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Max Payne 3 - Discuss!

Whisper

Arcane
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Joined
Feb 29, 2012
Messages
4,357
The difficulty is the best bit, just like in the other games. Obviously you've been brought up on health regen, take 100 bullets to the face shooters. Diving slo-mo has always been separate from bullet time so it's not a strange design decision. The bullet time is meant to be saved up for sections where there are a lot of fuckers while the Divng slo-mo is always there as your extra advantage.

Why "diving" eats up slow-mo?
If it costs slow-mo to use why it can be used with no slow-mo left?


About difficulty, i doubt most fights in later game can be passed without reload. 1 guy on roof that appears there mid-fight and who is far away from you (so you can only find him if you know he will be on roof and at exact time) - if you unlucky he can 1-shot you in head, you lose around half-hp on normal. So basicly hard fights are supposed to be memorized enemy locations.
 

Ermm

Erudite
Joined
Jul 31, 2009
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Delta Quadrant
Game is better than I expected (and of course best parts of the game are the ones set in New York). Bald head move was really unnecessary. Also, if they really wanted move to Europe, they should've chosen France (Paris especially) or Italy. Also, I finished the second New York level and I am a bit beyond the middle of the game, but in terms of story, much of the story feels like a filler, and the plot twist just before the second New York level felt predictable.

Overall not a bad game, but hope that if Max Payne 4 happens it will be back in New York, or at least somewhere with a noir feeling.
 

Menckenstein

Lunacy of Caen: Todd Reaver
Joined
Aug 2, 2011
Messages
16,089
Location
Remulak
I'm having a better time with multiplayer now that I've done some testing with loadouts. Lightweight is the way to go.

1911, stitches and intuition.

Unlimited sprinting is worth the dying in one or two shots price, once you get a couple head shots you fill up that adrenaline meter so fast then pop out intuition 2 or 3 and you can run around meleeing the fuck out of everyone on the enemy team.

One thing they need to fix is I'm not getting any of my xp from matches where host migration fails and it happens a lot because people are ragequitting faggots. :(
 

commie

The Last Marxist
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Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
The difficulty is the best bit, just like in the other games. Obviously you've been brought up on health regen, take 100 bullets to the face shooters. Diving slo-mo has always been separate from bullet time so it's not a strange design decision. The bullet time is meant to be saved up for sections where there are a lot of fuckers while the Divng slo-mo is always there as your extra advantage.

Why "diving" eats up slow-mo?
If it costs slow-mo to use why it can be used with no slow-mo left?


About difficulty, i doubt most fights in later game can be passed without reload. 1 guy on roof that appears there mid-fight and who is far away from you (so you can only find him if you know he will be on roof and at exact time) - if you unlucky he can 1-shot you in head, you lose around half-hp on normal. So basicly hard fights are supposed to be memorized enemy locations.

Diving eats up slo-mo I guess so you have to really pay attention when you use it so that you can refill it by shooting goons if you want the bullet time to not run out and not just use it every 5 seconds just to avoid getting shot at in every encounter. Of course you CAN use it every 5 seconds anyway but then get ready to live with an empty bullet time.That's the trade-off and I think it works because if you never lost bullet time due to diving then there would be no conservation needed.

Getting one shot killed by snipers is par for the course. You have to pay attention when entering rooms and no go all Fags of War style. This is true in every Max Payne game. I'm actually really pleased that the 'normal' difficulty is on a par with those games in the past.


Besides, aesthetically it is an improvement over facing a wall next to a doorway and awkwardly run-sliding to the side to get a shot off before sliding back into cover as in the other MP games.
If you did that in MP1 or MP2, you played the games wrong.

It's not about whether it was right or wrong, it was certainly possible. The normal method of course is just to dive left and right or even forwards into a room. That's just as gamey though as cover, so I don't see the point at raging at having a cover option. Besides, the game can be played just fine without using it which is great, unlike many other games where the encounter design pretty much forces you to use this feature.
 

Zed

Codex Staff
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Codex USB, 2014
Saw this on my torrent tracker. I won't torrent it (won't buy it either) but I was surprised at the size of the thing. 27 GB? Damn.
 

