Along with the standard movements Max is known for, a couple of additions are now present as well. Max Payne 3 allows fluid movement throughout and a great deal of accuracy in the shooting, especially when taking the “Auto-lock” function off. This time around, Max feels more suited than ever to properly take down the waves of enemies that come his way. Rockstar is known for not having the best handle on their shooting mechanics in a lot of their games, but the Max Payne series has always done it quite well. Now for those who are not as concerned with the story and just want to shoot things, the gamplay is excellent from a playability standpoint. The story may suffer a bit from all the twists and turns it takes throughout, but it is the fantastic (and often dryly hilarious) narration and voice work overall that makes the story aspect very enjoyable overall. It may make the game feel a bit more serious than it needs to, but credit to the continued voice work from James McCaffrey (who also provided motion capture work), who really nails the role. Even if one were not tied into his story from the previous games, getting a feel for who this person is and why he is so depressed is incredibly well handled. While the overall story may not be as tidy as the other tales told in recent Rockstar games or even previous Max Payne games, the way Max is portrayed as a character is strong stuff. Lead writer Dan Houser, who was involved in many of the Grand Theft Auto games and Red Dead Redemption (which was just as satisfying on an emotional level as it was a Western action/adventure one) continues to deliver on selling an engaging tale about a deeply wounded character. While still being a hard-boiled detective story, there is another clear influence adds additional layers to the game. The noir-ish roots are still very much intact, but the series has definitely evolved in ways that make a lot of sense. Fortunately, even with a few changes, this is still very much a Max Payne game, and given the power of a whole new generation of consoles since the last time we had a new Max Payne game, it looks better than ever. I was not worried about this, as I trust Rockstar’s story direction more than ever, given their recent game releases ( LA Noir and Red Dead Redemption) and how well designed the stories in those games were, but I can understand certain apprehensions. With these elements gone and Max seeming to no longer be styled as a stereotypical film noir/crime fiction hero, people were concerned about the series’ direction. Aside from the gameplay, the dark and gritty New York setting, mixed with cut scenes styled as graphic novel panels were factors in making the game stand out. There was initially a lot of hubbub made over the early reveals of this new Max Payne game, which featured an older, heavier, balder, bearded Max Payne in a bright favela setting. Given the constant barrage of bullets flying everywhere, Max is going to need ‘em. Lastly, when Max does get hit with gunfire, the player must use painkillers, found throughout the levels of the game, in order to keep him from dying. Additionally, Max is capable of carrying all sorts of weapons and can dual-wield the smaller varieties, allowing him multiple options for combat. These elements (among others) add a very stylish and cinematic feel to the games and serve as a staple of the series’ gameplay. Max can run, slide, or leap through the air in slow motion, giving him the edge on accurately taking out bad guys, while also avoiding getting shot himself. The main addition to this game structure is that Max has “Bullet Time”, which allows the player to slow down time during gun battles. Max has amazing skills when it comes to gun battles and the games feature non-stop action-oriented situations where Max must utilize his talents for death to stop whatever enemies come his way. For those interested, but unfamiliar, the Max Payne game series is a third-person action shooter, which puts you in the role of Max Payne, a former NYPD Detective whose family was brutally murdered.
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