It successfully recaptures Painkiller’s central appeal: there are plenty of gratifyingly weak enemies, there’s a distinct knack to each weapon and it’s super-fast to switch between them. The grapeshot approach to enemy design eventually undermines this - the few foes that are different are so gallingly, risibly, absurdly bad that it’s simply not possible to enjoy the levels they inhabit. If you’re really bored, try the demo.





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