DwarvenFood

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Atlantic Accelerator
Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire

Toffeli

Atomkrieg, ja bitte
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Wasteland 2
Incline of MP3?
WPEXc.jpg
 

Whisper

Arcane
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Getting one shot killed by snipers is par for the course. You have to pay attention when entering rooms and no go all Fags of War style. This is true in every Max Payne game. I'm actually really pleased that the 'normal' difficulty is on a par with those games in the past.

How you are supposed to "pay attention" when in middle of gun-fight with 3-4 enemies who are shooting at you, you are supposed to notice in 1 second time some guy in third window on the second floor? And who often blends in the surrounding? If you keep all attention on searching for hidden guys on roofs while 3-4 enemies attack you, you would die to those 3-4 enemies.

For some fights, you are basicly forced by game to die/remember location of enemies/re-do with gained knowledge.
 

commie

The Last Marxist
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Getting one shot killed by snipers is par for the course. You have to pay attention when entering rooms and no go all Fags of War style. This is true in every Max Payne game. I'm actually really pleased that the 'normal' difficulty is on a par with those games in the past.

How you are supposed to "pay attention" when in middle of gun-fight with 3-4 enemies who are shooting at you, you are supposed to notice in 1 second time some guy in third window on the second floor? And who often blends in the surrounding? If you keep all attention on searching for hidden guys on roofs while 3-4 enemies attack you, you would die to those 3-4 enemies.

For some fights, you are basicly forced by game to die/remember location of enemies/re-do with gained knowledge.

As Mackenstein says, trial and error bro...it may not seem 'fair' in this age of indestructible player characters where you have ample time to adjust to some unexpected challenge but that's how it was in ye olde days. I'm over the moon at getting my arse blown away because I went too gung ho. I actually have had to abandon all the bad habits I've picked up from modern shooters since the first health regen system appeared in Call of Duty 2. Just take it easy, use the cover system(here's irony, cover system actually is a positive in this context) when you first enter a room and take time to look around. You'll find that you die unexpectedly a lot less often.
 

Deleted member 7219

Guest
I've been busy playing this for the past few days. Better story than the first few games, no LULZ. Captain Baseball Bat Boy is confined to the TV where he belongs. Characters are written seriously and are believable. Cutscenes aren't comic books but they are still artistically done with good camera work. Guy who voices Max is excellent.

I tried playing on hard mode but it was just too unforgiving, I kept dying in almost every fight. The AI is the best I've seen in a shooter since FEAR. Had to knock the difficulty down to normal just to stand a chance. It is really satisfying when you manage to complete a level, as it should be.

I liked the new setting, I don't think I've played a game set in Brazil before, it feels new and different. There's still flashback levels set in New York though, probably to appease the whiners. The game feels really loyal to the previous two games, Max's narration is spot on and there's no health regen bullshit. You still have to find painkillers to heal up, and the bullet time counter only recharges when you kill enemies, like before (so you can't just sit still and wait for it to recharge all by itself). And so far everything just seems to go wrong for Max, I never could quite feel sorry for him before because of all the LULZ, but Rockstar have done things right here.
 

commie

The Last Marxist
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The TV shows are lulzy as fuck,...nice touch there. Haven't seen Lords and Ladies though...

I tried playing on hard mode but it was just too unforgiving, I kept dying in almost every fight. The AI is the best I've seen in a shooter since FEAR. Had to knock the difficulty down to normal just to stand a chance. It is really satisfying when you manage to complete a level, as it should be.

