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Max Payne 3 is a bad game [very long rant]

I'll start this with a preface and a link to an old post of mine where I talk about why I ever played the Max Payne series in the first place. This is just to give a background on my experience with the games so it's clear where I'm coming from, since I believe that's the core difference between the OP and I. the link and the quote are optional (and long winded).

Here's that old post; just below this is a sort of shortened version:

I had read about the physics involved in MP3's gameplay in an Edge Magazine preview article. I savored the thought of a game where every shot I make has the expected results, at the very least on the enemies I'm fighting. Having to actually take into consideration my surroundings as I dive around, death nipping at my heels... it sounded like one of John Woo's Hong Kong action films in video game form.

That's what I went into this series wanting to experience. I'd heard great things about Max Payne and Max Payne 2, and since this article came out long before the game, I decided to play through those as I had only briefly played some of each years before.

In short, I was disappointed. The game's aesthetics, the scenery, the dialogue of both games did little to augment the experience. None of it interested me in the least bit. Almost nothing was memorable through MP save for the burning building chase and the final sequence, both of which I found pretty cool. Other than that, there was an odd mishmash of Norse mythology references, Mafia drama and whatever that section in the Church with the wolf guy was. Max Payne 2 had even less interesting style for me as al the levels consisted of run down slums, construction sites, a hospital (a very dull hospital, unlike the one in John Woo's Hard Boiled, a real bait-and-switch for me), a parking garage and a mansion, all of which I just found boring in design, even though they all could've been fun to shoot up.

Even as all of these aspects of the game brought me down, I knew that as long as there was good shooting — the thing you do at least 80-85% of the time in Max Payne and at least 90% of the time in Max Payne 2 — then there could be enjoyment derived from it.

The shooting was merely adequate. I had no desire to replay those games after finishing them. My hype for MP3 fell sharply, though I still wanted to be there day one to see whether the gameplay descriptions in that Edge preview were genuine.

They were. Every action had a consequence. The shooting was unlike any other and since this series is a third-person shooter in which the core gameplay consists of shooting, that made it special and substantial. The game kicked my ass at first, but it was clear the game was worth getting good at. I purposely restarted checkpoints just to experience the last shootout in a different way and no two enemies died alike.

Something I want to assert: the Max Payne series is a shooter. If the story, aesthetics, dialogue, themes, music and anything else outside of the shooting is what makes you like the series, then that is, of course, perfectly fine.

However, it'll always be a shooter. It's similar to a gun. A gun can be used to scare off potential attackers, non-lethally incapacitate people or be used for recreational purposes, yet it is designed for killing people. That is its purpose, just like this game's purpose is to be a shooter; there is no substantial exploration, no substantial platforming, RPGing, hand-to-hand combat or whatever. Shooting's what the games are truly about, whether you want to believe that aside. Since these are games and your only true interaction with the game is through shooting, that should be amazing.

I'm skimming though the part about the characters/story though, since I've already discuss how I feel about that in the link to my old post.

ixOTACqZr1DPg.jpg

I just don’t understand how the few that have played it call it one of the best shooters. Maybe if you judge shooters by just enemy hit reactions and like to stare at animations. Yes, the Euphoria animation engine is great in some ways, but not in others.

You cannot downplay the animations and physics in a game of which the gameplay is entirely focused on shootouts. This makes the repetitive action of shooting and hitting enemies dynamic, and it keeps it different each time since it virtually can't happen the same way twice. It's not about how the animations look, it's about feedback.

Outside of the melee-executions, no enemy death is canned (except for two of the bosses and maybe one sniper in Chapter 12). This allows the player to feel like they're actually having an effect in the game world and even shots that miss cause enemies to duck/flinch from debris. For anyone playing this third-person shooter for the shooter part, that keeps the experience fresh throughout.

It's more than just eye-candy. If you shoot and enemy over a ledge or down some stairs, then their ammo is where they land. If you run out, where they landed is where you need to go changing the flow of battle eve in the most narrow of corridors.

Animation Priority: The Game

It makes shoot-dodging an even less viable strategy because you're knocking your head into walls and bits of cover in the already claustrophobic level design, where you’re then forced into a stun loop while you clumsily pick yourself back up. This process of getting back up takes exactly THREE SECONDS.
i27Pp9MiaKza2.gif

MP3 is the first time in the series the shoot-dodge requires some thought when using it. MP/MP2 Max does that "kipping up" move where he immediately flips back up from lying on the ground, minimizes. Here, things are different, not inherently bad — it happens to be extremely welcome to me.

