Compara los precios de Painkiller: Black Edition en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por People Can Fly. Publicado por Prime Matter. Lanzado el 24/1/2007. Disponible en PC. Géneros: Action.

If you've been craving a shooter that skips the cutscene lectures and just lets you pin demons to walls with a stake gun, this early-2000s classic still delivers. Two games' worth of gothic carnage, bundled and ready.

I went in expecting a dated corridor shooter held together by nostalgia, and came out two sessions later with singed eyebrows and a deep appreciation for what People Can Fly got exactly right back in 2004. This is one of those rare action games that understood its own assignment completely: put the player in purgatory, hand them a small but brilliantly designed arsenal, and throw hundreds of enemies at them until someone blinks. Spoiler: you don't blink. You start shooting. The structure is pure old-school FPS. You move through large, gothic environments ranging from sun-cracked graveyards and medieval catacombs to opera houses and amusement parks warped by hellish logic. Trip a checkpoint, a barrier seals the path behind you, and waves of demons, zombie knights, psychonuns, and worse come pouring in. Kill them all, the seal drops, you move on. That loop never gets complicated. What keeps it compelling is the weapon design. Five weapons in the base game sounds thin, but every single one has a primary and secondary fire that changes its function entirely. The titular Painkiller spins bladed rings in melee range or fires a magnetic warhead that drags enemies toward you. The shuriken launcher pairs throwing stars with chain lightning. A shotgun that also fires cryo rounds. The stake gun pins enemies to walls, which is as satisfying as it sounds, every time. The weapons are so good that the limited number barely registers. Three systems layer on top of the shooting. Souls drop from every kill as green gas clouds; collect them for small health boosts, and every 66 souls triggers a brief demonic morph that slows time and lets you tear things apart bare-handed. The Black Tarot cards unlock via per-level challenges (kill all enemies, collect all ammo) and slot in as passive Silver buffs or one-shot Gold activations. The catch is that Painkiller's difficulty system gates more than just enemy damage. Soul collection, Tarot access, and even which levels are available all change depending on your chosen difficulty, which feels like punishing curiosity rather than rewarding skill. It is one of the rougher design decisions in an otherwise tightly run game. The Havok 2.0 physics, meanwhile, hold up better than expected. Ragdolls still fly satisfyingly, barrels still detonate, and the chaos of a crowded arena still reads clearly. The Black Edition bundles in the Battle Out of Hell expansion, adding ten more levels and a handful of new weapons including a flamethrower. The expansion is honestly the weaker half of the package: its levels feel disconnected rather than building toward anything, and the boss encounters are less memorable than the main game's chapter-capping fights. It is content, and it is free with the base package, so the complaint is relative. The story across both games is functional at best, a grimy purgatory revenge plot for protagonist Daniel Garner, told through cutscenes that reviewers and players alike have largely agreed to ignore. That is the right call. The atmosphere of the levels carries the gothic mood without needing a narrative crutch. Be aware that on modern Windows setups, some community patches (notably the unofficial 1.66 patch and a widescreen HUD fix) are worth applying for a smoother experience. This is not a game that evolves your thinking about the genre. It is a game that executes one idea, wave-based arena combat with creative weapons in strange and varied locations, better than almost anything from its era, and well enough that boomer-shooter fans still hold it up as a benchmark. If you want story, systems depth, or open maps, look elsewhere. If you want to feel like the most dangerous thing in purgatory for eight to ten hours, this still works. Alex, Scout Team

Painkiller: Black Edition

Painkiller: Black Edition

24 ene 2007People Can FlyPrime Matter
GamerScout opina

If you've been craving a shooter that skips the cutscene lectures and just lets you pin demons to walls with a stake gun, this early-2000s classic still delivers. Two games' worth of gothic carnage, bundled and ready.

