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Giant Bomb Review

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Max Payne 3 Review

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Rockstar Games modernizes and makes Max Payne its own, creating something grittier and more grounded in reality, if not quite as singular.

A harder Max for harder times.
A harder Max for harder times.

Rockstar Games faced no small feat in taking on Max Payne. With nearly a decade since Finnish developer Remedy--long since busy exploring the dark wilderness of the subconscious with Alan Wake--parted ways with the series, the challenges were manifold. After that much time, did the John-Woo-inspired gun ballet still play? And what of the comic-book-noir aesthetic, which leavened Max’s blackstrap pathos with fleets of self-reference and absurdity? Rockstar, of course, addresses both of these issues with no small amount of its own usual panache, discarding large swaths of Max’s established aesthetic and asserting its own set of influences in the process.

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, but it still packs a pretty good wallop.

Even for Max, a lot of time has passed since Max Payne 2: The Fall of Max Payne, to the point that the dramatic, traumatic events of the first two games are little more than old scar tissue now. Having long since ruined anything worth ruining in New York with booze and pills, Max has retreated from his own life and taken up reluctant employment as a personal bodyguard for the wealthy, powerful, and treacherous Branco family in São Paulo, Brazil. For as comfortably as Max and his black jacket fit into the shadows of New York’s underworld, he’s a stranger in a strange land here. His leathery American frame sticks out like a sore thumb in the washed-out sunlight of both São Paulo’s rich playgrounds of privilege and its rusted favelas, which he fumbles through with as little grasp on the local language as to why he’s really in São Paulo. Max has never been a particularly sunny soul, but here he regards his idle rich clients with about as much simmering contempt as he does for his own half-drunk, careless ineptitude as family members get kidnapped and his bad situation continues to find new ways to get worse.

Max on Fire.
Max on Fire.

Rockstar has never been particularly shy about its specific influences, which are often cinematic in origin. With Max Payne 3, the setting, character situations, and overall look of the game make comparisons to the Tony Scott movie Man on Fire inevitable, and apt, though there are strains of director Michael Mann’s slick latter-day crime dramas in there as well, all of it spiked with a spare synthesizer score and shocking moments of extreme violence. Though it’s not couched in the caricatured satire of GTAIV or the bleak revisionist period trappings of Red Dead, that same authorial voice still rings like a gunshot.

There’s still plenty of internal monologue from Max, but like the rest of the game, the language is less flowery and more nihilistic than Remedy’s work with the character. It’s still every bit as stylish, but in a completely different way, 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, but there are times that it overindulges in its own sense of style, distracting from the plot’s serpentine double-crossing and Max’s near-constant self-flagellation.

Max may be greyer at the temples than when we last left him, and far more emotionally handicapped by drink and drugs, but he’s no less capable than he ever was when leaping through the air in slow-motion with a pair of guns while facing down armies of thugs, crooked cops, and worse. Tapping into Max’s hallmark ability to drop the action into slow-motion for fleeting moments of time is still fundamental to the game’s third-person gunplay, and he still relies on found painkillers to manage his health--a grim fact he’ll regularly make glib reference to--but both have been tweaked in significant ways.

When nothing else makes sense, open fire.
When nothing else makes sense, open fire.

There’s no on-screen indication other than the silhouetted life meter in the corner of the screen to let you know when Max is near death--a point that feels oddly archaic--though should you take one too many bullets, you can cheat that last gasp by targeting the enemy that got you, provided you’re holding onto at least one painkiller. Max’s basic shoot-dodging abilities remain intact, though now when you clear a room of enemies, you’re given the opportunity to continue pumping the last man standing full of lead for no apparent reasons beyond gory style and a vicious vindictiveness. The experience is also punctuated throughout with orchestrated slow-mo gameplay set-pieces that usually involve Max leaping through the air while killing as many men as possible.

In bringing the action of Max Payne into 2012, the addition of a cover mechanic is perhaps both the most subtle and significant change in Max Payne 3. Being able to slide into cover to control the tempo of the action is almost a given in a post-Gears-of-War third-person shooter. Combining that with Max’s literal ability to control the tempo by slowing down time might make him seem invincible. Instead, Max is made more fragile to make up the difference, a choice that makes it more challenging to use the slow-mo in a cool, stylish way and undercuts one of the fundamental things that has defined Max Payne in the past. Aside from the addition of some hard- and soft-lock targeting options, the actual gunplay doesn't feel too radically different, and yet for all of the chaos around you, it's an experience that feels much more controlled.

