MetalCraze
Arcane
Show me a video of people playing it with a kb & mouse the right way then?
On his Xbox no less.Skyway propagating stupid and hate again?
He's gonna be the first one playing it through.
Judging from videos it happens moreIs the killcam itself moronic or the frequency? It happens less once you start facing more enemies.
Then why every moron plays it like that?No, it doesn't.
That's reassuring. At least my loss here is that I won't know why levels change every 3 minutes.I didn't like the amount of cutscenes either, but they are skippable.
I bet you did.And I have played through MP1&2 multiple times.
Is it just me does this feel like a kane and lynch game?They have their own style
Cover system, bullet time got slowed (hard to believe yes?) and yet consoletard still can't hit, painkillers seem to be healing him to full hp by 1 button press, retarded cinematic takedowns every 3 kills, no noir - some usual ganstah whores Rockstar bullshit. Awesome game.
MP3 has its share of problems, the things you named are not it.
The game is hard and you will die repeatedly, especially if you try to play it like some standard fare cover shooter.
Game got leaked a couple of days ago on bitgamer (only the xbox version, mind you). That could be it.How do you know this?
Giant Bomb said:Rockstar held publishing duties on the first two Max Payne games, but Max Payne 3 really feels like a modern Rockstar game, with the grimy creative fingerprints of the creators of Grand Theft Auto IV and Red Dead Redemption all over it. To trot out a hoary old line that Max Payne himself would probably mutter to himself and then sneer at, this ain’t your grandaddy’s Max Payne. And in a way, that’s kind of a shame, since there hasn’t really been anything quite like Max Payne since Max Payne. Max Payne 3 is definitely a different kind of cocktail.
Replacing Max’s old static comic-panel storytelling devices with flashy multi-frame cutscenes that are jumpy and dynamic, often popping up key bits of dialogue on screen for added punch. It’s a distinct look and feel that, in some ways, reminded me more of the blown-out neon and cheap digital noise of IO Interactive’s Kane & Lynch 2: Dog Days than the previous Max Payne games.
4/5
videogamer.com said:The real issue with this isn't so much the frustration, however - it's the impact it has on the way you play. In former Max Payne games your pleasure often came from choreographing your own action: you would do a death-defying leap and shotgun takedown simply because you knew it would look good. In Max Payne 3 the risk of death and restart is often too great. Why do something that makes you look and feel like an action hero, when holding back behind cover means you're more likely to survive? The shame, then, is that the difficulty encourages over-cautious play.
Something else excised from the record, meanwhile, is the eccentricity that Remedy once laced throughout former Max Paynes. In the last game dream moments and that remarkable non-combat sequence in Mona's funhouse provided natural and fascinating breaks from the action, but the Rockstar blend prefers to concentrate on all-action, all-the-time.
8/10
Joystick said:There's an earnest push for "narrative" in the game's multiplayer too, seen in the "Gang Wars" mode. The dramatic feud plays out across a single map, but it really just feels like game mode madlibs. The [reviled crime family] lost some [turf], so they struck back with a [VIP assassination attempt]. When that failed, things degenerated into a heated, elegaic [deathmatch]. The variety in modes is appreciated, but the story-based wrapper is suspect.
Surprisingly, that's also the campaign's deepest flaw. The neo-noir styling – more Tony Scott than Ridley Scott – is slick and grown up, but cutscenes can feel disruptive, self-indulgent and rambling. Max's caustic quips are buried in a muddle of nested flashbacks and endless dialogue that aims to convey complexity and dark intrigue, but eventually sounds like the repetitive clatter of name tags rolling about in a tumble dryer. It goes with Rockstar's vision of Brazil: home to exotic accents, more so than memorable characters.
4.5/5
Xbox Magazine said:Sadly, an unhealthy chunk of Payne’s 12 hours involves replaying certain sections quite a few times. Not only is the game plenty difficult even on the default Medium setting (not a bad thing), but it sometimes feels unfair as well (not a good thing). For instance, you’ll occasionally have to fight a heavily armed and armored mini-boss, and if you kill his pals and happen to be standing away from cover when the big boy makes his scripted entrance, one of his high-caliber bullets will drop you before you can even move. On the tough Docks mission, meanwhile, you can easily shoot-dodge off the piers, which usually results in instant death if Max hits the water.
Seemingly cognizant of how tough it can be, the game gives you an extra bottle of health-restoring painkillers for every few times you restart at the same spot, but the situation is gratingly exacerbated by Max Payne 3’s erratic checkpoint system. More often than not, you’ll have to replay painfully long stretches of white-knuckle sequences, turning levels into chores, not treats.
8/10
Destructiod said:Max isn't a space marine, after all. He may be tough as nails, but it doesn't require much more than a few bullets to take him down, and there are a lot of bullets in his general vicinity pretty much all of the time. But death need not be the end with the introduction of a "last stand" mechanic, activated when Max runs out of health but still has unused painkillers. When in the last stand, bullet time is activated and the player has a few seconds to eliminate the specific enemy responsible for the killing blow. If successful, Max will survive in a prone position with a majority of health restored, at the cost of a painkiller and all stored bullet time.
These new mechanics go a long way toward deepening the gameplay experience, but Rockstar also has an eye for broadening appeal. Max Payne 3 offers a variety of options that gear it toward players of a wide skill range, most significantly by providing aim assistance in the series for the first time in two different forms. When in "Soft Lock" mode, aiming Max's gun causes the targeting reticule to move to the center of mass of the closest enemy. The still easier "Hard Lock" works similarly, with the exception that the reticule will stay with a targeted enemy and try to maintain its relative position on their body even if they move.
9/10
How does this "deepen" the experience? Is this reviewer really trying to say that this is some sort of game-changer? Wow, what an excellent and compelling mechanic, I can either die and start from the latest save point, or not die and not lose any progress. That's some revolutionary stuff right there.Destructoid said:Max isn't a space marine, after all. He may be tough as nails, but it doesn't require much more than a few bullets to take him down, and there are a lot of bullets in his general vicinity pretty much all of the time. But death need not be the end with the introduction of a "last stand" mechanic, activated when Max runs out of health but still has unused painkillers. When in the last stand, bullet time is activated and the player has a few seconds to eliminate the specific enemy responsible for the killing blow. If successful, Max will survive in a prone position with a majority of health restored, at the cost of a painkiller and all stored bullet time.