I was excited when the Painkiller reboot was back in March, but also apprehensive. Anshar Studios' revival of People Can Fly's 2004 shooter [[link]] looks exactly how I imagined a modern take on the game would. But it also has a co-operative emphasis, and I'm uncertain how this will mix with the series' brutal simplicity.
To be fair, the reveal trailer only provided a brief snapshot of the game. Now there's a slightly longer trailer which emerged bloodstained and grinning from yesterday's Galaxies Gaming Showcase. Watching it generally left me more confident the reboot will have the stuff. But it also answered one crucial question that lingered from that initial showing.
Ultimately though, the baseline quality of any Painkiller game will always be defined by the stake gun. This portable catapult that flings bits of tree at foes was undoubtedly the highlight of the original, particularly how it would impale enemies on walls. I often played entire levels of Painkiller decorating its environments with my enemies like Christmas tree baubles.
It's an essential component of the Painkiller experience. But the reboot's initial trailer didn't show this ability in action. Indeed, there was some nervous debate afterwards regarding whether the reboot would actually let you do this. But the weapons trailer is unambiguous, depicting an enemy leaping at the player before getting pinned to a wall [[link]] like a gas bill to a corkboard. Crunch.
I'm glad to see the stake gun functions [[link]] as I remember, as Painkiller has a bit of competition on the ol' skewering front. Early access FPS also features a stake gun, not surprising considering it's directed by Adrian Chmielarz, who headed up the team that made the original Painkiller.
In any case, it's exactly what I needed to see to know Painkiller will be worth a shot. There's no set release date for the reboot at present, but it is due to launch sometime this year. Whenever it comes out, I will be first in line at the stake house.
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