Pain!!!

PAIN! is a bit tricky on the score. It looks just like more damage = more points, but that is only half the equation. If you pause the game by hitting start you can find an option that gives you point details and you will see you have Pain points (damage to yourself) and damage points (damage to the environment).

So, while the bowling ball will rack up points using something like a grab crate to ignite it will be more effective. And of course street ooching will get you a lot of points if you have left it open to allow traffic to repeatedly run you over.

My trick on PAINdemonium is to shoot for the subway (take granny with you), or a chimney and then attempt to land near the subway (this is tricky), ooch to the air vent and get blown back up top and attempt to hit at least one propane tank before landing in the street. If you can hit a few crates and still get to the air vent while in the subway that is an even bigger bonus (again tricky). Then I street ooch into cars until they all end up crashing and then I allow my time to count down. If you street ooch well enough you can avoid causing the cars to crash, but the cop actually attempts to swerve sometimes and the big trucks can catch you under their wheels.

And when they do crash it is best to attempt being where the next car coming along will crash while hurting you too.

Of course, this all requires some effort in learning the controls well enough to control your own chaos.

Getting started is slow learning. It took me forever to break 1 million on PAINdemonium, but when I did break it I actually went over 2 million. It's almost as if there is a skill barrier so that once you get past it you quickly earn some points.


All that said, I am far from an expert still. The leaderboards are over 100 million at the top and I have barely broken 5 million.
 
Ahh! I've missed the subway entrance and the air vent. I've made it as far back as the Toxic Waste place, but not as far back as the main smokestacks. I'll have to give it many more shots.

Thanks!
 
Ahh! I've missed the subway entrance and the air vent. I've made it as far back as the Toxic Waste place, but not as far back as the main smokestacks. I'll have to give it many more shots.

Thanks!

The subway is dead center, straight back across the second street. Granny blocks the entrance, so give her a grab on your way through.

The chimneys are the three shorter ones, not the two tall ones. The three short ones each have an exploding crate in the bottom.

They center one is the key to the high flying and long distance themed trophies.
 
Well, I got into the subway, but nothing much happened. On one occasion I managed to get blown back and forth by a few boxes, but that's it. I got my first granny grab, but the ventilator things didn't really do anything. Mostly what happened was that I would go down the stairs, be unable to avoid the box that is just left of the stairs at the bottom, and get blown directly into the right corner of the platform, where there is nothing to hit. As soon as I launch my character, the trains magically seem to disappear, never to be seen again.

I just suck at this game. I can't seem to successfully grab much and my ooch meter is always empty. If I hit something, most times the ooch meter flashes for a nanosecond and then disappears. If I use my last ounce of ooch moving from the right lane to the left, then a car immediately comes in the right lane, and I can't grab it.

I did successfully get into the short smokestacks, but all the tall one did is blow me out of bounds. I was able to get from one short one into the other by luck, but not the third stack in one run - it blows you in the air and there's no way to see what you're going to land on, so no way to steer. I can't drive the camera and pose/grab at the same time.

It's been fun, but unless I can get something more to happen, I don't see this going anywhere. I can't seem to get any notable control over my character after the initial launch path. I'm good with that - I could put my character between granny's head and the sign just above her on my trips into the subway, and I slam dunked into the tallest stack a bunch of times. But once the initial impact happens, I usually rebound off into some dead zone, land about 5 feet away from a bomb crate, and lie there.
 
Well, I got into the subway, but nothing much happened. On one occasion I managed to get blown back and forth by a few boxes, but that's it. I got my first granny grab, but the ventilator things didn't really do anything. Mostly what happened was that I would go down the stairs, be unable to avoid the box that is just left of the stairs at the bottom, and get blown directly into the right corner of the platform, where there is nothing to hit. As soon as I launch my character, the trains magically seem to disappear, never to be seen again.
You shouldn't be using a single ooch before you get into the subway. If you want to just shoot straight for the vents then you need to use your first ooch to push you across the tracks. Some boxes my impede your progress so use a second ooch to get through them if needed. Then don't ooch again until you are almost stopped. There is a ramp up from the tracks to the other platform and straight across from it is the air vent. You have to be just in front of it, as in practically touching it, to have the suction pull you in. Then it pulls you in and shoots you out, from behind the hotel, back into the main area. You will need to ooch to the right (from the camera POV) to avoid the hotel sign, but not too much or you will hit the crane.