It's a similar situation as I mentioned above; here's an action that has an appropriate consequence depending on where you use it. If you run straight at a wall and dive into it, you get thrown back, having to scramble back up to your feet. Don't run straight at a wall and dive into it if you don't want to get thrown back and have to scramble back up to your feet.

Again, I welcome this because I love movies like The Killer and A Better Tomorrow where you see the protagonists throwing themselves out of the way of gunfire; they fall, tumble over their surroundings and bounce off of walls, but they keep shooting, and they always get back up. They're not invulnerable and that's what makes the shootouts intense. If they just effortlessly glided through warehouses and hospitals, moving faster the more headshots they get, then there's little actual gunplay, just people getting shot.

In MP3, you have to keep track of your surrounds since, unlike in the past two games, have a tangible effect on the player character, rather than just feeling like static backdrops for the shooting. You must quickly think of where you'll end up after a shoot-dodge and you have to make your shots count if you're doing it in the open. In MP2, the regenerating bullet-time keeps it from being a precious commodity and you can almost always fall back on it whereas in 3 if you screw up a dive you made in haste, you'll need it to give you the edge while Max recoils or topples over a railing.

It's made the worst when in "Last Stand" you’re dealt a lethal shot, the camera jerks around sluggishly and you can only shoot that one person who shot you. You can't just kill anyone in your vicinity like the "Second Wind" of Borderlands games...

This mechanic becomes a problem when you're hiding behind cover, which is part of the reason you hear so many people say they didn't bother with/shoot from cover often while playing the game.

Also, the shot that send you into Last Man Standing would've killed you if you didn't have painkillers. If you enter that mode, you pretty much got killed, so if this happens a lot, you may need to change your tactics 'cause you're sucking.

Again, I understand criticisms of the feature, but it's only there to give you a second chance; Borderlands 1 keeps you from moving when you're downed while two slows you to a crawl. Here, you can't reload and if you were cowering behind cover when you got hit instead of going balls-out, then you're stuck. If you don't notice how the person who shot you is high-lighted in time, then you die. It's a hand-out with repercussions that you simply need to work around. You may as well complain about not being able to move in Borderlands' version of "last stand," if we're complaining at all. Or, we could not get killed in the first place. Either way.


Oh, but sluggish Max Payne makes sense because he’s old, right? No.

The movement in MP3 is annoying at times and the fact that they have vault on its own dedicated button is annoying as well. Taking cover should be smoother and using cover should be cleaned up as well. Yet if you're complaining about segregation between gameplay and cutscenes, you can dive down the stairs in the stadium level, shooting while sliding the whole way down. With practice, the sluggishness you're experience diminishes as you learn not to just mash the shoot-dodge button at any give moment.

And welcome to just about any type of action story. You've got a human character who performs impossible feats; there needs to be an element of relatability to help keep the action intense. Max is self-deprecating all throughout the series and he never gives himself due credit for how much ass he kicks, especially in this game.

And Max got shot in the fucking head with a desert eagle in 2. That may have been some introspective of his tortured soul begrudgingly going forward after dying on the inside upon losing his family, but he still got shot in the fucking head. He ended up in the hospital, runs out and goes on to kill more people. I understand that perhaps you get your ass handed to you during the gameplay before and after these insane maneuvers, but I know that by the end, I was consistently kicking some ass.

People have actually said it's possible to play the game without ever using cover...

All of the enemies in this game have good accuracy, something I actually would appreciate if it were different depending on their training (gang members would rush in more, but have lower accuracy, Etc.). When you take cover pop out to shoot them, you have about one second — perhaps even less — to shoot the enemy before you get shot. If you run out into the open and shoot dodge so you'll land behind cover then repeat, you're much less likely to get shot. Moving in bullet time doesn't speed Max up, but it lowers the likelihood of getting shot as enemies' aim will be just behind Max. Even in narrow places like the favelas, you're better off moving forward than sitting behind cover. The people who you say exaggerate how often they spent outside of cover

And you're telling me you never stood behind something, staring straight into it in the past Max Payne games? I know I did, and after spending some time getting used to the much more demanding 3, I used about the same amount of cover and welcomed being able to actually snap to cover instead of grinding Max's nose into the wall. Since the main character is a human and there are bullets moving toward him at high speeds, so yes, having cover be an option in the game is fine and yes, some people can play this outside of cover 99% of the time.