Yeah, I initially scoffed at their description of the 'Normal' difficulty("a challenge, yeah right!") and went straight to hard: what an eye opener. I fled like a pussy back to normal though I will go to hard eventually as no doubt I'll be replaying this over and over from time to time. Maybe it just sems hard cause of the spoonfed tripe for kiddies we've been fed over the years, but even so it's a huge step up in difficulty from what passes for 'normal' these days. To think that there's a level above 'challenging' too! o_O
 
Joined
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Messages
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I'm in Chapter 10 now, Hard difficulty. My main complaints would be - too many custscenes, Max talks too much. Seriously Rockstar, if you can't come up with anything particularly witty for Max to say during certain moments, just keep him silent, let the scene speak for itself. For all the wishing he was dead the fucker resists dying quite a lot. Writing is ok for the most part, just overdone. Another annoyance with cutscenes - they switch selected weapon to pistol. I hope they'll have it in them to fix this with a patch. Also, it kinda sucks that Max doesn't get to use grenades and molotovs this time, plenty of situations where those would've been useful. Still, shooting is very satisfying.
Other than that - loving this shit. Save for some minor differences it's a Max Payne game through and through. More challenging than first games, on Hard at least, with two more unlockable difficulties to go. Fuck yes. Encounter design is quite unfair to the player a lot of times - I approve. Trial and error gameplay is definitely true to the series. This is still a game where it's fun to die, just like the first two. Game also has a strong atmosphere even though it doesn't match first two games in this department. It's still a good sequel and the best TPS in fucking years. Thank you Rockstar.
 

Whisper

Arcane
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Joined
Feb 29, 2012
Messages
4,357
I tried playing on hard mode but it was just too unforgiving, I kept dying in almost every fight. The AI is the best I've seen in a shooter since FEAR. Had to knock the difficulty down to normal just to stand a chance.

What changes with going from normal to hard? You already die in 3-4 shots on normal.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
the bullet time counter only recharges when you kill enemies, like before (so you can't just sit still and wait for it to recharge all by itself).

It can actualy recharge from zero to full without killing anyone. Hide behind object in fight and see yourself.
 
Joined
Mar 18, 2009
Messages
7,631
It can actualy recharge from zero to full without killing anyone. Hide behind object in fight and see yourself.

This fucking thing is still a bit of a mystery to me. I noticed it recharging too couple of times when in cover, but most of the time it doesn't work like that. So maybe it was still recharging from enemies I killed before, I dunno. It's kind of weird, but it's still better than constant bullet time regen in MP2. That made it piss easy on any difficulty.

Anyway, just finished the game for the first time. Sure was a great ride to me. I'll repeat it on "Hardcore" and "Old School", no doubt.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
Its not a mystery why it recharges. It recharges when you are being shot at (while in cover too - it doesnt matter if bullet hit your or not). Each bullet shot adds some time so if you meet like 3 enemies with SMGs, bullet time will go extra-fast.


So you probably can always kill enemies in bullet-time - if you just wait long enough (in some situations you need to go fast).
 

Menckenstein

Lunacy of Caen: Todd Reaver
Joined
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Messages
16,089
Location
Remulak
Depending on difficulty I think it only recharges on its own to a certain degree. like how if you're near death the health goes back below the head after a bit
 

MapMan

Arcane
Joined
Aug 7, 2009
Messages
2,330
+ Runs great on my E8500, gtx 260 and 4 gigs of ram with high (or very high) settings, dx10 (although on 1280x1024)
+ Shooting feels fun, every kill can be a blast
+ Story maybe isn't the best thing since dragon age 2 but it certainly isn't bad or something I'd view as a con
+ Is funny and depressing at times.
+ A lot of nice little touches here and there. A lot of love has been put into this game.

- Too easy. I played this on hard and found it too easy. I think its because of two things: popamole and the automatic "saving throws" when you receive a fatal wound but you have a painkiller.
- Altough the cutscenes are very good, properly scripted and voiced, they quickly start to break the immersion (I hate that word) and you just have to wait it through.

All in all, very good game. Should be far less popamole and more trial and error.
 

Whisper

Arcane
Vatnik
Joined
Feb 29, 2012
Messages
4,357
- Too easy. I played this on hard and found it too easy. I think its because of two things: popamole and the automatic "saving throws" when you receive a fatal wound but you have a painkiller.

Let me guess - you have target-assist mode on?
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
A lot of this sounds promising, I just hate all the talk of cutscenes. Really goes to show you how gameplay is getting replaced. FFS, it shouldn't be that way. Ah well, I'll probably pick it up when it goes on sale.
 

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