The shoot dodge, that which makes this game Max Payne and no other!
I have fond memories of the first two Max Payne games and even fonder ones of the Matrix mod for the first one, which I believe is one of the earliest mods I’d ever played. I even enjoyed the cheesy, overwritten purple prose. I was disappointed when I learned much later that the writers apparently meant for the story and dialogue to be played straight. Still when Max Payne 3 was released in 2012, nearly 10 years after the last game, I was hesitant. The games were great back in the day, but the thoroughly conventional game mechanics and limited scope seemed dated now. It’s a corridor shooter, after all, and surely we’ve long moved past those games? Also, I was unsure if I wanted to see the continuation of Max Payne’s personal story. It was always bound to be more angsty stuff. Do we really need that?
But I gave in when it went on sale and thinking these games tend to be rather short experiences, bought it thinking that, good or bad, at least it wouldn’t take up too much of my time. Overall, I’d say that despite a weak start, it managed to exceed my expectations.
- This game loves its cutscenes way too much. I have to admit that they are pretty good cutscenes, but what really gets me is that most of them are not skippable. Some are, and they show you that option in the bottom right corner when you can do so, but a lot of time it’ll just say that the game is still loading. You can’t even quit out of the game when this happens. Also, chapters segue into each other seamlessly and since there tends to be lengthy cutscenes connecting chapters, it’s extra annoying when you just want to play through one chapter and stop right there.
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