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Painkiller

Platform(s): PC, Xbox
Genre: Action
Publisher: Dreamcatcher
Developer: People Can Fly
Release Date: April 12, 2004 (Gold Edition: April 18, 2005) (US), April 16, 2004 (EU)

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Painkiller' - Screens

by Rainier on April 4, 2004 @ 3:31 a.m. PDT

Stranded in a place between Heaven and Hell, your time of judgment is at hand. The Underworld is on the verge of unholy war, and you are but a pawn in the infernal battle. As you fight for your purification, the truths behind the deceptions are revealed.

Painkiller is a nickname of a pretty unusual mercenary, who is dealing with supernatural. There are places on Earth where demons and other evil creatures have their nests: abandoned prisons, private castles, deep caves in the mountains. "Cleaning" those places is good money, and our hero needs a lot of it, since he loves living the life to its fullest. One day he gets what seems to be a pretty simple job: to retrieve a religious artifact from one of the nests. When after a furious battle he realizes he might have been tricked into the war between two competing clans of the undead, he tries to play his own cards.

Features :

  • Intense gameplay: The player will be constantly outnumbered, fighting against seemingly insurmountable odds.
  • Next-generation graphics: The game uses a proprietary 3D 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 physics engine, allowing for inverse kinematics ("rag-doll physics") and deformable, interactive environments


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