Painkiller Makes a Comeback in 2025 as a Savage Co-op Shooter—Featuring Doom-like Gunplay, Grappling Hooks, and Abundant Demons to Pin to the Wall
Hallelujah, hell is cooling down: Painkiller is making its return this fall! However, rather than simple solo mayhem, 2025 will introduce a co-op shooter for three demon slayers – can it succeed? After a few gruesome rounds in the intro and two full levels, I’d say: absolutely, it totally can!
Classic Cult Shooter, Fresh Idea
In 2004, Painkiller allowed us to flip hell on its head as a one-man army: A linear level sprint, metal music, and hordes of monsters exploding into bits under a barrage of gunfire. Main character Daniel Garner carved his path through purgatory solo, without cover, without reloading, yet armed with a plethora of outrageous weapons.
More than 20 years later, developer Anshar Studios is attempting a challenging feat: Painkiller (2025) should resonate with nostalgia, yet gleam with innovative elements. Likely the most significant shift: instead of going it alone, we now have a squad of up to three players (or bots, if you prefer to play solo) wielding shotguns.
This time, the iconic leather-jacketed hero Daniel Garner does not make an appearance – instead, we assume the roles of four new warriors named Ink, Void, Sol, and Roch, selected by the creator himself to combat the demonic legions. Each of these anti-heroes possesses distinct perks: one can absorb more damage, another inflicts extra damage, and so forth.
The new Painkiller also takes a different path regarding structure. While the original presented a collection of levels, the 2025 iteration emphasizes replayability through progression: we can enhance weapons and abilities, unlock new gadgets, and gradually refine our skills.
In summary: Painkiller (2025) feels like a convergence of the classic and the contemporary – still a rapid-fire arena shooter with a boomer shooter vibe, but presented within modern co-op frameworks. Luckily, the pace stays quick: the prologue dives right in, and within moments I find myself trampling over bloody remnants.
However, the game’s sensation differs from its predecessor – alongside classic bunny hopping, dash moves and even a grappling hook have been introduced, enabling me to maneuver even more swiftly. The new actions lead to fast-paced, nimble gameplay reminiscent of Doom Eternal, whereas the earlier Painkiller seemed comparatively grounded.
And the ambiance? While the original had a more exaggerated heavy metal horror theme, the reboot captures a dark and gothic aura, albeit in a more refined manner. In the Cathedral Bridge level, for instance, I battle my way through a crumbled cathedral beneath a shadowy sky – visually stunning and gothically compelling, in the truest sense. No comparison to the clunky visuals of 2004.
Retro Weapons and Doom-inspired Gunplay
And this is where the new edition makes a dazzling entrance: There are bangs, clangs, and splatters everywhere, enough to evoke tears of joy from any Doom enthusiast.
We ultimately possess seven hellish weapons, each with primary and secondary fire modes, and we must select two before commencing each level.
At first, it may not seem like much, but what weapons they are! The legendary stake gun makes a return – a portable ballista that shoots thick wooden stakes, allowing me to stylishly pin enemies to the walls.
The first demon I ensnare with it flies several meters through the chapel, writhing, before remaining impaled on a pillar. Nailed it, as the phrase goes. Also making a comeback: the Electrodriver, which fires shurikens in secondary fire and obliterates entire groups of foes.
Naturally, the titular Painkiller blade is essential: This rotating saw shreds everything that ventures too close and now doubles as a grappling hook that I can use to pull enemies toward me and transform them into bloody confetti.
Another new aspect is that melee kills now restore ammunition – but I didn’t find myself relying on this feature because ample supplies are always available in the levels. However, this could change at higher difficulty settings.
By the way, the developers have another trump card: weapon enhancements! With each completed mission, we gather currency and hell shards, which we can use to upgrade our favorite weapons or unlock entirely new firearms.
For instance, you can convert the projectiles of the stake gun into drills that easily penetrate shields and armor. With the final upgrade, they even detonate once they’ve burrowed into the rotten flesh of your adversaries.
I’ve only tackled two levels on the easiest difficulty thus far, but I’m confident that customizing your loadout to specific enemy types could add another layer of excitement.