I honestly feel bad for those who played this as a cover shooter, because it certainly does not lend itself well to being one. There aren't always convenient waist-high walls you can hide behind, so I can image it being a pain to always try to use cover as enemies will regularly flank you. You can and will get shot up, whether you're in cover or diving out into the open. You're never truly safe and whether that's a good thing depends on the player.

If playing MP3 without cover is a trial and error experience that involves memorizing enemy locations, then that means it's right in line with the past two games, most definitely the first one with its grenade-throw traps.

The game would incentivize you if you could bypass the cover system, like Vanquish does. Give you an achievement for not using cover for a whole level. I thought "Old School" difficulty would mean the game disabled cover, but nope. They designed the game around cover, so just accept it.

Maybe Remedy would implement a cover system in this modern age if they did Max Payne 3, but it’d be a hell of a lot more effective.

You can tell Rockstar has never made a linear cover-based shooter. Or at least a competent one. The cover placement points make NO sense! You can not dive from cover to cover efficiently without scrambling to hit the cover button as Max takes his sweet time to get up.

Getting shot almost immediately as you peak around cover and getting flanked by enemies seems to me like it would enough incentive to get out from behind said cover. Giving anecdotal examples of your personal experience with the cover in the game does not prove the game is designed around it, especially since I and many other were rushing out into the open before being halfway through.

Did Alan Wake feature cover mechanics? I haven't played any Remedy games with any, so I can't speak on whether they'd have done a better job in that regard.

That said, the cover system in this game could be much better, that is true. It needs to be smoother; however, when you're decently close to cover and you hit the button, Max will stand straight up then move into cover, but he has never gotten shot during that transition, at least for me and a few others I've seen mention it. It makes you think you're vulnerable and I'd love for there to be more natural animations/mechanics for taking/moving into cover.

You mention cover placement doesn't make sense. Like I mentioned earlier, the game isn't a cover shooter, so there won't ways be concrete, waist-high walls to use as perfectly dependable cover. The game's environments are generally believably designed, so there's only cover where it makes sense. Use it for a breather rather than as the main means of attack and the experience is much more enjoyable.

How is this “one of the best shooters” when the only thing it gets right is enemy hit reactions but not player movement, monster closet enemy spawns, level design, cover systems, last stand, and having trite turret/sniper sections? I only liked the cinematic shooting moments because I didn’t have to move Max’s slumbering ass at all.

Again, you're downplaying a central strength of 3's shooting by saying enemy hit reactions are "the only thing it gets right." If I shoot something in a game, it had better react to being shot and reacting well to being shot will directly feed into my enjoyment of the game because it makes sense, and is satisfying.

There also aren't any monster closest spawns in the game as they never infinitely spawn at any point in the game. If you're talking about enemies coming out of doorways or a lot of them rushing in from a particular point, then yeah that happens. They're not always standing around waiting for you to smoke them, which is similar to past games (though I recall there being plenty of enemies just standing around, something I didn't care much for).

Unskippable Cutscenes

Presumably if you haven’t played Max Payne 3, you’ve still heard about this. There’s way too many of them, they ruin the pacing and flow of the game, they look awful especially on PC with the jarring shifts from pre-rendered to in-game cinematics, and are pointless to be unskippable. No, they’re not loading the game. Yes, they’re a dealbreaker. This is so because it affects gameplay and replayability. A second playthrough is completely ruined, and the arcade mode doesn’t do enough to bypass these issues. BTW, the checkpoints are also awful in that very modern way of making you replay a previous enemy encounter before where you died.

I wholeheartedly agree with the these cutscenes being invasive. While I found the first two games monotonous with dull levels, if Max Payne 3 has aped their overall level flow, then it would pretty close to perfect for me, as far as I'm concerned. I was still able to play through the game a bunch of times, so it's subjective whether it outright ruins playthroughs. I do find myself picking particular checkpoints rather than playing through whole levels, but even when I do that, it's simply not that bad since it's worth it to do the shootout in the Branco offices over and over.

And while there were a few moments where Max keeps the same weapon you had out previously, you end up using your pistol far too often. However — and it's refreshing to see someone not complain about this since it's not an issue — there are no bullet-sponges in this game, so every pistol is about as viable as any other gun since a single headshot is all that's needed to kill almost any enemy in the game. Two bullets at most. This is a problem, though I appreciate that your weapons are kept through cutscenes.