At this point your momentum may actually launch you past your launcher, so unless you can hit an exploding crate or propane tank you are screwed. Sometimes I try grabbing one of the letters of the hotel sign to slow me down. But that backfires on a 50/50 basis and I wind up stuck somewhere that I can't get out of.

I just suck at this game. I can't seem to successfully grab much and my ooch meter is always empty. If I hit something, most times the ooch meter flashes for a nanosecond and then disappears.
The grab can be tricky if you are grabbing an edge or something narrow, just because your momentum might be too strong for you to hold on. Also, I have had it where being just a smidge out of line will make me miss the grab because something will hit my wrist and send me flying.

Also, are you making use of the Super Ooch? Shake the control until you hear the game say "OOCH" and the Ooch meter bursts into flames. Your first Ooch is then double strength. If you do that and then follow it immediately with your first normal ooch you can actually get enough momentum to carry you until your ooch meter rebuilds (five seconds).

The initial reaction to ooching is to try to push it as much as possible, but the best bet is to reserve it for when it is necessary, or just give it one ooch and hold off until you really need it again. This way the meter will reload.

If I use my last ounce of ooch moving from the right lane to the left, then a car immediately comes in the right lane, and I can't grab it.
Use the topographical view to your advantage to work out the car patterns. In general though you get a car in one direction and then the next. Also, don't relaunch without your time running out. You get 15 seconds after you stop moving, but a car comes by every 10-12 seconds. I have been down to one second when I've gotten hit before (resetting the timer and Ooch meter). But I have also had a car right on top of me when my timer ran out.

I did successfully get into the short smokestacks, but all the tall one did is blow me out of bounds.
Ooch just as you come out to clip the rim. This will slow you down. But it has to be nearly perfect. Too soon and you fall back down, stuck in the smokestack. Too late and you fly out at an angle.

I was able to get from one short one into the other by luck, but not the third stack in one run - it blows you in the air and there's no way to see what you're going to land on, so no way to steer. I can't drive the camera and pose/grab at the same time.
Just wait until you unlock the Demolition level. It has a trophy specifically for hitting all three smokestacks in one shot. The real trick is that the launcher faces away from the smokestacks, so you have to find something to explode and send you flying back toward them. I have come so close to this one. The third chimney had me land on the rim, with no ooch left. I was hanging half in and half out.

It's been fun, but unless I can get something more to happen, I don't see this going anywhere. I can't seem to get any notable control over my character after the initial launch path.
My biggest complaint about PAIN! is the learning curve. It is also its biggest weakness when it comes to public perception.

Just remember, you can Ooch in mid-air after your initial launch path, and even though your hand doesn't stick out you can still grab.

I'm good with that - I could put my character between granny's head and the sign just above her on my trips into the subway, and I slam dunked into the tallest stack a bunch of times. But once the initial impact happens, I usually rebound off into some dead zone, land about 5 feet away from a bomb crate, and lie there.
You have your basics down. And being able to miss granny and the subway signs, or nail the smokestack, shows you have basic controls going well.

You dead zone comment tells me that you don't have your layout completely figured out yet. I'm to the point where I will see my trajectory pointing me to a dead spot and then try to ooch my way to a more desirable area.

Once you get good you find yourself doing things like grabbing corners to hook around or hitting propane tanks at specific angles to go in different directions. Or in some case, throwing grab crates to hit something while you
are flying into something else.


