To start with, it's yet another game whose lineage has created expectation that hasn't been met. It's better than Overdose in concept, but fails in major ways in application.
The biggest mistake was putting the production and QA in the seemingly unsupervised hands of "Homegrown". The same people made the Overdose chapter, but the quality and production values of that game are light years ahead of those found in Resurrection. We've ended up with a much better game on paper, but a dreadful end product in reality.
Painkiller: Resurrection is almost as bad from a quality point of view as Robert D Anderson and the Legacy of Cthulhu. Even by my own admittedly low standards, that was an unbelievably awful game that should have been free to download and held up as an example of how not to make a game.
The one redeeming thing about Resurrection is that it is undeniably Painkiller at heart. Whereas Homegrown could have called Overdose something completely unrelated to Painkiller (and probably should have done so) and few would have questioned that move, Resurrection cannot deny its PK roots.
It seems as if Homegrown were just left to their own devices with this game. To start with, an old beta demo was released in error. That was embarrassing enough. To cap it off, the final release is so buggy that it's unplayable for most people. There are numerous game crashing bugs and masses of graphical glitches. The AI path finding is laughably poor with enemies frequently getting stuck in parts of the environment. I cringe at the amateurish feel this lends to the overall gameplay.
Worst of all, the much vaunted co-op mode has turned out to be a complete con. A lot of people were excited by the thought of playing through this new campaign with friends. The reality is that "co-op" in this game consists of unrelated multiplayer maps populated by bots. You just clear a map of monsters and that's it.
This game is a mess. Yet you can see the PK in it just waiting to burst out. The game will get patched, but the damage is already done. As it is, the engine is decidedly aged looking, despite some nice but highly superficial improvements.
If the game had not been so horribly buggy and the co-op had actually been co-op, the lack of high quality graphics might have become a minor gripe. As it stands, Resurrection is every bit as poor as Robert D Anderson, which is a crying shame, given its high quality lineage.
However a crumb or 2 of comfort. The 1st released 'old' Demo is of the "Spooky Hills " (or some such name) Level while the 2nd more recent Demo is of the "Cathedral" level. Both are full feature & you can play around 30% of the game by playing just these. About what its worth. (\__/) (='.'=) (")_(") mouse (Necrovision was even worse tho)
>To start with, it's yet another game whose lineage has created >expectation that hasn't been met. It's better than Overdose in >concept, but fails in major ways in application.
I have to admit, I'm not particularly surprised by how Resurrection turned out. Once I heard that "People Can Fly" (the original developers of the Painkiller franchise) were not going to be involved with this lastest iteration of the series, my heart sank and I feared the worst.
I must admit that at the very least I expected a game that was well written on the technical front; my worries were more about the gameplay. Unfortunately, it sounds as if not only isn;t the game fun to play, it also suffers from poor quality control (all the more disappointing since its engine isn't up to par either).
The Painkiller series was never on my list of most highly-regarded games -I found the gameplay a bit too shallow for my taste- but the original titles had an unremitting style that was hard to deny and as such I was hoping -despite my worries- to enjoy Resurrection. Now, it sounds like I'm better off skipping it entirely.
Mr Rob wrote: > IGN has published its review of Painkiller: Resurrection. It has > labeled it as the worst game of 2009 and given it a feeble 2.6 out of > 10.
> I wish I could find something in their review that I disagree with, > but I really can't. Not even the cross reference to "You Are Empty".
I always have a hard time following the comments on this series in csipga. From the start and increasingly as I played into the Painkiller series I couldn't get anything past a "doom dumbed down" feeling. "dumbed down" as in reduced to a few simple icons and elementary SP FX.
Does the Painkiller series even have a character? Like Jack in Farcry, and JC Denton and Gordon Freeman and others.
Playing Painkiller felt like playing an add-on that didn't have an actual game to add onto. Probably that's just me, but I didn't even bother playing the demo.
On Wed, 11 Nov 2009 02:54:18 GMT, "gno...@al.ia" <gnomon> wrote: >On Sun, 08 Nov 2009 09:33:53 +0000, Mr Rob ><noemailforme...@jsjsaiiowppw.com> wrote:
>>I don't know what to say about this game.
>...
>I always have a hard time following the comments on this series in >csipga. From the start and increasingly as I played into the >Painkiller series I couldn't get anything past a "doom dumbed down" >feeling. "dumbed down" as in reduced to a few simple icons and >elementary SP FX.