Stop Telling Me To “HURRY UP, BRO”

The majority of the game, you’ll have either Passos or some other person always telling you to hurry up to get to the next part of the level. It’s Escort Mission: The Game. And they’re dumb AI who never help you as evident in this clip and gif:
http://i.minus.com/iUhIOmyqcYrRZ.gif
No exploring allowed on the job! There are even unspecified timed fail states to these. One fail state is so bad in the Cemetery that if you don’t go into bullet time, Passos automatically dies. And yet the game has clues or collectibles throughout the levels, so what do you want me to do, Rockstar? I like golden guns, can I at least explore? I don’t think even Call of Duty has this many fail states for idling.

The writers went to the trouble of writing 6-7 lines of idling from your escort NPC which while cool in its weird OCD way, is just plain overwriting to a point where I actually killed Passos, the IT guy, and Giovanna from time to time to shut them the fuck up. Max Payne also monologues about the idling, so yeah if you thought Nathan Drake was chatty, you haven’t seen anything yet.

Max narrates clues that you're examining, with again unskippable cutscenes! You're forced to stare at some texture, instead of having Max narrate it while you're still playing like any game that does audio diaries or narrating expository bits of the world or even just previous Max Payne games.

Again, I agree, but to a point. Just about all the fail states in this game occur when it makes sense. Girls getting kidnapped? Didn't shoot everyone body on the roof and are now hanging off the edge? Fall into the water while guys are still around?

I feel like the collectibles are there almost out of obligation; having collectibles has been a staple of games for so long and there are those who want them. I feel like it's just an obtuse way of padding out games and I didn't need them here. Though I always appreciate rewarding exploration, make sure that exploration fits into the game. The only exploration I care to do in the Max Payne series was with the shooting mechanics and physics, which is why 3 is easily my favorite.

And I'd like the companions to help out to, but if they did, they'd need to be made invincible because just imagine how annoying those fail states would be. I won't though because the mere thought rubs me the wrong way.

When it makes sense, you're able to just run around though. It's something that clashes with the narrative a bit since it wouldn't make sense to be looking for bonus collectibles in most of the game's situations.

Uncharted: Among Assholes

This is another part I agree with you on, at least objectively. I have my own views on the story of the past games and this one, and while I believe there are really good story elements and themes in 3, there is little cohesion among those elements, which is a shame. I talk about that more in that old post I linked above.

I’ve got a fever and the only prescription is more Remedy!

Again, I didn't give a damn about Remedy's Max Payne, save for a few moments (mentioned here).

Why Does Max Payne 3 Exist?
The ending is so out of tone, almost Scooby Doo-ish, for a Max Payne game...

Here's my take:
Max accepts the death of his wife and daughter, but can't accept himself. He hates himself; he's talking to himself in the beginning with that "you jerk," line, just as he is throughout the game. R*'s take on Max is that he's narrating his life in his head as if he's a character and that he's being acted upon by fate, by evil forces Etc. He no longer has anything to fight for, but when he reacts to the mob kid hitting that woman, he jumps at the chance.

He complains about trouble always finding him at first, but by the end of the game, he could just get the hell out of São Paulo and be free of this mess. He could've left after Rodrigo got killed, but he doesn't. It's because whatever drove him to become a cop is still in him. The same thing that drove him to kill everyone leading up to Nicole Horne and falling in love with Mona.

He's a killer. He's a decent man as he's always tried to stop bad guys, but at his core he's a killer and when he says that at the end of 3, he sounds like he's just lamenting being played, but he's actually realizing it. He loved Mona because she was the same way. Again, he won't admit it as you see when he says that him going after Victor isn't redemption, just "pathetic desperation," but it is redemption. Saves a wife and her child, something he failed to do years prior. And here, at the end, he's content because he's finally accepted himself and there's no inner monologue because he doesn't feel like he's being acted on anymore. It's not what most would call peace, but it's that for him


I can see why Rockstar was forgiven...

This game does have problems. But if you accept it for what it and the series as a whole really is, and play it with an open mind, you might be able to appreciate what it offers. That thrill that comes from being in the midst of a shootout, knowing your next move determines whether you die. There's the element of unpredictability that comes with the physics and animations.

It's not a game for the Counter-Strike or Quake player where you're movement is effortless and while crazy, your shootouts are clean, calculated events. It's a series of shootouts directed by John Woo. It's a messy, dirty experience where you'll make a mistake at some point, and it's in that moment between making that mistake an delivering a maelstrom of bullets into your foe in which you feel that elation that I so desired.
 