One thing I suggest, take some time from the main PAINdemonium sandbox mode and go play some of the side game modes. Spank a monkey, grab a mime, and have fun with explosives. Along the way you may just find that you learn a few new tricks. Spank the Monkey focuses on trajectory and making quick adjustments, Mime grab works on grab skills and how to work them with the ragdoll physics, and Fun With Explosives helps you learn how to use explosives to alter your trajectory with the aid of crates.

Also, be sure to look at some You Tube videos. You can see how others are getting things to work in their favor. Although any that show a scoring glitch to get an insane high score should be avoided as those get patched with the updates, so even if you wanted to take advantage of them they may not be there anymore.
 
I'll try some of the other minigames, then. Thanks very much for the tips.

I tried a bunch of times last night to launch for the girder pointing up from the roof of the massage parlor (where there is a grab box near the top, just right of the scaffolding with the fat construction worker on it). My intent was to get up there, grab the box, and throw it at the subway train as it crossed over the second street coming towards the launcher. I never could get the whole procedure to work out with the right timing (and I'm not even sure if the box would have blown the train off the tracks; I just figured I'd try).

Thanks again for your detailed tips.
 
Did I beat FK to PAIN news?

IGN
Pain: Amusement Park Release Date and Trophies
Sony producer tells all!
by Greg Miller
August 8, 2008 - When Travis Williams talks, we listen. We did when the senior producer with Sony Computer Entertainment America took the stage in 2007 to tell us about a quirky downloadable game called Pain, and we're doing it now that he's popped up on the Official PlayStation Blog to talk about the game's Trophies and the release date for the new installment of the series.

Both Pain: Amusement Park and Trophies for the game will be ready for your PlayStation 3 on Sept. 4, 2008. In today's post, Williams chose to only detail a few of the Trophies for the original section of the title and said that most of the Trophy requirements are new, so there won't be any retroactive bronzes in the bunch.



AHHHHHHHHHHHHHH!What was on his list -- a list he called "somewhat complete" and doesn't include the Trophies specific to Pain: Amusement Park?

Gold Trophies

Affliction Addiction: Get one billion points
Silver Trophies

Dude Abides: Use "The Dude" to score 50 Strikes in Bowling
Bronze Trophies

10 Mill Club: Get "PAIN in the Park" and "D-Town Destruction"

Harder Dick's Balls: Get all of Dick's Balls in the Block Party Dumpster without resetting

D-Town Destruction: Get 10,000,000 score in PAINdemonium and Aftermath

Combo Mambo: Get 20x Combo in PAINdemonium, Aftermath, Block Party and Demolition

Attention Spam: Get every type of PAIN (Groin, Head, Arm, Hand, Leg, Foot and Body) combo in PAINdemonium, Aftermath, Block Party and Demolition
PAIN Add-on Character Trophies

Trill: Get PAINful Tosser Trophy with Scurv Dogg or Hung Lo

Grenade-A-Maid: Get Exploded 500 times with any female launchable character.
Williams ended his post by promising that news on new modes, new launchable characters, and the PAINLabs is on its way. Until then, keep it tuned to IGN, but be sure to hit up the official Pain site.
 
Sept. 4th, huh?

Well, looks like I may have to dust off Pain and get back into it. It was getting pretty old. The Amusement park looks very promissing though.



;)
 
Did I beat FK to PAIN news?

Only because I was sitting in a doctor's office at the time.



One Billion Points!!!!! I got five million on luck alone.

I am guessing the Amusement Park is more points friendly.
 
So, some not so exciting and then some exciting PAIN! news.

First the not so exciting news:
http://pain.us.playstation.com/post/2008/08/High-Fives-and-Headlocks.aspx

High Fives and Headlocks
• Posted by Travis Williams

There are two primary reasons why you have to visit a development studio. Those reasons are to:


Distribute High Fives: These are the great visits where everyone is all pumped up and there are plenty of great things going on. We sit around a talk about all the cool things we are about to do and how Spartans were a bunch of sissies.
Distribute Headlocks: These are the not so great visits where there is the gnashing of the teeth and we have to figure out how to not kill each other…

So when we went out to Idol Minds last week unfortunately it was for the liberal application of the headlock maneuver. The reason: Online multiplayer functionality… we had “issues.”

