  • reinhart_menken #4 2 years ago

    Man, a while ago I was still hoping they would port a version of this to the 360 (weren't they going to?). I gave up on constantly upgrading my PC and jumped ship to another platform.
  • bf #5 2 years ago

    Pure gaming bliss. By no means perfect but so true to itself and its heritage you can only love it. The plot ain't half bad either.

    Get it now with the expansion pack from gog for a measly $10.
  • rayscoota #6 2 years ago

    @reinhart, Came out for the first xbox was hard to get.
  • frankfurter209 #7 2 years ago

    Cheap on Steam currently! Black Edition for five dollars.
  • Obiwanshinobi #8 2 years ago

    @reinhart_menken
    They ported it to the original Xbox, but it's a PC exclusive at heart. It's about doing funny things with your weapons, such as launching a grenade and impaling it mid-air with a stake to combine both into one super projectile. Or piercing flying corpses mid-air with stakes to pin them up all over the place.
    I suppose the Xbox version resorts to auto-aim, which must hamper those delights somehow. It's not very fast paced FPS, thus it should be playable with a joypad, but it certainly was designed with more precise control method in mind.

    It was one marvellous game indeed.Thanks to Painkiller, H-L2's physics and SotC's bosses failed to impress me as much as they apparently impressed some cool kids out there. Even in the year 2004, when much hyped Doom 3 and Half-Life 2 (and less hyped Riddick on the Xbox) came along, Painkiller was nothing short of outstanding. I believe that at the very moment of release it was technologically second only to FarCry as far as first person shooters go.
    Although Serious Sam: The First Encounter feels more, um, designed, Painkiller is a very competent FPS in terms of the controls, physics and weaponry. You can tell it's made by people who really care about the genre.
  • TheTingler #9 2 years ago

    Shurikens and lightning! Shurikens and lightning!

    I must admit to not getting on with Painkiller. While aping Doom, it failed to provide the same level of menace from its monsters, neither in the sound or the visual department, and the opening levels were just boring and heavily confined.

    Bulletstorm looks fantastic though, I'm seriously looking forward to it.

    Incidentally though, ignore every other Painkiller game, as well as sequel Dreamkiller. They're not by the same developer and they're terrible. TERRIBLE.
  • skuzzbag #10 2 years ago

    I loved Painkiller but it suffered seriously from repetitiveness to the point that I just stopped playing it. I'm not even sure where my copy went.

    It's definately a 20 min game.
  • Martin #11 2 years ago

    I enjoy painkillers. That's the same thing, right?
  • Der_tolle_Emil #12 2 years ago

    Brilliant game. Came right after Doom 3 and I always thought this is what Doom 3 should have been.
  • cjb110 #13 2 years ago

    It was released at a good time too, Doom was a golden memory, and we'd had a raft of more linear 'heavy' and impressive FPS with lots of story and atmosphere. The painkiller came along gave you cool guns, a pretty enough environment and a shed load of things to kill. Serious Sam 3 years earlier also had this but for some it was too silly and OTT.

    What's also impressive is that it still looks good today, odd bits have aged, but in general I don't think many would be that disappointed if it was released today.

    Pick it up from Steam if you've not done so already!
  • CaptainQuint #14 2 years ago

    Ah, I will never forget constant run-jumping all over the maps - a "glitch" which made orb collecting a lot less of a chore. Cool game and better than Serious Sam.
  • Adi-C #15 2 years ago

    As i remember one of the first things i did in PK (a thing that not-so-many-others-did), was i disabled battle music- the one that used to kick in when enemies started showing up. I only had ambient music that way, and boy- it did make the experience so surreal... It makes incredible contrast to the things happening on screen.

    So you're massacring WWI soldiers at a peaceful train station with this
    <a href="http://www.youtube.com/watch?v=G3__p_k0xZ0
    ">http://www.youtube.com/watch?v=G3__p_k0xZ0
    </a>
    playing in the background, and no hard metal kicking in to ruin the mood. Just listen.

    It's a pity that to most of the people, battle music ruined their experience without them even knowing it. It just made enemies another batch to kill, but when you're listenig just to the peaceful music, it makes it really uniqe experience.
    Edited by Adi-C at 04/07/10 @ 14:40
  • Der_tolle_Emil #16 2 years ago

    I am also a big fan of the soundtrack. Glad you could just extract the files from the game's data files.
  • frostcircus #17 2 years ago

    I loved the battle music; it was a big part of the experience. But what Adi-C just described sounds pretty promising. My only worry is that most of the ambient tracks were quite short. This was always my favourite of the ambient tracks: http://www.youtube.com/watch?v=cT2jnFm26pw and it got a bit repetitive even with the metal interruptions.

