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What was the coolest gun you guys came up with that ended up not using?
What was the coolest level you came up with but did not use in the end?
And what was the coolest bad guy?
Basically, seeing as how some awesome stuff came through, I want to know what kind of crazy shit didn't make it.
Post edited October 24, 2009 by honorbuddy
I second all of the questions in Honorbuddy's post.
Also: There are dozens of cookie-cutter FPS games that, for all appearances, seem like they would play exactly like Painkiller, but simply aren't as fun. How do you hone the gameplay until it is such a blast to play?
How did the infamous 'stake launcher' come to be and how was it received by the rest of the developers?
Ben 'Yahtzee' Crosshaw called Painkiller one of his favourite games mainly thanks to a gun that shoots Shuriken and Lightning. Are you happy knowing that one of the hardest to please critics liked Painkiller?
Do you have any particular philosophy regarding level design in PK?
Were there any particular inspirations for the Gothic architecture that abounds in the games?
I've heard the demo for Resurrection sucks. Your response?
Gamers Nowadays tend to prefer realism and tactics over fast paced oldschool shooters like painkiller. How do you feel this will affect the series and any future games you make? Do you intend to keep supplying to the oldschool gamers or going for the more mainstream realistic and cinematic ones?
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Rohan15: I've heard the demo for Resurrection sucks. Your response?

That was an alpha release. They released it by mistake. The proper demo is due out next week.
People Can Fly...
When Painkiller was announced i sat there checking your website everyday until release. My and my friend Les pre-ordered the game and sat there an hour before EB Games opened there doors to get your game.
It was the greatest thing we ever played, Battle out of hell was fantastic as well. I am now checking your website everyday again; and learning a little Polish in the process.
My question is: Why did you stop with painkiller and will you bring that level of fun and excitement to your new title? Can you release any information about the new title or when we can expect some information about it?
Post edited October 26, 2009 by Starkrun
1) When a game is as simple and "no-nonsense" as Painkiller ("arcade-like" perhaps), how to you keep it from being monotonous and repetitive? What do you find holds the players interest?
2) During the development of Painkiller, what surprises or unexpected problems did you encounter and how did you resolve them?
3) Did you see a good return on investment from Painkiller?
4) In terms of multiplayer FPS balancing, how do you feel about 100% accurate 1-hit-kill hitscan weapons? Can they ever be balanced? How do you design to prevent camping?
Are there any design-decision regrets from either you or your team about Painkiller?
Also, if you were to make the game today, as opposed to having released it 5 years ago, how do you think it would be different?
I have to ask. When you were hiring the team responsible for hiding secrets in levels, did you specify "SADIST REQUIRED" on the posting?
here's a good question:
Why did this game not have CO-OP?
These are great questions, thanks for all of them! Remember, you have still time till the end of the day to post your inquiries.
Which painkillers did you use when developing painkiller ? ;)