There's a new Max Payne 3 thread on GAF like every two weeks. I'm just about all "argued out" with this game, honestly. Great gunplay and intrusive presentation that pretty much ruined the experience for me, especailly on replays. All I can hope for now is that Rockstar is getting wind of the criticism because the mechanics here can make one hell of an amazing shooter in the future.
 
Im getting tired of this argument. Its just as bad as "haters gonna hate". If I have to open my mind so much that my brain falls out to make the game enjoyable, that doesnt make the game good.

It's a suggestion, not an argument. It says nothing about the game itself. You haven't said anything about either, except for the text-on-the-screen part, but here goes.

However, a lot of criticism I see of this game stems from it being different from the last two. If you don't like that term, don't think of it outside the context of that post you took it from; you might realize I'm not saying "haters gonna hate," (what the fuck, seriously) and am instead saying that I acknowledge the OP doesn't like the game, yet he's not seeing the positive aspects of the game the same others are.

I also said he might see what other people love about the game with a more open mind since he has stated he prefers the style/approach of the older games, so he's going ti be inclined to view this game, first and foremostast a departure form 1 & 2, rather than on it's own merits.

The shootouts in this game have been some of the most fun combat situations I've had in all my years of playing games. I will continue to suggest that people have an open mind and not write this off the moment they come across something they don't like in this game since I'd hate for people to miss out.
 

KalBalboa

Banned
I'd hardly call it overrated, considering the ridiculous amount of hate it gets on Gaf.

This. Max Payne 3 didn't exactly light the podcast & message board scene ablaze with positivity. It's a polarizing game.


There's a new Max Payne 3 thread on GAF like every two weeks. I'm just about all "argued out" with this game, honestly. Great gunplay and intrusive presentation that pretty much ruined the experience for me, especailly on replays. All I can hope for now is that Rockstar is getting wind of the criticism because the mechanics here can make one hell of an amazing shooter in the future.

I'm really spent on debating it too. I can see why the intrusive presentation would bother some people but I obviously loved it, so it gelled well with me. The gunplay was also so damn rock solid I don't think I could hate the game even if I found the story to be rubish or poorly executed. As it stands, Max Payne 3 was easily my favorite gaming experience of 2012.
 

thetrin

Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
Yeah, Rockstar still doesn't have a good handle on gameplay. Doesn't bode well for GTAV.

I've felt this way for years, yet people LOVE Rockstar games. I have never understood why. They've always felt incredibly janky to me.
 
I'm really spent on debating it too. I can see why the intrusive presentation would bother some people but I obviously loved it, so it gelled well with me. The gunplay was also so damn rock solid I don't think I could hate the game even if I found the story to be rubish or poorly executed.

I really don't even care about the quality of the narrative, it's just the frequent, and sometimes extended, interruptions that soured me on the whole thing. There's virtually NO flow to the levels. They put so much work into the environments but barely let them create a sense of place by wrestling control away every 5 minu.....


Nope. I'm doing it again. It hurts so deep, but I have to stop.
 

KalBalboa

Banned
I really don't even care about the quality of the narrative, it's just the frequent, and sometimes extended, interruptions that soured me on the whole thing. There's virtually NO flow to the levels. They put so much work into the environments but barely let them create a sense of place by wrestling control away every 5 minu.....


Nope. I'm doing it again. It hurts so deep, but I have to stop.

Yeah, it's a new year and we should be playing new things. I need to put more time into Stranger's Wrath and Okami HD.

... But yeah, complaining about shoot-dodging into objects resulting in the player having impeded movement is... um... dumb. When you want to move from cover to cover, you can either shoot-dodge or simply go into bullet time and run from cover to cover or even roll to decrease your shot of getting hit. I do it all the time when I play the game.
 
D

Deleted member 81567

Unconfirmed Member
The cutscene interruptions are only annoying on a second playthrough. Unless you hate the story, I think it flows fine.
 

KalBalboa

Banned
Here's my take:
Max accepts the death of his wife and daughter, but can't accept himself. He hates himself; he's talking to himself in the beginning with that "you jerk," line, just as he is throughout the game. R*'s take on Max is that he's narrating his life in his head as if he's a character and that he's being acted upon by fate, by evil forces Etc. He no longer has anything to fight for, but when he reacts to the mob kid hitting that woman, he jumps at the chance.

He complains about trouble always finding him at first, but by the end of the game, he could just get the hell out of São Paulo and be free of this mess. He could've left after Rodrigo got killed, but he doesn't. It's because whatever drove him to become a cop is still in him. The same thing that drove him to kill everyone leading up to Nicole Horne and falling in love with Mona.