As in GTAIV and Red Dead Redemption, Max Payne 3 features a competitive multiplayer mode that runs parallel to the single-player; it takes place in the same world, with familiar locations and players, but it’s a very different experience. You can trigger the slow-motion effect in multiplayer, and though it’s in more limited quantities than in the single-player, it has the added impact of affecting everyone in the game. Beyond that ability, though, there are few surprises to be had in the multiplayer. There are deathmatch and team deathmatch variants, as well as an objective-based Gang War mode, and you’ll earn money and experience that you can use to unlock new weapons, gear, and abilities. Adding to the persistent side of the multiplayer, you can choose to join a crew, which can provide additional bonuses. It’s all pretty well thought-out as far as these types of modes go, but it feels kind of common, watering down the elements that make Max Payne cool.

Rockstar has taken a lot of risks in the ways it has reshaped the series with Max Payne 3, and there’s something to be said for opting out of the easy route. The aesthetic overhaul is certainly the most noticeable, though there's no understating the impact that certain gameplay modernizations have had on the experience. While fans might have a hard time processing the dramatic change in tone, it’s approached with a seriousness and conviction that I respect, and frankly, have come to expect from Rockstar.

198 Comments

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Schmidtfire

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Edited By Schmidtfire

This may very well be the most underrated game this year. I'm playing the hell out of it for over 30 hours now and still can't get enough.

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Mushi

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Edited By Mushi

"Man on Fire" was on cable last night and Ryan was dead-on in that comparison. The narrative of the game mimics the style of the movie to a tee. I loved playing this game, but the poorly written voice-over ("This place had more lights than a strip club locker room" e.g.) really started to get to me.

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glots

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Edited By glots

Around two weeks ago, I was still waiting for the pc-version of Max Payne 3 to come out, with mixed expectations swirling around in my mind. Then, despite spending a lot of time with Diablo 3, I just had to get some other game to play around with and I decided to get the PS3 version of Maxy. Never been that patient with waiting for other versions of a game I could already be playing...

...but this time I'm very glad I didn't wait! Holy shit, if this isn't an awesome game! The style has changed, but is still very well-done. The shooting has gone to a whole new level and makes this possibly the best 3rd Person shooter I've ever played. It's just so slick and cool that it reminds me of when I played Max Payne 2 for the very first time. Even more impressed than that, really. Was surprised that it works so well with a console controller, can't imagine how great it will be with a keyboard&mouse, if the pc-version will turn out good.

Enjoyed other parts of the game as well, won't go into too much details this time. Great game, I say!

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Gunzilla

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Edited By Gunzilla

This game is awesome I'm a max Payne fan this is an excellent sequel the only problem I had was after cutscenes the game switches your weapon to your pistol which can leave you in a bad situation after the scene such as putting you in front of a crowd of firing enemy's with your pistol instead of the Mac 10 or assault rifle you had before the cutscene. otherwise if your a fan of max Payne or third person shooters in general it is a must buy

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binhoker

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Edited By binhoker

I have no issues with the actual score, but this is an inelegant clunker of a review.

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CharlesAlanRatliff

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Finished the game yesterday and am just now reading this review. This is a fantastic write-up.

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Epsilon82

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Edited By Epsilon82

@xyzygy: I think your points are generally fair enough, but it's a little odd to say that "Remedy proved with Alan Wake that you don't need cover to make an amazing shooter" when the prevailing opinion seems to be that the combat in Alan Wake was far and away its weakest facet.

I believe the fact of the matter is that it's 2012, a full decade past the original game, and there was only so far Rockstar was willing to go to maintain fealty to the more archaic design aspects of the first games. Having played both of Remedy's originals in the past month, having neither cover capabilities nor regenerating health is quite a jolting departure from modern design. For better or worse, these things are just something that modern gamers are accustomed to, and I feel they quite correctly calculated that the vast majority of gamers would not adjust well to not at least having the cover system as an option, at least without making Max much more of a damage sponge than before. So they split the difference and kept Max fragile and without regenerating health (keeping the painkillers in play for both gameplay and thematic reasons) but included a modern cover system. Again, having played all three games quite recently, I think that was a wise decision, also bearing in mind that Max Payne 2 apparently didn't sell for shit.

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Epsilon82

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Edited By Epsilon82

@Autechresaint: Yeah, because it's like totally impossible for Brad to have enjoyed L.A. Noire enough to give it five stars when it's so obvious that your own super-evolved opinion of it means that it objectively deserved fewer.

