@squirrelnacho said:
Simply putting cinematics into games is not what defines studios, and that is not what people are talking about. Remedy has already said in an interview that while they make like the game, they would have made different choices. The two are not mutually exclusive. If you can't tell that Max Payne 3 has a very different tone and style than the first two games, then you should the review or watch the quicklook on this site.
Yeah and simply repeating "they would have made different choices" is pretty vague and says nothing about the type of difference or the level of difference. Obviously this one is a clearly different style than the previous two, anyone can see that. The reason I gave the cinematic styling as an example is because that is clearly one of the most striking differences, which also ties into the action movie dialog, flashy effects, and even the cover system, which is more real life than constantly bullet dodging.
If anything this installment takes the original John Woo inspired theme and extrapolates on it. The problem is, Max Payne has always had the dichotomy of a noir novel vs an action movie. It's bullet time slo mo is inspired by movies like Matrix, but it's story telling takes a novel approach. This one ties the two together in a more seamless fashion. While the dialog may be less mature and more trashy, it also fits the over the top action movie inspired combat better.
I get that a lot of people fell in love with the very noir feeling script of Max 1&2, but honestly, MacCaffrey's voicing of it felt forced, as if you could see him reading the lines vs feeling them. I also honestly don't get why so many were put off by the new dialog and strikingly different way of conveying the noir feel, when the first two had such romantic narrative juxtaposed to such arcade, action movie gameplay. Likable or not is was an odd combination.
I also feel your point comes off as very vague and baseless when you A) speak for Remedy without even knowing what they meant by different choices, and B) speak for all others whom preferred the first two when saying they're not talking about cinematic styling without knowing it. Read the negative (red highlighted) user reviews on Metacritic. Most criticize the cinematic styling of unskippable cutscenes, action movie dialog, and scripted action sequences. It still comes back to your argument having no details on your end and the fact that Remedy said the game was brilliant.
Even if Remedy thinks they could have improved upon it, they would have been starting with Rockstar's already quote "brilliant" work as a reference point, in their own words. I hardly call that a need for significant improvement as you seem to be claiming. Or what really ARE you claiming? So far you've given literally NO examples, because you appear to be speaking for others without really knowing their thoughts.
I look at all the complaints people blaming Rockstar for in this game and most of them are present in Remedy's Alan Wake, which didn't fare quite as well as MP3 in overall ratings. Whether it be the cinematic styling, effects, or gimmicky way of inducing panic by scripting action sequences, Alan Wake has them all too. In fact the movement and aiming is even more consolish and clumsy. The only theme it adheres to that MP 1&2 had is the novel dialog, yet still, it didn't fare as well as MP3 in overall ratings. A few "different choices" don't necessarily make a game more likable or playable.
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