He's a killer. He's a decent man as he's always tried to stop bad guys, but at his core he's a killer and when he says that at the end of 3, he sounds like he's just lamenting being played, but he's actually realizing it. He loved Mona because she was the same way. Again, he won't admit it as you see when he says that him going after Victor isn't redemption, just "pathetic desperation," but it is redemption. Saves a wife and her child, something he failed to do years prior. And here, at the end, he's content because he's finally accepted himself and there's no inner monologue because he doesn't feel like he's being acted on anymore. It's not what most would call peace, but it's that for him

Hmm. Never thought of it that way. Interesting take.
 

Montresor

Member
This gigantic rant starts off with an insanely weak argument. Somehow it is bad design that the game doesn't let you run up the stairs to kill the final boss right away? I don't see anything wrong with the fight requiring that you clear the room of enemies before you can land the killing blow.

And good grief I absolutely despise this fucking expression: [Negative Quality]: The Game.

In my opinion the game play in Max Payne 3 is unimpeachable. It is the best gunplay I've ever experienced. I personally liked the cinematics but I do agree that they were too frequent, too intrusive, and it was poor design to have so many unskippable cutscenes.

There's tons of imperfections in this game but they did not bother me. Even control-related issues, such as Max's sluggishness, did not bother me. All I cared about was that the gunplay itself, enemy reactions to my bullets, the feel of every weapon, and shootdodge and bullet time were all superb. That gunplay is what separates this game from other shooters (in a tremendously good way) in my eyes.
 
The cutscene interruptions are only annoying on a second playthrough. Unless you hate the story, I think it flows fine.

This line of thinking is one of the reasons I've come to hate most modern shooters. You ALWAYS design for replayability. Always, always, always, always, always. If you haven't, you've failed as a game designer. Max Payne 3 not caring about people replaying the game is the reason we have so many threads like this one.
 

Montresor

Member
This line of thinking is one of the reasons I've come to hate most modern shooters. You ALWAYS design for replayability. Always, always, always, always, always. If you haven't, you've failed as a game designer. Max Payne 3 not caring about people replaying the game is the reason we have so many threads like this one.

Well I feel Max Payne 3 actually was designed for replayability. I played it 11 times (including all my failed attempts to beat New York Minute Hardcore). Every playthrough was fun, as it should be in a short shooter.

But they really did fuck up the unskippable cutscenes big time. And no one can say they hide load times, as the arcade mode proves this is bunk. Arcade mode removes the beginning cutscene I'm every level, and the beginning of every level miraculously loads not too slowly. Meanwhile there are what feels like 3-minute cutscenes that are simply not skippable by design. There is no way that this game needs that much time to load the next gunfight.

I personally love those cutscenes but I do agree that is a major flaw in the game.
 
It's a messy, dirty experience where you'll make a mistake at some point, and it's in that moment between making that mistake an delivering a maelstrom of bullets into your foe in which you feel that elation that I so desired.

Wow, I completely agree with your entire post.

MP3 had problems, but it was a great game in spite of its issues. Very well written post.
 

BadAss2961

Member
This line of thinking is one of the reasons I've come to hate most modern shooters. You ALWAYS design for replayability. Always, always, always, always, always. If you haven't, you've failed as a game designer. Max Payne 3 not caring about people replaying the game is the reason we have so many threads like this one.
I rarely play through games more than once, but I knew immediately that i'd be replaying MP3 on hard, and i did. I like the presentation enough that I don't mind the flow of cutscenes leading me from shootout to shootout. Since I have the patience and appreciation for good cutscenes, MP3 clicked for me.

I completely understood where they were coming from with the game design.
 

KalBalboa

Banned
Well I feel Max Payne 3 actually was designed for replayability. I played it 11 times (including all my failed attempts to beat New York Minute Hardcore). Every playthrough was fun, as it should be in a short shooter.

I personally love those cutscenes but I do agree that is a major flaw in the game.

All very true. I completely agree. I had no personal issue, but if they did something about them the game would likely have sold a bit better and had a more positive buzz around it.

I rarely play through games more than once, but I knew immediately that i'd be replaying MP3 on hard, and i did. I like the presentation enough that I don't mind the flow of cutscenes leading me from shootout to shootout. Since I have the patience and appreciation for good cutscenes, MP3 clicked for me.

I completely understood where they were coming from with the game design.

Took the words out of my mouth.

Wow, I completely agree with your entire post.