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SHADOWINFINITE

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Edited By SHADOWINFINITE

Good review

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blacklab

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Edited By blacklab

Amen to the Kane and Lynch comparison...it's almost like Rockstar looked at that game and said 'OK, nononono, THIS is how you do that shit'.

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HerbieBug

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Edited By HerbieBug

Hmm... I think maybe after a couple price drops and a super special complete edition with DLC packed in, I'll bite. Looks okay but, being a person who doesn't enjoy multiplayer, I'm not seeing a whole lot of value in a day 1 purchase here.

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firecracker22

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Edited By firecracker22

@Ujio said:

@zymbo said:

I think the review is decent, but, in all honesty, I think this game strays too far from the original gritty feel of the original Max Payne(s). I don't mind a cover system as much as others seem to, however, the internal monologue and struggles of the protagonist seem to have been minimized. The game play seems to be there, for the most part, but auto-aim/snap targeting is pretty lame.

This. I agree.

The grittiness looks present, though. And Max is still struggling, but he's getting old and is wearing down. At the start, he's actually trying to be positive and hopeful...but in his monotone voice it's as if he's not even buying his own bullshit.

The dark abyss and gritty approach is still pretty much there. What doesn't appear to be there is the self referential, awareness of this being a noir based on a noir within a noir-type of feel I very much remember in Max Payne 2. But, that's kinda a Remedy thing though. That self awareness of the fiction being based on this other style and the absurdity of it all being acknowledged within the fiction itself is something I remember seeing in Alan Wake.

Some Payne fans probably think the self awareness is key to Max, I think. But if it's the other stuff...that appears to still be intact from what I've seen and played.

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firecracker22

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Edited By firecracker22

@137: Holy shit.

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yyZiggurat

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Edited By yyZiggurat

@Warchief said:

its so cute that another game decided to come out on Diablo III day.

error 37 day*

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iTWAN

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Edited By iTWAN

I ma picking up my copy today. I am looking forward to this game!!!

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simkas

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Edited By simkas

@AiurFlux: How do they remove variety? A two weapon system doesn't mean you can only use 2 weapons trough the whole game, you can still pick up plenty of different guns and have plenty of variety. It's not like you were at any point in the first two games where you had to use every single weapon you had, it was pretty much always just using the one or two weapons that the enemy has. Now that's made easier and more convenient by not making you scroll trough 20 different weapons to get the one you need.

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Rowr

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Edited By Rowr

Sooo it's good then?

This review gave me very little information towards an educated purchase.

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AiurFlux

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Edited By AiurFlux

@simkas said:

@AiurFlux: Adding the weapon limit isn't dumbing down, it's taking the gameplay further down the same path. Max Payne always tried to have very John Woo styled action and in John Woo movies, you always see characters dropping their guns once their empty and picking up new ones. MP3 is doing just that. And how was the variety removed? All the various guns are still there, you just can't magically carry all of them at once. If you play trough the whole game not picking up any different weapons then it's not the game's fault. And of course you can complete it fast if you know how everything goes, that's called speedrunning. You're not gonna know everything your first time playing, so you're not gonna finish it in 4 hours and that's what matters.

Two weapon systems dumb down firefights and completely remove any variety. Halo did it and now everything does it. Look I can understand it being more realistic that you can't be an arsenal of one, but let's not forget that it's a videogame. Hell even if they allowed you to do it though a cheat code or something like a Max Payne Classic mode I'd be happy, but it's limiting options that limits gameplay thus dumbing it down. It might be more tactical but it doesn't inherently mean it's better. There's really no reason not to have both, especially since the game is only 7 hours on an enjoyable setting at an enjoyable pace, 4 if you rush through it. Let the player decide. That should always be the main thing, and when you remove options you do a shitty job.

Maybe saying dumbing down in this example was a bad choice of words, maybe limiting gameplay options would have been better. But for so long I've felt that two weapon systems, especially in shooters, dumb down the gameplay and I know for a fact that I am far from the only one with this thought.

Now I'll drop it. Let's just agree to disagree on this, but agree that it's a perfectly fine game.

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UlquioKani

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Edited By UlquioKani

@xyzygy said:

@UlquioKani said:

@xyzygy: Max Payne can't move at superhuman speed so even if he could see the bullets coming, he would not be able to dodge them. I always felt that the bullet time was used to kill people more effectively and with more style rather than as a defence mechanic

But you could also say that killing the people faster would help you stay alive, AKA, it's a form of defence.

What I'm trying to say is that you can still do what you did in the first 2 games but the flow between jumping out of cover, shooting and jumping back into cover has been streamlined. It makes the flow of the game seem more realistic while still allowing you to do crazy ass shit.

