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Painkiller Demo #3

by Maarten Goldstein, Oct 12, 2004 10:04am PDT
Related Topics – Painkiller, Demo

As promised, DreamCatcher Games has released the third Painkiller singleplayer demo. This new demo includes the "Military Base" level, and comes with an updated version of the PAIN engine used in the expansion pack Battle out of Hell.

In the popular "Military Base" level, players will enjoy effects such as heat and haze distortion, light blooms, per pixel specular mapping, new shader effects and tweaks for the latest video cards
You can find some comparison screenshots of these new effects right here.





Comments

26 Threads | 72 Comments









  • in my opinion painkiller is one of the greatest games of the last few years. its fast, fun and the weapons are inventive and satisfying.

    and i think it shows that you really dont need a story or any sort of coherence between levels to make a FPS game enjoyable, all you really need is a satisfying response to firing your weapons :

    - solid weapon feel so you actually feel like you are firing something and not just pointing and clicking, or that there is just a gun noise playing and a muzzle flash when you click.
    - enemy and world physics so you actually feel like you are shooting something
    - world interaction even on a basic level, so you can deliberately mess with the environment, and also provide one of the best immersive elements in FPS; having shots that dont hit the target accidently destroy something in the background/foreground
    - dead enemies that are still affected by your actions. that may sound a bit morbid but the idea is that once dead, an enemy then becomes part of the environment that can be interacted with.

    and then of course far cry proves that having those and then adding on a story and level coherence just adds further to the game.

    and both of them prove that enemy AI and survival instinct isnt necessarily an important point, depending on the type of FPS that you are trying to create. if the point of the level is to kill everyone in it, as with say painkiller, then you almost dont want AI, because the idea is that the enemies are trying to kill you before you kill them. if the point of the game is to get to the end of the level, or complete an objective, then you want the enemies to be smart, so you have to deal with them constantly on the way to the objective. you want then to value their own lives and not just charge you; so they are always a threat even when standing a few feet from where you were trying to get to.