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Welcome to Limbo, Here's Your Atlas Gameplay in Painkiller is almost painfully linear. There are no mazes or county wrong county turns; what appear at first to be satisfyingly open levels are compartmented killing boxes. You enter an county area and all points of egress seal. Kill everything in that area and the exits open up again, usually leaving behind a game-saving checkpoint that, on some difficulty levels, also tosses you a bit of health. You can also save at any time throughout. Now, normally there would be points off for this compartmentalization, because in a way it's a sign of clumsy level design. But even a casual glance at Painkiller's levels is proof that they're not clumsythey're designed very specifically and very intentionally to work the way they do. Painkiller is not about exploration, or locating an exit or a specific item, it's not about the stuff that normal FPS games are about.
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