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xyzygy

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Edited By xyzygy

@UlquioKani said:

@xyzygy: Max Payne can't move at superhuman speed so even if he could see the bullets coming, he would not be able to dodge them. I always felt that the bullet time was used to kill people more effectively and with more style rather than as a defence mechanic

But you could also say that killing the people faster would help you stay alive, AKA, it's a form of defence.

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UlquioKani

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Edited By UlquioKani

@xyzygy: Max Payne can't move at superhuman speed so even if he could see the bullets coming, he would not be able to dodge them. I always felt that the bullet time was used to kill people more effectively and with more style rather than as a defence mechanic

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xyzygy

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Edited By xyzygy

@UlquioKani: Exactly - that's why Max Payne had the Bullet Time system. It makes it easier to dodge bullets because they move fast. But what Ryan is saying is that the cover system undercuts that whole aspect of BT in favour of said cover system that has been used to death.

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UlquioKani

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Edited By UlquioKani

@xyzygy: You're right but the amount of ranged attacks coming at you isn't the same as 4 or 5 guys firing at you with guns. Also axes are are slower moving and are easier to dodge compared to bullets

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xyzygy

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Edited By xyzygy

@UlquioKani: There are ranged enemies in both Alan Wake games. Some are melee, some are ranged. And the melee ones throw their weapons at you often, IIRC. You can dodge their projectiles and dodge the ranged enemies' projectiles.

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UlquioKani

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Edited By UlquioKani

@xyzygy: In Alan Wake, the enemies didn't shoot back and were melee focused. Cover would not have helped in that situation. A dodge mechanic makes more sense in that situation.

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xyzygy

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Edited By xyzygy

@Bell_End said:

@xyzygy said:

It looks like my main fear about the game was true: The cover system "...undercuts one of the fundamental things that has defined Max Payne in the past."

I'm not saying this game will be bad or anything, I'm just disappointed that cover systems have saturated a series which was previously very confident, successful and defined in its own systems.

Sure, in real gunfights people would "take cover" and use a sort of cover system, but this is a video game and sometimes they don't need to adhere to reality. Especially in Max Payne.

im sure if 'cover' existed when the first MP's came out then they would of added it. i don't get why cover is seen as a bad thing, it just seem natural to me and would be weird with out it.

Are you so sure of that? Remedy created a superb third person shooter in Alan Wake which had no cover shooting, and as a result they relied on different things to make the combat stand out (using light as safe havens, the dodging mechanic, the flashlight to wear "shields" down, etc) and it turned out fine. Better than fine - it was awesome. Remedy proved with Alan Wake that you don't need cover to make an amazing shooter.

Adding cover systems creates an inescapable flow in shooters. Go behind cover, wait for an enemy to stop their obvious shooting patterns, and play whack a mole from behind cover. It might have been good back when Gears of War was released, but that was 7 years ago and they have been done to death. Adding cover to this game will essentially negate the point of Bullet Time because it's way easier to stand behind a cover where enemies basically shoot aimlessly as long as you're in the protective position, and this seems to be supported by what Ryan says in the review.

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Bell_End

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Edited By Bell_End

@xyzygy said:

It looks like my main fear about the game was true: The cover system "...undercuts one of the fundamental things that has defined Max Payne in the past."

I'm not saying this game will be bad or anything, I'm just disappointed that cover systems have saturated a series which was previously very confident, successful and defined in its own systems.

Sure, in real gunfights people would "take cover" and use a sort of cover system, but this is a video game and sometimes they don't need to adhere to reality. Especially in Max Payne.

im sure if 'cover' existed when the first MP's came out then they would of added it. i don't get why cover is seen as a bad thing, it just seem natural to me and would be weird with out it.

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137

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Edited By 137

I love how max is modeled after Bryan Cranston without pulling any punches.

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simkas

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Edited By simkas

@xyzygy: But it doesn't make a big difference. In the first games, you still often had to rely on cover for reloading or popping a few painkillers, since if you spent all of your time just running around in the middle of large enemy groups, you'd be dead. This just makes that part easier to use by making it more convenient and making it look more fluid. Having to run behind a wall and just awkwardly stand there never looked good.

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Ujio

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Edited By Ujio

@zymbo said:

I think the review is decent, but, in all honesty, I think this game strays too far from the original gritty feel of the original Max Payne(s). I don't mind a cover system as much as others seem to, however, the internal monologue and struggles of the protagonist seem to have been minimized. The game play seems to be there, for the most part, but auto-aim/snap targeting is pretty lame.