>Does the Painkiller series even have a character? >Like Jack in Farcry, and JC Denton and Gordon Freeman and others.
>Playing Painkiller felt like playing an add-on that didn't have an >actual game to add onto. Probably that's just me, but I didn't even >bother playing the demo.
Well, Painkiller has a main character -Daniel Garner- and he even has a quest of sorts to explain all the violent gunplay. But it pretty much falls by the wayside as soon as you start to pull the trigger. This is not a game about story; this is a game about shooting down waves and waves of enemies.
I suppose you could call it "Doom dumbed down"; fans of the series would call it "classic gameplay", unencumbered with such unnecessaries as use keys, interactive environments or talkative NPCs. The range of activities in this game is limited: you pick up guns and ammo, and then you use them to shoot the hordes of bad-guys who make a bee-line for your position. This is a purposeful game-design decision, not one that is a result of lack of talent or money. Undeniably the gameplay is shallow when compared to more complex FPS games like Half Life or Deus Ex, but that's the whole point.
This sort of gameplay is not everybody's cup of tea; in truth, it isn't something I get that much enjoyment from either (I like to have reason for and progression to all my gunplay) but I can understand its appeal. I also can appreciate the skill the (original) developers showed in the first game; the levels -although eclectic and unconnected in style- offer well-paced and balanced non-stop action. Its graphics are starting to age now, but at the time they were very competitive with other titles and its immense bosses were a spectacular challenge.
Painkiller is not everybody's cup of tea but I think "dumbed down" is an unfair label; it is unarguably simpler but simple isn't a bad thing and achieving it isn't always as easy as it might seem... especially if you also want it to be fun.
(note: all comments above are regarding the original title and the add-on, developed by "People Can Fly". The later titles, "Overdose" and "Resurrection" were developed by Mindware Studios and Homegrown Games respectively and display none of the talent and skill reflected in the earlier games.)
>>On Sun, 08 Nov 2009 09:33:53 +0000, Mr Rob >><noemailforme...@jsjsaiiowppw.com> wrote:
>>>I don't know what to say about this game.
>>...
>>I always have a hard time following the comments on this series in >>csipga. From the start and increasingly as I played into the >>Painkiller series I couldn't get anything past a "doom dumbed down" >>feeling. "dumbed down" as in reduced to a few simple icons and >>elementary SP FX.
>>Does the Painkiller series even have a character? >>Like Jack in Farcry, and JC Denton and Gordon Freeman and others.
>>Playing Painkiller felt like playing an add-on that didn't have an >>actual game to add onto. Probably that's just me, but I didn't even >>bother playing the demo.
>Well, Painkiller has a main character -Daniel Garner- and he even has >a quest of sorts to explain all the violent gunplay. But it pretty >much falls by the wayside as soon as you start to pull the trigger. >This is not a game about story; this is a game about shooting down >waves and waves of enemies.
>I suppose you could call it "Doom dumbed down"; fans of the series >would call it "classic gameplay", unencumbered with such unnecessaries >as use keys, interactive environments or talkative NPCs. The range of >activities in this game is limited: you pick up guns and ammo, and >then you use them to shoot the hordes of bad-guys who make a bee-line >for your position. This is a purposeful game-design decision, not one >that is a result of lack of talent or money. Undeniably the gameplay >is shallow when compared to more complex FPS games like Half Life or >Deus Ex, but that's the whole point.
It seems that I disagree with you here. I don't think that there's a contradiction between the notions that a game be a blastfest, and that it have depth of whatever magnitude. How could shallowness be "the whole point"?
>This sort of gameplay is not everybody's cup of tea; in truth, it >isn't something I get that much enjoyment from either (I like to have >reason for and progression to all my gunplay) but I can understand its >appeal. I also can appreciate the skill the (original) developers >showed in the first game; the levels -although eclectic and >unconnected in style- offer well-paced and balanced non-stop action. >Its graphics are starting to age now, but at the time they were very >competitive with other titles and its immense bosses were a >spectacular challenge.
>Painkiller is not everybody's cup of tea but I think "dumbed down" is >an unfair label; it is unarguably simpler but simple isn't a bad thing >and achieving it isn't always as easy as it might seem... especially >if you also want it to be fun.
>(note: all comments above are regarding the original title and the >add-on, developed by "People Can Fly". The later titles, "Overdose" >and "Resurrection" were developed by Mindware Studios and Homegrown >Games respectively and display none of the talent and skill reflected >in the earlier games.)