PC
Steam Deck UnsupportedProtonDB Platinum
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Mínimo histórico: €1.49

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Acerca de Painkiller: Black Edition

I went in expecting a dated corridor shooter held together by nostalgia, and came out two sessions later with singed eyebrows and a deep appreciation for what People Can Fly got exactly right back in 2004. This is one of those rare action games that understood its own assignment completely: put the player in purgatory, hand them a small but brilliantly designed arsenal, and throw hundreds of enemies at them until someone blinks. Spoiler: you don't blink. You start shooting. The structure is pure old-school FPS. You move through large, gothic environments ranging from sun-cracked graveyards and medieval catacombs to opera houses and amusement parks warped by hellish logic. Trip a checkpoint, a barrier seals the path behind you, and waves of demons, zombie knights, psychonuns, and worse come pouring in. Kill them all, the seal drops, you move on. That loop never gets complicated. What keeps it compelling is the weapon design. Five weapons in the base game sounds thin, but every single one has a primary and secondary fire that changes its function entirely. The titular Painkiller spins bladed rings in melee range or fires a magnetic warhead that drags enemies toward you. The shuriken launcher pairs throwing stars with chain lightning. A shotgun that also fires cryo rounds. The stake gun pins enemies to walls, which is as satisfying as it sounds, every time. The weapons are so good that the limited number barely registers. Three systems layer on top of the shooting. Souls drop from every kill as green gas clouds; collect them for small health boosts, and every 66 souls triggers a brief demonic morph that slows time and lets you tear things apart bare-handed. The Black Tarot cards unlock via per-level challenges (kill all enemies, collect all ammo) and slot in as passive Silver buffs or one-shot Gold activations. The catch is that Painkiller's difficulty system gates more than just enemy damage. Soul collection, Tarot access, and even which levels are available all change depending on your chosen difficulty, which feels like punishing curiosity rather than rewarding skill. It is one of the rougher design decisions in an otherwise tightly run game. The Havok 2.0 physics, meanwhile, hold up better than expected. Ragdolls still fly satisfyingly, barrels still detonate, and the chaos of a crowded arena still reads clearly. The Black Edition bundles in the Battle Out of Hell expansion, adding ten more levels and a handful of new weapons including a flamethrower. The expansion is honestly the weaker half of the package: its levels feel disconnected rather than building toward anything, and the boss encounters are less memorable than the main game's chapter-capping fights. It is content, and it is free with the base package, so the complaint is relative. The story across both games is functional at best, a grimy purgatory revenge plot for protagonist Daniel Garner, told through cutscenes that reviewers and players alike have largely agreed to ignore. That is the right call. The atmosphere of the levels carries the gothic mood without needing a narrative crutch. Be aware that on modern Windows setups, some community patches (notably the unofficial 1.66 patch and a widescreen HUD fix) are worth applying for a smoother experience. This is not a game that evolves your thinking about the genre. It is a game that executes one idea, wave-based arena combat with creative weapons in strange and varied locations, better than almost anything from its era, and well enough that boomer-shooter fans still hold it up as a benchmark. If you want story, systems depth, or open maps, look elsewhere. If you want to feel like the most dangerous thing in purgatory for eight to ten hours, this still works.

Alex
Alex · Scout Team

Catch-all

Etiquetas

Boomer ShooterArena Wave CombatDual-Fire WeaponsBlack Tarot SystemSoul CollectionDemonic MorphGothic AtmosphereOld School FPSHavok PhysicsExpansion Included

Requisitos del sistema

Mínimos

Processor
1GHz
Memory
256 MB RAM
Graphics
DirextX 9.0 64MB Video Card
Storage
3.4 GB available space

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Información del juego

Desarrolladora
People Can Fly
Distribuidora
Prime Matter
Fecha de lanzamiento
24 ene 2007

Idiomas

Subtítulos (4)
EnglishFrenchGermanSpanish - Spain

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¿En qué plataformas está disponible Painkiller: Black Edition?

Painkiller: Black Edition está disponible en PC.

¿Cuándo se lanzó Painkiller: Black Edition?

Painkiller: Black Edition se lanzó el 24 de enero de 2007.

¿Quién desarrolló Painkiller: Black Edition?

Painkiller: Black Edition fue desarrollado por People Can Fly y publicado por Prime Matter.