MP3 had problems, but it was a great game in spite of its issues. Very well written post.

Yeah, not enough can be said about harnessing that one moment Max Payne 3 delivers so well. You put it into text pretty well there.
 
speaking of which, I'm thinking about finishing this up tomorrow, is it just me or do I get shot ALOT? Am I doing something wrong or is that how the game's suppose to 'flow'?

But yeah, biggest disappointment for me is still them ditching bullettime 2.0 for a cover system...

Rewarding you for your accuracy is like the most brilliant thing ever, it's surprising that like only sleeping dogs has used that system.
 
I've probably played the game more than most people on this board (aka, I beat it several times over months before it was even out) and I'd say there are some fair bits to this rant.

I will disagree with anyone on the gun play though... I think it's highly rewarding and really challenging, and I love how the shoot dodge works. One favorite moment was when I was demoing it at NY Comic Con and I caught my marketing friend and the whole room off guard when I jumped through an empty bus killing guys as I jumped, Max folded his arm to account for the buses small window, and I kept shooting guys in the mean time. Got applause for that bit from people who had never seen the game before (last October was it?).

I won't go too in detail about my misgivings with the game (of which there are many) but the shooting is so damn good, I just wish the cutscenes (which I have also seen more than most) weren't there interrupting the flow, because I just want those extended ballet of bullets moments.

The game really wasn't meant to be a hide in cover and pop off guys shooter, it was made to have cover aspects, but really encourage not overly relying on it, because Max is a mobile dude who can slow down time. That's how I play it, shootdodging all over the place and taking minimal cover. Super fun.

And for the record, I fucking loved Vanquish and Gears 2 (haven't gotten far in part 1 for whatever reason) and especially Max Payne 1, so it's not like I'm coming at this blindly.

It ain't perfect, but it's definitely not Assassin's Creed bad.
 

KalBalboa

Banned
speaking of which, I'm thinking about finishing this up tomorrow, is it just me or do I get shot ALOT? Am I doing something wrong or is that how the game's suppose to 'flow'?

But yeah, biggest disappointment for me is still them ditching bullettime 2.0 for a cover system...

Rewarding you for your accuracy is like the most brilliant thing ever, it's surprising that like only sleeping dogs has used that system.

I used free-aim and found myself only using cover to wrap my head around & ascertain the enemies and environment around me. I'd then go into bullet time, pop a few bullets off from cover prior to running out from it (while still in bullet time), move and fire as best I could before running low on ammo, and then diving or rolling into a safe area should I need it. Shoot-dodging out of cover was what I'd do to avoid any last-second imminent death or when I just wanted to feel like a badass.*

I didn't do this for every gunfight, but it's how I handled denser areas, for sure.


*Pro-tip: don't dive into walls unless you want to stop suddenly.
 

UrbanRats

Member
I've felt this way for years, yet people LOVE Rockstar games. I have never understood why. They've always felt incredibly janky to me.

First of all there'a big difference between R* pre HD and R* post HD, as they've completely changed engine, and priorities.
As for the R* post HD love: their games exhibit an unprecedent attention to detail in the world building (as far as open worlds go, at least) and are very much physics based which, at first impact can appear as a shitty choice, but it can in the long run deliver a ton of fun (as the myriad of GTA4 gifs prove) possibilities.
When you shoot a badguy on a horse, and his foot get stuck in the stirrup, dragging him around, those are things that give you a sense of immersion and satisfaction and, if you're into that sort of things, every action immediately has more weight to it, cause you're connected with the game.
I mean that's what immersion is for, in the first place.

Fantastic world building, attention to detail and production values; Advanced physics systems.

Love it or hate it, it's not common to be able to shoot a rocket mid air and have it deviate its trajectory all in real time.
iIsYFm42zdief.gif


If this means i can't control the character like in a PG game? So be it, the way the character handles in RDR or Max Payne 3 is good enough for me, and i don't want all my games to play the same.
 
Max Payne 3 actually was designed for replayability. I played it 11 times (including all my failed attempts to beat New York Minute Hardcore).

I rarely play through games more than once, but I knew immediately that i'd be replaying MP3 on hard, and i did. I like the presentation enough that I don't mind the flow of cutscenes leading me from shootout to shootout. Since I have the patience and appreciation for good cutscenes, MP3 clicked for me.

I completely understood where they were coming from with the game design.