This. I agree.

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Nightfang

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Edited By Nightfang

Just like I thought.

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fjordson

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Edited By fjordson

@zymbo said:

but auto-aim/snap targeting is pretty lame.

And also optional. Red Dead was awesome with auto-aim turned off, and I'd assume the same is true here.

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AngelN7

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Edited By AngelN7

3rd person shooters without cover feel weird (I'm not saying bad but weird it would feel even more weird in a game grounded in reality such as this) most of the times and circle strafing arround guys feels so 2004 I doubt the cover system is bad Rockstar is pretty good with the shooting in their games I really want to play this one but I won't be buying it soon.

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blacklab

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Edited By blacklab

Done and done. Excellent review, Ryan.

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zymbo

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Edited By zymbo

I think the review is decent, but, in all honesty, I think this game strays too far from the original gritty feel of the original Max Payne(s). I don't mind a cover system as much as others seem to, however, the internal monologue and struggles of the protagonist seem to have been minimized. The game play seems to be there, for the most part, but auto-aim/snap targeting is pretty lame. I don't care much for "designed for a console" programming. Design the fucker for a PC so people can have a challenge and let the console noobs adapt accordingly. I guess this game falls into the rental/4-6 months later purchase bin.

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Raven10

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Edited By Raven10

Tough game to review. It seems like those who like Rockstar games may very well like this but those who like Remedy games may not. Personally I was never a huge fan of Rockstar's brand of storytelling. Remedy always writes some brilliant scripts and taking that series and putting the Houser treatment on it doesn't seem like a great fit. So I guess good game if you like that style, but not anything like Max Payne of old. For me that means maybe a rental down the line. Not especially interested in buying it.

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xyzygy

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Edited By xyzygy

It looks like my main fear about the game was true: The cover system "...undercuts one of the fundamental things that has defined Max Payne in the past."

I'm not saying this game will be bad or anything, I'm just disappointed that cover systems have saturated a series which was previously very confident, successful and defined in its own systems.

Sure, in real gunfights people would "take cover" and use a sort of cover system, but this is a video game and sometimes they don't need to adhere to reality. Especially in Max Payne.

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ArcLyte

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Edited By ArcLyte

A FOUR? WHAT THE FUCK?

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yyZiggurat

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Edited By yyZiggurat

Dammit, Ryan. Max On Fire was my Joke!

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laserbolts

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Edited By laserbolts

@Phished0ne said:

Let's hear it for people in the comments section of a review, making their own judgments about things like tone and gameplay when they haven't even played the game. C'mon people, a round of applause for these, important, necessary components to video game websites. *stands and applauds*

Your comment was also necessary and relevant to this review. I think i'll stand and applaud as well. Can't wait to get this tomorrow.

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Karl_Boss

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Edited By Karl_Boss

Surprised Ryan reviewed this, he hardly reviews any games anymore.

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laserbolts

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Edited By laserbolts

@Napalm: Don't worry Ryan is the worst of the bunch at video games so it could just be him sucking.

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benspyda

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Edited By benspyda

The review doesn't really convey how enjoyable the game is, one of the main reasons I read a review for. He gave it 4 stars so it must be pretty good but I still don't feel like I know anymore than I did before reading the review.

Guess the quicklook will give me a better picture of whether or not to get this game now or wait for it to drop in price.

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deactivated-629eab11cc270

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Kind of a weird review. Do all of Ryan's reviews read like this?

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Ravelle

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Edited By Ravelle

Can't wait to play it, but have to wait a couple of weeks for the PC release. :(

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deactivated-5c7ea8553cb72

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I wish Ryan spoke more of why exactly this game didn't get a perfect score. I don't recall reading what issues the game has, and wish he explored those a bit more.

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Flawed_System

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Edited By Flawed_System

Picking up my copy tomorrow! Can't wait!

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landon

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Edited By landon

@AiurFlux said:

@simkas said:

@AiurFlux: The gunplay is dumbed down? So the fact that there's more depth to the gunplay means it's dumbed down? I'm pretty sure that's the exact opposite of dumbed down. And it's far longer than 4 hours, pretty much everyone who has played it has said that it took them at least a good 10 hours. That's long enough compared to most other games and considering that the first 2 weren't very long either.

And the gunplay, in my opinion, is dumbed down with the two weapon system.

One could argue that Max Payne 1 and 2 had dumbed down gunplay because there was no strategy with picking and choosing the right weapon for the situation because you could just cycle through everything.

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chocolaterhinovampire

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I am stoked to play this game...love Max Payne