Article written by Dan Lee.
Published on 16/03/2011 at 03:00 PM.
PC gamers may be familiar with the name ‚ÄėPainkiller‚Äô. Released back in 2004, this FPS game garnered many fans and a very healthy ‚Äė81‚Äô on Metacritic. Indeed, it‚Äôs this brand recognition that is being banked on when it comes to the iOS game ‚ÄėPainkiller: Purgatory‚Äô, which has the following tagline on the appstore: “PC Games Magazine BEST SHOOTER OF THE YEAR is now on your iPhone, iPod Touch, and iPad.”
One expects a rather epic game, then.¬† Oh dear.
For those of you who have read any of my previous reviews, you may have noticed I always try to maintain a balanced viewpoint, with positives, negatives, and an overall conclusion. However, Painkiller: Purgatory is one of the most poorly put together titles I have played in a long, long time.
The control scheme for this FPS uses virtual twin thumb-sticks to allow for movement and strafing, with the fire button being an icon on the right hand side of the screen. It is extremely sensitive, with the slightest movement being wildly exaggerated on screen. Heading into the control options uncovers that the default is actually on one of the least sensitive settings (yikes!).
Even when adjusted, the issue remains and is coupled with an extremely off-putting floating sensation. I also found it surprisingly difficult to make my character do a quick 180 degree turn; instead the game seemed to want to do it in small steps, which is laughable when a demon dog is feasting on your legs. On the iPad the control scheme is just about manageable, but on the iPod it is much worse due to the smaller screen estate.
- Available on iPod and iPad
- Published by Chillingo
This is one of the game‚Äôs many problems, as half the time you can plough through enemies like a tank, but then you‚Äôll hit not so much a difficulty spike, rather a difficulty solid brick wall. I‚Äôm not daft (mainly), and I know what the developers where trying to do, which is provide an old school FPS experience, however this fails to capture any of the nostalgic spirit required, whilst in turn managing to retain all the problems. The game can also be completed in under half an hour, which surely sets a new benchmark.
Visually the character models are fine, if a little flat. The same can be said of the weapons, which unfortunately lack any sort of ‚Äėoomph‚Äô when firing their payload. The environments range from rather bland identikit box-rooms, to quite nice halls, although it all suffers from minimal detail. As odd as this sounds, playing the game for any length of time also left me feeling incredibly nauseous. I think I tracked down the source of the problem, which was the lead characters secondary weapon (a large spinning blade). Watching this thing rotate just made me feel ill, but unfortunately it has to be used when you run out of ammo. Curse my feeble eyes!
The most disappointing aspect of the game though is the total lack of purpose. It is a hollow experience with nothing driving you forwards, no surprises, no ‚Äėoh wow!‚Äô moments. Then the game finishes with some text that might as well read ‚Äúsorry Dan, but the princess is in another castle‚ÄĚ.
- Certain rooms look nice
- The majority of rooms look bland
- Lasts less than half an hour
- Awful controls
- Inconsistant AI
- 1 castle, 1 boss – that’s it
As much as it pains me to say this, I can‚Äôt recommend Painkiller: Purgatory at all. The game feels hollow and incomplete, and for the money there are so many other, superior games on the market