We played through quite a few online multiplayer games while we were there. We breathed a collective sigh of relief. When we decided to take PAIN online some of our partners advised against it. Good thing we don’t listen too well. While online multiplayer is working there was still too much to do before the Amusement Park shipped. So… we are delaying the release of the online functionality of PAIN.

There are several reasons why we delayed release. Here’s a few:

The Rabbit Hole

As we started to develop online multiplayer for PAIN more and more features became necessary. Although not mandatory, certain functions in multiplayer became necessary for players to really enjoy their online experience. Two very important online aspects (questions) became…

Who am I playing against?

This is obviously very easy when you are in the same room with your opponent. This becomes infinitely more complex when you have never met. So we had to make sure at a glance you could see:

Win Record, Loss Record, Disconnect Record, Level of Skill

So instead of just having a simple match making system we felt we really needed to make a robust system to track history. That way you know what kind of fight you are in for before it happens. You might not want to play against someone who has 2,000 wins 0 losses and 8,000 disconnects. He seems kinda shady doesn’t he?

Is this person a DOUCHE?

Griefing is practically assured when you get into online play. Some players just LOVE to exploit the system. It wasn’t until we started playing online where all these things became really apparent. Things like taking forever to launch (GRIEF). Taking forever to choose a target (GRIEF) or in the case of advanced players… people who take too long to end a run (DOUCHE). People who just drop out of four player games because they think it’s cute (DOUBLE DOUCHE) All these occurrences needed effective countermeasures.

So we had to make changes to ALL modes when you are in online multiplayer mode. This means we are putting timers on just about everything. No one has all century for you to make up your mind in H-O-R-S-E. We also aren’t impressed with players who spend too long on the log ride. Only Phelps should spend that much time in the water.

Whoa wait Travis didn’t you think of this &^@# before you started?

The simple answer is yes and no. The complete answer is.. Yes, we thought about most of these issues as we attacked online play. However, the more play evolved in PAIN the more it became crucial that we alter not just the online experience but the offline experiences to better mirror what will happen online. Most of these changes you will see in the offline modes in Amusement Park. It doesn’t effect your enjoyment of the game. It just means we have to think of PAIN differently now. When we built Downtown we didn’t have to really consider online issues.

PAIN wasn’t originally created to be an online multiplayer game. Everyone wanted multiplayer and we listened to you. So multiplayer is what you’re going to get. We never thought we would have to answer development questions like…

When you blow up 50 crates and the shrapnel blows up another 25 crates and there are hundreds of objects displaced is all that level trash relevant?

The answer is yes… Yes it is.

So why not delay Amusement Park until online is ready?

The biggest reason is because most of you have demolished Downtown and need new challenges. The other BIG reason is that we have really been hammering out content like modes, characters and constructs like PAINLabs. There’s a lot more coming so we want to get in front of you guys as soon as possible. Our new schedule calls for new cool things on a MONTHLY time table. Holding up all this content didn’t seem fair or smart. You guys clearly said you wanted more PAIN right now. Last time I looked at the poll 21% of you ranked online multiplayer as the most requested feature. So I hope our decision pleases the 79% majority.

So is there any good news here Travis?

Absolutely..

I saved a lot of money by switching my car insurance to GEICO (No seriously)
Online multiplayer works now… we just need to make it “friendly”
We are not holding back cool content because online multiplayer isn’t ready
We haven’t cancelled online multiplayer… it’s just delayed
More modes will be available online due to the delay
It won’t be easy to be a douche online. (Amen)
We will still have Voice over IP ability

And best of all…

When online multiplayer is ready it will still be FREE.

Feel free to ask questions about our online plans in the responses area. I will share as much about our plans as I can. Just remember flaming or ranting here isn’t going to make us develop any faster than we already have been. However, If you ARE going to rant…please make it entertaining.

