Cadmus
Arcane
- Joined
- Dec 28, 2013
- Messages
- 4,280
So... Gave MP3 a go.
This is a very shitty Max Payne game, or in fact, not not-a-Max Payne-at-all. I'm having zero fun with gunplay. The story is tripe, filled with forced cutscenes where protagonist fucks up (whereas the same would never happen if the player had control). The story is tripe, the characters, Max included, are shit (yeah, I get it - you drink booze and take pills. STOP FUCKING POINTING IT OUT FFS!).
But there is one interesting thing about this game.
You can kill whomever without any visible consequences. The strippers at the strip club, the favela denizens... Most memorably being the time when BOPE raids the favelas. You can shoot unarmed gang members, wounded gang members, BOPE officers who will never return fire... and an old lady at her home.
There is no "mission failed" or "game over" screen if you do so. Max doesn't give a shit.
In today's gaming environment, that's incline. However small it happens to be, in the case of this POS.
I absolutely don't understand this argument. I think the gunplay was absolutely smooth, responsive, the weapons had a punch to them if I remember correctly, the character movement was fluid, the weapon accuracy was satisfying, with the pistols being kinda old school-ishly precise for the required head-shot delivery. What more would you want? I would consider this an incline, tell me what recent game has a better gunplay.
Did the New York part feel like a Max Payne to you, at least? Or the setting wasn't the problem?
And you could always kill the hobos and bystanders in the previous Max Paynes, it's not an incline if the feature has remained the same throughout the series.
Entire Max Payne series are the best third person shooters I've played.
Yes!
(Enter the Matrix wasn't bad, either.)
I went and watched Hardboiled, finally, to educate myself and now concede the point that Max Payne is far more influenced by that (or whatever Hardboiled is influenced by) than The Matrix.
I don't understand why the loading times were so long in MP3, I didn't mind too much because I'm used to it for some reason =/
And the cutscenes were admittedly retarded at times, it felt like they randomly selected the words from the dialogue, that were displayed and highlighted (or the writers were tripping on something, I can not imagine this would be serious and thus I didn't take it seriously)
The gunplay was merely vanilla console cover shooter, enlivened by "boss battles" against generic, nameless enemies whose sole trait is wearing more armor.
The standard game combat is:
At that point, you have two choices.
- Click on door. Engage cutscene.
- Door locks behind Max.
- Max gets spotted.
- Enemy starts shooting.
- Max ducks behind cover.
- Enemy ducks behind cover.
- Control restored to player at last.
- And then the enemy just sit there, statically exposing body parts for you to target shoot. While occasionally one will lumber slowly towards you, relying on better hp, and hoping that you're using a controller (yeah right) to get to you before you slaughter him.
Maybe shooting static objects with a controller is more engaging, where it's harder to line up your shot. But as it is, the gunplay is polished, but it's polished generic console shooting against (usually six) generic, static targets in what amounts to the same retextured large closet with the same rows of chest high walls - over and over and over.
- Retreat to the a different row of cover and wait for the enemy to lumber one by one towards you, like lambs to the slaughter
- Wait for a long time (on hard) while your bullet meter builds up, engage it, and shoot static exposed body parts. Or, if you can see that there are no spawn points in one direction, you can jump bullet time in that direction instead - but there has to be no spawn areas there or you'll likely end up on the floor in an animation while the new spawns appear on top of you and shoot your defenseless body to death.
Yeah, except for when it didn't go like this. It was not the standard, maybe it happened a little too often but you make it sound like the majority of the shoot outs happened in this manner which is not true.
And sitting behind the cover, waiting for the enemies to come to you was usually the worst thing to do. Plus, often times the covers were destructible and your body parts were sticking out as well.
Maybe the viability of this tactic is dependent on the difficulty you're playing, I don't know but what I did was most of the time get the fuck out of the cover as fast as I could and kept running around, jumping while trying to head-shot everyone.
I specifically remember that fight in the offices with the SWAT-like soldiers later in the game, you started hidden behind a counter but if you tried to pop out and shoot at them, you'd get killed immediately, the best way to solve this fight was to just run and jump and try to hit everyone in the head. Same with the probably hardest fight earlier in the game in the office building of that stupid security company.
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