Mark Leung
recently took an early build of the PC version for a spin.
While many of
the anticipated next generation games have touted extraordinary graphics
and physics engines as a selling point, it seems to be becoming more
blatantly a technological showcase and competition between engines. With
Doom III stating that the story will be a basic rehash of the story in
the first Doom, one of my favorite elements about gaming, namely
storyline, seems to be becoming less important as prices for licensing a
good game engine increases.
Painkiller is no
exception but the game does seem to offer an interesting gothic
storyline, which is always a plus in my books. As Daniel Garner,
you’ll try to stay alive in a place between Heaven and Hell where
you’ve wound up after dying in a car accident. Hordes of demons will
attack you and the action promises to be run and gun.
Although I do
love my storylines, I do like technology as well and graphical engines
that push the envelope are always cool. The proprietary Pain engine that
drives the graphics of the game is said to push one hundred times the
pixels of the latest FPS games. The game will also have the latest in
vertex and pixel shader technology. An average level is said to boast
350,000 pixels with almost no reuse of textures between any of the
levels.
My first
impression of the game was, "Whoa, nice graphics." Playing the
game, I found I was right at home, being a fan of the
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fast and furious
action of games like Serious Sam. The enemies seemed fairly unique, and
along with the environment, really succeeded in creating a good ol’
gothic mood. Included in the demo I played was a boss level, a Venice
like cityscape, and a cathedral level.
More than just
characters that shoot back, the enemies that I encountered in the demo
were not only skinned very originally, but behaved and attacked
uniquely. Big monster’s in biker leathers shoot at you with tommy
guns, throw Molotov cocktails, and try to knock you over by charging
you. A huge boss has an even bigger hammer to try and crush you in
between trying to stomp you.
To me, Painkiller really
seems like it will be a lot of fun. It’s like a bigger budget, better
looking Serious Sam. Let’s just hope that it has a storyline and mood
that will truly make it unique and memorable. Who knows, if all the
pieces fall into place, it could be mentioned in the same breath as Doom
III and Half-Life 2.
Features:
Intense
gameplay: The player will be constantly outnumbered, fighting
against seemingly insurmountable odds.
Next-generation
graphics: The game uses the proprietary 3D “PAIN Engine” capable
of pumping out 100X the polygons of some of the latest shooters,
while adding increased texture quality and the latest lighting and
shadowing techniques.
Lasting
replay value: Painkiller features a standard single player campaign,
with
additional modes to encourage replay. The game also features full
multiplayer support.
Combo
weapons: All weapons come in pairs, with a primary and secondary
fire.
Morphing:
Your unholy pact gives you the power to morph into a powerful
possessed creature with every 100 souls collected.
Monster
AI: Advanced AI coding will simulate group behaviours. Monsters
don't spawn onto the map, they patrol. They are constantly aware of
the player, and will coordinate their attacks by retreating,
regrouping and counterattacking.
Physics
Engine: Painkiller employs the Havok 2.0 physics engine, allowing
for inverse kinematics ("rag-doll physics") and
deformable, interactive environments