Published on June 21st, 2008 | by simeon0
We have the inside dirt on the brand new Painkiller game Overdose from designer Tomas Pluharik. The game continues the supernatural mayhem that made the first game such a hit, and promises even more devilish goodness this time out.
GVK: What is the background and setting for the game and how does it tie in with the last Painkiller game?
TP: Well, the story is really cool. Painkiller Overdose ties into Painkiller as it answers some unanswered questions and will also bring new challenges. In Overdose you are not playing the role of Daniel, you are playing the role of Belial, a sick guy who is half angel and half demon. And he really knows how to kick some bizarre asses.
GVK: What can you tell us about the A.I. in the game as some gamers noted that enemies tended to line up and charge in the previous game.
TP: Hey, Painkiller IS about the charging of dozens of monsters! And of course about their merciless annihilation. The truth is that some of our new twisted guys are really smart bastards, some of them can heal themselves, some can use teleportation, some can raise their brothers from the dead, and so on.
GVK: What are some of the locales gamers will see in the game?
TP: I don¡¦t want to give it all away but there is, for example, Air Combat, which is set on the flying platforms in the skies full of airships and airplanes, Cataclysm being played in an ancient city devastated by a monstrous volcano or Field Ambulance where you will be hunted by twisted surgeons or soldiers from the American Civil War.
GVK: What are some of the new weapons we will see and what weapons will return?
TP: Yes, the oldie but goldie Rocket Launcher and Shotgun are back! Used by Belial they are a bit more demonic. Well, maybe a lot more demonic… And of course we have some new arsenal. My favorite one is the Egg Bomb –
Belial is holding and egg with a small flouncing lizard and he can squeeze it to fire a pipe bomb, which sticks to surfaces or monsters (Aargh!!!) and then can be blown up remotely.
GVK: What are some of the bosses that gamers will encounter?
TP: Three new BIG UGLY FREAKING MEGABASTARDS.
GVK: The original Painkiller was innovative by having players rely on brains and puzzle solving rather than brute firepower to defeat bosses. Will this trend continue in the new game?
TP: Yes, you have to find the right strategy. And then blow them off with brutal firepower!!!
GVK: What gaming engine will you be using and what will enhancements will it bring to the game?
TP: We are using the original Pain engine. We were trying to get the maximum from it, I believe that it looks good and plays excellent.
GVK: What have been some of the biggest challenges in crafting the game?
TP: From the standpoint of design, the new weapons have definitely presented the biggest challenge in crafting the game. But, I think that the effort we have put into doing this is paying off.
GVK: Swarming monsters was a big part of the previous game. Do you plan to include this in the new game?
TP: We sure do!
GVK: What forms of Multiplay will the game offer and do you plan to offer a level editor?
TP: – We cant comment this until the code will be fully compiled.
GVK: What can you tell the readers about the new Tarot Deck and the abilities it will provide?
TP: We can’t comment on this until the code will be fully compiled.