    On a similar note, playing it with no music at all is pretty cool too. There's a ridiculous amount of detail in the area-specific sounds. It jumps out even with the music on, but turning it off lets you admire it more closely.

    edit: an ambience-only playthrough of the military base would be total madness
    Edited by frostcircus at 04/07/10 @ 12:20
  • timberwolf #18 2 years ago

    expect the same.
  • onyx_elite #19 2 years ago

    This was one of my favourite games back when it was released. Although the premise was little more than plowing through waves of enemies there was a kind of charm to it that was inescapable. That was still evident when they released the Battle out of Hell add-on and there was obviously a dark genius at work as well as no small amount of tongue-in-cheek humour.

    Alas, after that they pawned the series off to Homegrown/JoWood who proceeded to make one of the most ruinously horrendous bore-fests that I've ever had to tolerate. It was frankly embarrasing and a huge disappointment. I've since heard about Painkiller: Resurrection and tbh it looks like more of the same and is quite frankly dated as hell compared to current offerings in the same genre.
  • Obiwanshinobi #20 2 years ago

    I'm pretty sure Painkiller was out BEFORE Doom 3, Half-Life 2 and Riddick. Wikipedia seems to agree with me.
    My favourite level was the factory (train station and dockyard coming close), so forlorn and desolate, when S.T.A.L.K.E.R. was still merely a promise, a dream to good to come true. Gothic and Moresque themes had sort of theme park feel to them, even the instant classic asylum level looked like a decoration, but those faves of mine were something else.
    Edited by Obiwanshinobi at 04/07/10 @ 20:24
  • Murton #21 2 years ago

    @Obiwan: I very much agree with your first post, Painkiller made a lot of the FPS released later that year look overrated, especially much delayed HL2, which was relying on its fancy physics for shock and awe only to be pipped at the post by the latest Havok enabled games like Painkiller.
  • Lord_Gremlin #22 2 years ago

    I still play Painkiller, it's a masterpiece among such shooters. We have Doom, Serious Sam, but only Painkiller maintains this constant feel of crazy awesomeness, even in multiplayer (which is dead now, partly because 2-3 servers that's left use red skins and same models), but multiplayer was once great too, even now you can check it with a couple of friends.

    Honestly, I'd love to see a real sequel. If you played original game - Painkiller + official Battle out of Hell add-on, you know that ending is a terrible cliffhanger. When credits show up you just can't help but wonder what happens next.

    Also, an interesting thing: although plot is a bit crazy overall it makes sense and actually explains what happens in game.

    @ClubHeaven - I agree, soundtrack is really great. Hell theme in particular. Battle music was just awesome too, I especially liked forest battle theme.
    Edited by Lord_Gremlin at 04/07/10 @ 22:13
  • Tyronne #23 2 years ago

    Always thought that this had one of the finest final levels I have ever played.
  • morigel #24 2 years ago

    Same here. I killed Lucifer by accident, I think, but after the game ended I remember thinking that there was no way I would ever see something so surreal, so haunting as the final level. It was pure poetry and it was so unexpected after all the deliberate mindlessness of the game.
  • 43n1m4 #25 2 years ago

    This game surprised me back in 2004. as it actually turned out to be more fun than the blockbuster releases like HL2 and Doom3 (perhaps even Far Cry). I like the atmosphere, the music and most importantly: the gameplay.

    As for the releases in the series since then: Battle Out of Hell was fun, though not up to par with the original game imo, but close enough. Painkiller:overdose is passable only if you forget about the original altogether and Painkiller: Resurrection is an abomination: an unplayable, stuttering mess with the worst possible level design. Avoid.
  • Gecks #26 2 years ago

    anything about painkiller fills me with joy, but i can't help thinking that this retrospective fails to mention the main draw: how it plays.

    anyone can make a enemy-spawning doom clone (see serious sam, will rock, etc), but it takes real talent to balance that huge-scale combat with something that is actually balanced, and fun to play. serious sam's scale quickly made some encounters overwhelming, and whilst painkiller throws everything at you, it knows when to stop.

    as with doom, i feel like a lot of gamers dismiss painkiller as being old-fashioned, or simplistic, but that couldn't be further from the truth. put the difficulty up and it's an experience that's up there with any other FPS.