"Oh boy, I wonder if developers are going to try and keep that serious atmosphere of Monastery level where you felt despair and lost"
*A bunch of evil monks fly out of monastery, surfing coffins*
But seriously, the first level that you will play in this DLC is Monastery. It was a great level in original. Moody, grey, windy. You felt quite lost here. And you also had to search a lot more for star items, without compass help.
Painkiller HD actually does a good job. It doesn't keep exactly same atmosphere, but you know what, it looks pretty and fun. Very pretty, with action taking at the dawn. Or sunrise. Hm. You still have to search for pentagrams, don't worry. It did lose a detail where you had to shoot a hanging huge chandelier once you collect all items to make it smash the grave to reveal pathway to the cave. No such thing there, grave opens by itself now. But it's probably for the better, was hard to figure out what to do at that point in original.
But hey, at least caves don't look like just single texture plastered over everything. Got wooden planks. Still somehow manage to confuse me, despite being simple. Really.
Oh yea, and you will notice the new weapon - cannon. Sam Stone be proud. Does a good job at knocking back few common enemies and the explosion that it does is actually harmful as well. Shame that it doesn't gib monsters by default, but using it with 8x Slow-Mo and Double Damage cards is awesome.
It also does an AOE freeze as alternative fire. And well, HUD part of it feels unfinished. It doesn't have unique icons and it makes you belive that you got "0" alternative fire ammo, while in really it just uses ammo from primaty fire pool. So don't be fooled.
Didn't like Ports level in original and it was pretty much copy-pasted into Painkiller HD. No cool details were lost, not that it had any. No new ones were added. None. And I was thinking that they would hand-guide players with checkpoints at crane sections, but looks like you will have to figure out by yourself still. And well, not fan of it.
But hey, at least bikers and all the drunk sailors are back. Hmmm, those sailors sure look more creepy with blackness instead of eyes. The way that they shoot feels better, feels more fair. Those punks with rocketlaunchers are still ♥♥♥♥♥♥♥s. As for those stereotypical bikers, well, they lost their wacky character. They still look funny, but they don't say anything at all. No "woaaaah" for us, sadly. And they also shoot differently. In original game they first aim at the spot where you was and then start shooting by aiming down and then slowly raising gun without reaimng. It was like hitscan that you could actually avoid. Here they are just shooting at you. With weird gun offset, so if you circle-strafe counter-clockwise, then you will not be hit at all.
Now, Ruins. It would be a shame to call i a "port". The only thing ported is end-level boss arena, everything else is completely new and was made with love, no less. The scenery is real pretty, it still feels like Painkiller, it got new enemies. The only shame is that it's short section, not as big as others. I think. Awesome stuff!
Well, until you get to the boss himself. It gets weird there. Hammer ground pound attack will throw you into air even if you jump the moment it hits the ground. Or maybe I just mistimed it everytime. And then the ruins physics objects seem to have no collision, so don't even have to be afraid of it. And then once you get to the second phase of boss, the only thing he can do is hit the ground with fist. No, it doesn't send you flying. So it's kinda pathetic. Quite a let down compared to everything before.