We will be back next week with good news… PROMISE.



So, no multiplayer for a while, but we still get our expansion. 👍 Although, I was looking forward to doing some online multiplayer.


And then the next post:
http://pain.us.playstation.com/post/2008/08/Today’s-a-good-day.aspx

Today’s a good day.
• Posted by Travis Williams

I’ve been telling everyone on this site for months how you’ll see how hard we’ve been working SOON. That claim’s been hard to back up since it’s not like I can open up the doors here and tell you about everything we have going on. Well, I guess I could but then I’d have to look for a new job afterwards. But when I get to write topics about new stuff it’s something like Christmas… or Kwanzaa… or.. Nevermind you get my point.
Where was I?

Oh yeah. New stuff!

When we launch the Amusement Park we will release three new characters for PAIN. We always have a lot of fun creating these characters because it is truly a group effort. After getting ideas from the development team and this site, we get to work. Peter (Idol Minds Character Lead) and his team concepts, models and animates the characters Coke and Myself come up with the launch lines. Andrew (SCEA Audio Producer) and I will cast, direct and record the voices and then we post them here.

So for Amusement Park the final three launchable characters are: Kenneth, Tati and Yeony. Here there are.

Kenneth

image.axd


We went through quite iterations of Kenneth before we got him just right. He has some of the funniest launch lines in PAIN. Anyone who can fly through the air and order take out at the same time ranks high in my book. Remember when I promised you guys a “mud butt” sound? You’re welcome.


Tati

image.axd


I appreciate a rap video as much as the next cat. I couldn’t let PAIN be without my favorite archetype. Tati has skillz. I am not prepared to say what skillz she has, but I am sure she has some. Enjoy her poses. Try to guess which one is my favorite. A character “Daisy Dukes” Good Googly Moogly. God Bless America.


Yeony

image.axd


Sony Computer Entertainment Asia helped us make Yeony more “realistic”. I want to thank Tammy and the production crew at SCE-Asia for showing us how a modern Asian female FPS player looks. Where were all these gamer girls when I was growing up?



MODES

Amusement Park also has four new modes, but six in total. So we also created new mode videos. You will be able to download two of them in HD from the PlayStation®Network store today, Clown Toss and HotnCold. Watch the videos--I think they look awesome. They really give you a feel for the new modes.


CLOWN TOSS

Tired of abusing French clowns? Take your anger out on disgruntled American ones. Clown Toss gameplay is reminiscent of Mime toss except for a few new “complications”

Mimes can fly. Clowns cannot. Clowns bounce up and down and you must catch them in mid air.
No more glass: Clowns need to be blown up. The explosive barrels in the Amusement Park are there to help you.
Pimp Hands: Each barrel you blow up gives you a “Pimp Slap” that you can accumulate. These slaps help you move “ooch” that Clown around.
If you like Mime Toss. Clown Toss takes you to a whole new level (literally and figuratively). I told everyone they must keep their pimp hand strong. Now you know why.


HOT n COLD

This mode takes launches in a whole new direction. We have filled the Amusement Park with evil exploding, dancing teddy bears. You must launch into the middle of them and find the hidden bear using only HOTnCold clues to help you. If you forget, you can always look at your top down map. Get as many bears as you can before you run out of launches…

Yes the bears are doing the robot, cabbage patch and the running man. Why? Because I don’t like line dancing, that’s why. If you don’t like those dances I suggest you blow them up. That’s what they are there for.

Told you we’ve been busy…

Peace

If their characters haven't offended nearly everyone by now I don't knwo what else they can do.

And for those that haven't seen the trailers for Clown Toss and Hot N Cold on the PS Store yet:

Clown Toss


Hot N Cold



And here is a screenshot of Tati in action.
image.axd
 
I like how these guys at least give us updates on their current workings. Something that PD could learn a thing or two about.

