Enhanced mobility, stronger enemies, and a new cooperative mode: everything we know about the much-anticipated return of Painkiller.

Painkiller

After years of radio silence — and brushing aside the lukewarm reception of Painkiller: Hell & Damnation — the legendary FPS franchise is set to return with a full-scale reboot.

At the helm are two seasoned studios: 3D Realms, publisher of Phantom Fury, and Saber Interactive, the powerhouse behind Warhammer 40,000: Space Marine 2 (our review). Together, they bring the expertise needed to tackle the fast-paced chaos and razor-sharp balance demanded by a classic-style arena shooter.

A Fresh Take on a Cult Classic

This isn’t a simple remaster — it’s a ground-up reimagination of the original Painkiller formula.

While Painkiller: Black Edition leaned into slower, more tactical movement—matching the design of its claustrophobic, arena-based levels—the reboot completely flips that paradigm. Expect faster, more fluid mobility that amplifies the pace of combat and demands greater spatial awareness and movement mastery.

Enemies are more numerous, aggressive, and uniquely animated, each with distinct behaviors and attack patterns. Navigating this chaos will require constant vigilance and sharp reflexes.

And of course, weapons remain at the heart of the experience. From the classic shotgun and stake launcher to brutal additions like grenade launchers and miniguns, every weapon has a specific role in combat. Strategic usage, timing, and positioning will be crucial to dominate encounters. While the weapon designs already appear refined and visually satisfying, their weight, responsiveness, and feedback can only be judged once the game is in our hands.

A Symphony of Violence: The Return of Painkiller’s Iconic Foes

Enemy design in Painkiller has always been a signature element—and the reboot proudly carries that legacy forward.

Every environment introduces enemies tailored to its mood and style: from their weapons and armor to their movements and animations, each foe feels purposefully placed and visually coherent with the setting. Even something as simple as a skeletal swordsman—an iconic enemy from the original game—can turn deadly if not approached with care.

The challenge, as always, lies in balancing intensity without tipping into frustration. Too many enemies or poor placement could lead to overwhelming encounters that feel unfair. Fortunately, Saber Interactive has already proven its expertise in managing large-scale enemy waves in Space Marine 2, which bodes well for this chaotic, high-stakes shooter.

Painkiller

Three Guns Are Better Than One

For the first time in series history, Painkiller will feature a 3-player cooperative mode — and it might just be a game-changer.

If executed well, co-op could add tactical layers and shared intensity, rewarding coordination, communication, and strategic synergy. A tightly-knit squad could tear through the game’s toughest arenas, turning chaos into choreography.

That said, balance is key. Each playable character will boast unique abilities, and customization options will be expanded through a revamped Tarot Card system. Any imbalance between classes or powers could lead to frustration—either trivializing the experience or making it punishingly difficult. Given that this is uncharted territory for the franchise, thorough testing and feedback will be crucial.

Expectations and First Impressions

So, can Painkiller truly recapture the adrenaline and atmosphere that made it a cult hit two decades ago?

It’s too early to say. The initial signs are promising — a capable development team, a clear vision, and reverence for the original’s core identity. But certain elements remain to be seen: gameplay feel, technical polish, and long-term replayability among them.

What we do know is that the potential for a triumphant return is real — especially for fans longing for the grit and chaos of old-school arena shooters in a modern package.

Painkiller is set to launch in Winter 2025 for PS5, PC via Steam, and Xbox.

Painkiller – Announcement Trailer
Hello I'm luke, I'm a gamer of 27 years old and I live in Brescia. Always at the research of new experiences in gaming and cinema sectors