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Reviews

Painkiller (2025) Isn’t a Sequel, It’s a Brutal Experiment

I’ve played a couple of nights of Painkiller (2025) and I’m left with a weird mix of excitement and frustration. The game feels like it’s trying to be the classic Painkiller we all loved, but it’s shackled by some baffling choices. Fans expecting a solo, story-driven plunge into hell will be disappointed – this one is built for co-op first and foremost. Play alone, and the bots are about as useful as a paper umbrella in a hurricane.

Here’s the thing: the shooting is fantastic. Every gun has weight and punch. The shotgun tears demons apart in a satisfying spray of gore, and the Kołkownica nail gun is as delightfully brutal as ever. The Painkiller blade for melee combat is fast, vicious, and lets you launch into enemies like a maniac. Combat feels tight, responsive, and addictive, especially when you’re coordinating with friends. It’s chaotic, messy, and fun – the kind of old-school arena shooter action that reminds you why you loved the originals.

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Visually, the game really nails the gothic horror vibe. Dark, moody corridors, ruined cathedrals, and fiery pits give you that hellish playground feel. The soundtrack adapts nicely to the different biomes, from gothic tones to Middle-Eastern heavy metal vibes in desert levels. Audio cues are fine, though they rarely punch as hard as the action on screen deserves.

Then there’s the Raid mode. It’s short. Three chapters, each with three sub-levels. Repeat them enough times, and the repetition hits hard. Boss fights are sparse and predictable, and the AI bots for solo runs are frustratingly bad – they miss, they get stuck, they die unnecessarily. Even the rogue-like mode, which randomizes arenas and bonuses, doesn’t do enough to shake up the monotony.

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Co-op with actual humans changes everything. Suddenly, tasks like moving blood containers, escorting objectives, and collecting souls feel tense and strategic. At higher difficulties, demons can permanently eliminate a fallen player, which keeps you on your toes. Matchmaking works smoothly, and the technical side of the game is rock solid. But even with friends, some odd choices stand out: only two ranged weapons at a time, no PvP, and no true single-player campaign.

Rogue Angel mode is a bright spot. Arenas are more varied and creative than the main Raid, with randomized weapons, perks, and cards. It’s the closest thing the game offers to replayable fun beyond grinding the same short missions. Sadly, progression feels weak, and there’s little incentive to stick around beyond a few sessions.

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At the end of the day, Painkiller (2025) is a game of high highs and low lows. Shoot your friends, shred demons, and you’ll have a blast. Try to play alone or expect the series you remember, and you’ll be frustrated. It’s co-op chaos at its best, but a hollow experience elsewhere.

Pros: Brutal, satisfying gunplay; dynamic combat; atmospheric locations; fun boss designs; Rogue Angel mode adds variety.
Cons: Tiny campaign, repetitive missions, weak AI for solo play, stiff enemy animations, goofy voice acting, limited progression.

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Painkiller: Painkiller (2025) is worth grabbing if you’ve got friends and want fast, bloody fun in co-op – but don’t expect a full return to the glory days especially in solo play. Tom Henry

7.5
von 10
2025-11-01T17:59:09+0000