Looks like about the time all this comes out things will be a bit more settled for me and I actually could go back to having some fun with the PS3.
 
Looks like another delay.
http://pain.us.playstation.com/post/2008/09/That-5th-C…Community.aspx

Apparently they made a last minute adjustment to the trophies and so we won't be getting the Amusement Park tomorrow.

That 5th C…Community
• Posted by Travis Williams

Comedy, Chaos, Creativity, Competition…and Community. Those are the five C’s that govern PAIN’s development process. At times that last C really makes me nervous. I think it’s because I have to make decisions and then come back and vet them with you all. Sometimes those choices are awesome (PAINLabs). Occasionally they are less so (Online multiplayer delays). Sometimes they are both. Like today. So lets get that bad news out of the way…

The Bad News
Amusement Park will release in September, but not 9-4 like we originally planned. The reason for this delay was at least in part due to our retooling the PlayStation®Network trophies.

The Good News
When I posted the trophies on the Official Blog there was a fair amount of hoopla about the difficulty of the trophies. The hoopla over them caused us to change one trophy immediately (Harder Dicks Balls) from Bronze to Silver. Then we went about making the final version.

While we were testing it became apparent to quite a few people that although the trophies were achievable they began to resemble the tedious level grinds in MMOs and not the spoils for being good (or experienced) at PAIN. So that 5th C was staring me in the face again.

See Travis, they told you this on the blog. Whatcha gonna do?

So when you tell people that you listen to them, you need to try to mean it.

So we thought rather than making people play PAIN for the trophies, it might be a better idea to let people play PAIN because it’s REALLY FUN and let the earned trophies come from that experience. If you collect the majority of these trophies in PAIN there is no doubt you know how to play well and that’s more important than you spending your life playing PAIN. That’s my job. You’re supposed to be having fun.

What follows are the brand new trophy requirements for Downtown and the Amusement Park. Adjusted for “normal” PAIN players and not all the mutants that are on the top 10 list.

GOLD TROPHIES

  • King of Pain: Get All Downtown Trophies plus Trill and Grenade-a-Maid
  • Affliction Addiction: Get One 100 Million Points in Downtown (Change from 1 Billion)

SILVER TROPHIES

  • Harder Dick’s Balls: Get all of Dicks Balls in the Block Party Dumpster w/o reset
  • Rodeo Clown: Use Ed to Explode 500 barrels in Clown Toss (Change from 5,000)
  • Ninja pwn: Hit the Target Stuffed Ninja in every Amusement Park Mode
  • 2 Mill Club: Get “Pain in the Park” and “D-Town Destruction” (Change from 10 Mil)
  • Trill: Get Painful Bullseye Trophy with Scurv Dogg or Hung Lo add-on characters (Instead of Tosser)

BRONZE TROPHIES

  • Dude Abides: Use “The Dude” to score 30 Strikes in Bowling (Change from 50 Strikes)
  • D-Town Destruction: Get 2,000,000 score in Paindemonium and Aftermath (Change from 10 million)
  • Pain in the Park: Get 2,000,000 score in Abusement and After Hours (Change from 10 million)
  • Combo Mambo: Get 15x Combo in Paindemonium, Aftermath, Block Party, Demolition (Change from 20x)
  • Horsin’ a Clown: Take the Clown for a ride on the Roller Coaster
  • Glutton: Make 30 “Eat It!” shots in “Call da Shot”
  • Constipated: Get 100 Strikes in Bowling (Change from 250 Strikes)
  • Pain and Mane: Play 100 Games of Trauma or Horse
  • Attention Spam: Get every type of PAIN (Groin, Head, Arm, Hand, Leg, Foot and Body) combo in Paindemonium, Aftermath, Block Party, Demolition.
  • Grenade-a-Maid: Get Exploded 200 times with any female launchable add-on character*(Change from 500 times)
I feel pretty good about these changes as they really do appear to be a lot more “reasonable”. Sorry for the delay in getting the Amusement Park out to you…I’m hoping you think the delay was worth it. I’m thinking we did the right thing. But you all are the 5th C, so you tell me.

image.axd

Well, at least I will be able to get most of these trophies now.
 
