The first two Max Payne games were too reliant on the same jumping in slow-mo obsession. They were one-note and never properly evolved. Max Payne 3 is what the first two should have been like; intense, well-controlled action with a peppering of incredible slow-mo effects. I liked that I had to ration my dives and jumps instead of just playing the entire thing in slow motion. It made the action feel strategic, rewarding, challenging, and realistic.ThriKreen said:This was the first game in my whole life that I honestly wanted to ask for a refund.
Not even Duke Nukem Forever wanted me to do that.
It's not a Max Payne game. In MP3, it felt like the bullet time meter depleted way too fast and regained from kills way too slowly. In previous Max Payne games, you could regain it during BT via kills to maintain the meter and keep gunning, while in MP3 it was poorly used to the point of why bother. And cover fire, WTF? This isn't Gears of War, this is MAX PAYNE, you don't need to hide in cover, you jump into the fray, enable bullet time, and kill 5 guys before you hit the ground.
So you're complaining that you weren't able to behave unrealistically? I don't get it. Obviously leaping into a group of men with guns is going to end with you dying should you not take them all out before landing. If you want to be able to leap into the air, land, and then pop back up to your feet in six frames without taking damage, then you're essentially asking the game to put no weight behind your choices.Speaking of hitting the ground, gameplay took a backseat to the desire to play all the animations to "be realistic" to the point that it got into the way because they forced you to finish the animation before you could do anything else, even while being shot it. I love waiting for 2 seconds while they played the animation for Max to get off the ground, meanwhile guys are shooting at him. Or recovering when dodging to the side and hitting a wall. You'd think adrenaline from being shot at would make him react a bit faster.
I'm sorry, but having realistic animations and character modeling is not a flaw, no matter how you stretch it.
I definitely agree here, although it's worth noting that the first two had even smaller areas.Due to said high graphics bar and poor streaming system, it resulted in really small areas connected by unskippable cinematics to mask loading of the next area. While I can tolerate a linear storyline (re: Uncharted), and film noir atmosphere (staple of Max Payne), the need to have so many broken up small sections really gets frustrating when you hit a cinematic of Max opening a gate, walk down a hall, then hit another cinematic of Max opening another gate. Crysis 2 had larger areas.
I loved, loved, loved Max Payne. I thought it was a perfect update on a series I love and I thought the three gun system was the best I've seen inventory-wise in a game so far. The action was great and the story was interesting, if not stellar. I played through twice and found the highest difficulty to be the perfect challenge.