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There are several fantastic video game series that are considered champions of the FPS genre. Series include the likes of Wolfenstein and Quake, but arguably the most iconic is DOOM. There was also the fantastic Painkiller released in 2004. The cult-classic is being reborn this year, and, while the new Painkiller developer has admitted it’s “incredibly difficult” to compete with current FPS blockbusters like DOOM, they believe they have found a way to honor the legacy of classic shooters “while pushing the genre forward”.
Painkiller dev admits it’s “incredibly difficult” to compete with DOOM
Recently, we were fortunate enough to participate in a preview of Painkiller with Creative Director at developer Anshar Studios, Damian Wyspianski. With Painkiller another FPS, Wyspianski confessed “it’s incredibly difficult to compete with the new DOOM [as] You either go all in with a massive AAA production or take the indie route with a tightly scoped title and retro aesthetics”.
Wyspianski considers the original Painkiller from 2004 as the last hurrah for classic shooters as its “arena-style horde combat” came out “at a time when most of the industry was shifting toward military realism or narrative-driven gameplay”. As for how Anshar Studios are competing with the likes of DOOM and other FPS juggernauts, the developer aims to “honor the legacy” of classics shooters “while pushing the genre forward” through co-op gameplay.
The Creative Director said, “we saw co-op as a unique opportunity to carve out something fresh and unexpected”. Wyspianski described the co-op as “bringing players together for fast-paced, chaotic action in the unmistakable style of a classic shooter—now amplified through shared mayhem and teamwork”.
Regarding how the co-op honors the legacy of classic shooters, Wyspianski pointed out a few examples such as “preserving dynamic combat” through features such as “no aim-down-sights, lots of projectile-based weapons, and a strong emphasis on player movement”. For player movement, “Instead of traditional bunny-hopping,” Painkiller is “introducing diverse mobility mechanics like dashing, sliding, hookshots, and mantling [which] give players fluid control over the battlefield, helping them maintain speed and momentum in combat”.
The game also supports an “arsenal inspired by classic shooters—complete with alt-fire modes and elemental effects,” and “Each weapon is unique, but also highly modifiable to suit different playstyles [such as] precision, area control, or chaos”.
Lastly, Wyspianski said that at times Anshar Studios “leaned closer to traditional FPS design,” but at other times they “challenged conventions to make co-op feel natural within a fast-paced, skill-driven shooter”. All of this is to deliver a fantastic experience that brings “players together not just for nostalgia, but for chaotic, dynamic action that feels both familiar and bold”.
As for whether single-player is viable, the Creative Director said Painkiller “can be played solo with bot teammates, but it’s built and optimized around cooperative play”. This is because the game’s core fundamental principle is “collective agency” rather than just “player agency”. To Wyspianski, “collective agency” means that “you sometimes rely on your team—to solve puzzles, defeat bosses, or secure crucial resources,” whereas for “player agency, the experience centers on a self-sustaining powerhouse, capable of handling everything solo”.
The new Painkiller shifts “between these two philosophies on the fly” because you work as a team and “Each player is powerful on their own and can tackle enemies solo”. However, while you can defeat enemies on your own, “enemy volume is even higher than in the original Painkiller, making backup not just helpful, but essential”.
The new Painkiller is set for release on October 9th. It is coming to PC via Steam, and it will also be on PS5 and Xbox Series X/S. It looks absolutely fantastic, and we cannot wait for it to come out.