True, PD hasn't made any announcements about the fall update since the first one. The first time we hear of it will be to tell us that it has become a Winter update.
 
Minor update, he answered my question in the comments. Basically I asked if the "in part" wording in his post meant that there was more than just the trophy retooling and he gave me some more details.

@FoolKiller: Actually there was a trophy that was removed and when it was removed it started playing havoc with the system. So when that happened we said if we are going to fix this bug and it delay us again let’s make sure the trophies are realistic. So that one bug in trophies pretty much sunk us and then in some ways gave us the time to retool. It sucked A LOT but I am glad we lowered the requirements. That bug acted almost like a spotlight on all the other trophies.

So, actually, the retooling is a side effect of the bug. He also explained in another part that they can't do the add-on and the trophy upgrade separately as they are tied together.
 
The PAIN! in-game update has gone live. Load up your game and it will download over 300mb of data. Then you can either buy the expansion stuff in the store tonight or from in the game now.
 

Nice.

The resoning for the huge download is that for online multiplayer to work you have to have all the assets of the add-ons so that, say, I was using a character you haven't bought you can still see that.

But online multiplayer is still a ways away.

And from the comments section the Amusemt Park is handing out points. Some people were getting 5-6 million on their second launch.
 
er em...so whats actually free in the update?
PainLabs and trophies. It was also supposed to have free onlin multiplayer but bugs got that part postponed.

Just remember PainLabs are free test beds that should update weekly. So, basically, free mini-games.

Oh and the Amusement Park add-on actually has more content than the original game did.
 
Well it's a good thing that I like this game. I for sure have already gotten my monies worth out of the original. I hope that the update will do the same.
 
Well it's a good thing that I like this game. I for sure have already gotten my monies worth out of the original. I hope that the update will do the same.
Well, the comments have been all positive.

OK, the guy with connection problems is trying to blame Idol Minds, but everyone else is happy so far.
 
So, I bought the add-on and the characters. It is all very excellent.

I am loving the park. I got After Hours unlocked and managed to shoot off the volcano in both modes. I've hit every lever in both parks.

Most of all I have had fun. It is definitely much more fun than Downtown.

This is an excellent job by the PAIN! team.

Also, PAINLabs is cool for just seeing what you can do with the Havok physics engine. Or try taking the walls apart, one block at a time.
 
It seems to be a whole different style now. It's not about the type of carnage you can cause as much as how good of a shot are you?

It is like I was anticipating in the fact that you don’t have the chain reaction events like we did downtown. I think we will have to work much harder for the trophies now then before.

I love the new characters, and the find the bear deal is a really good idea. I wasn’t a big fan of the mime toss before but the clown toss should prove to be more entertaining.
 
It seems to be a whole different style now. It's not about the type of carnage you can cause as much as how good of a shot are you?
Yeah, it is still about massive carnage (did you hit the switch on the pirate ship yet?) but the the chain reactions are more about how you can fly yourself around the board. Less Rube Goldberg, more hands-on.

It is like I was anticipating in the fact that you don’t have the chain reaction events like we did downtown. I think we will have to work much harder for the trophies now then before.
I don't know man. I got about half (maybe more?) of the trophies in Abusement Park and After Hours last night. Not harder, just different.

I love the new characters, and the find the bear deal is a really good idea. I wasn’t a big fan of the mime toss before but the clown toss should prove to be more entertaining.
Yeah, I haven't even touched the mini-games yet. So, have you checked out the names of things and the hidden signs?

The photo booth is called Fugly Mugsly, the robotic arm game is called The Groper: Don't tell mom, and the dinosaur slide is called Lickasoreass. Also, if you look inside the Pictograph shop there are two gerbils that appear to be doing something I only thought Richard Gere did with gerbils. Oh and yellow (lemonade) sno cones.
 
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