I'd say that's more you folks having a higher tolerance for the cutscenes than most. MP3 isn't built for replayability in the slightest. No game with cutscenes like this one can make that claim. Even Arcade mode feels half assed with little nonsense cinematics every time you make an inch of forward progress. MP3 follows in the path of the "experience" game where everything is told to the player while the controller is in your lap, or with the smallest amount of interaction possible. Max Payne 2 is built for replayability. RE4 is built for replayability. Vanquish is built for replayability. Hell, Uncharted 2 is better built for replaying than this game.
 
I think it’s about a 7/10 game. Its got amazing production values, but the repetition, awkward movement/cover system, the completely uninteresting story and most of all, the un-skippable cut scenes bog it right down.

Seriously, the un-skippable cut scenes is a crime. It kills the replayability instantly and is a huge flaw. So yeah, not necessarily a 'bad game', but it's not exactly great too. I don't regret taking it back when I finished it.
 

BadAss2961

Member
Yukes wrestling games are janky. Just Cause 2 is janky. Alpha Protocol is janky (but still good.) The controls in Rockstar games are fine for the most part.
 
Yukes wrestling games are janky. Just Cause 2 is janky. Alpha Protocol is janky (but still good.) The controls in Rockstar games are fine for the most part.

Just Cause 2's on foot navigation is a lot tighter than anything Rockstar's developed this generation. I'd disagree that MP3 or RDR are janky to the point of being unplayable, but they still have a lot to learn about character control. And yet, most shooters have a lot to learn from them about impact reactions, so my complaints go both ways.

With that said, I'm retiring from MP3 discussion. I'll just go watch Hard Boiled + Man of Fire + Collateral with Poets of the Fall playing in the background while imagining what could've been.
 

BadAss2961

Member
Just Cause 2's on foot navigation is a lot tighter than anything Rockstar's developed this generation. I'd disagree that MP3 or RDR are janky to the point of being unplayable, but they still have a lot to learn about character control. With that said, most shooter have a lot to learn from them about impact reactions, so my complaints go both ways.
I thought JC2 was awful on foot, especially in combat. Just robotic and mechanical all around, shitty animations too. And forget about driving. Planes and boats were fine though. The Saints Row games are comparable in mechanics and style, but do it way better.

MP3 is replayable because the gunplay is just that good, and the collectables add a bit more incentive.
 

Duxxy3

Member
Ya know, the more i think about it i just have not liked a single Rockstar game this generation. Don't know why that is but i have not enjoyed them.
 
The cutscene interruptions are only annoying on a second playthrough. Unless you hate the story, I think it flows fine.
Aside from any technical issues I think its pretty clear that Rockstar wanted this game to play out like an interactive movie. That wrestling of control from the player allows for changing camera angles, more expressive animations and opportunities for dialogue. It serves the game as a whole.

Maybe this would make more sense if you just imagine somebody watching you play. Those changeups and interstitial cinematics frame the action better and provide some variety and direction. But yeah, it can hurt the replayability of the game, because by design you cannot disconnect the cinematic aspects from the core mechanics of gameplay. The two are firmly wed together in Max Payne 3.

And as a disclaimer, I usually hate the whole idea of interactive movies, but the gameplay here is stellar, and the action, dialogue, and overly complicated noir plot kept me enthralled throughout, and not many games can manage that. I sure as hell don't want all games to move in this direction, or to take this formula, but I love the shit out of this kind of thing in small amounts, and when done right.
 

pa22word

Member
Protip: if you don't want to deal with recovery frames don't dive headfirst into a fucking wall

I don't see how the game punishing you for choosing to shoot-dodge at an inappropriate time = wonky gameplay. Also, yes, on my first run of the game I only used cover in two situations: the two sniper sections. Every other fight in the game I was playing it like a Max Payne game, which you know, is par for the course considering his name is on the front of the box.

Also, why in the hell are you standing up in the middle of a firefight anyways?! Bullet time, kill the enemies you can't pick up with a shootdodge, shootdodge, kill as many enemies as possible, then STAY ON THE GROUND and kill whoever is left using the ground aiming.

I have no idea why people insist on getting up when the aiming from the ground is the best tactical option 10/10 times as you aren't dealing with the 3 second recovery frames.

And if you don't want to deal with recovery frames nor finish from the floor then don't shootdodge. The move is a finisher used to clear rooms, it's not useful for spamming it all the time as you're going to end up in shitty situations.

I can agree with the sentiment that the cutscenes not being skip-able (at least on the PC, I have no idea how the technical restraints work on the consoles) is terrible. I've beaten the game 3 times and would have probably never stopped playing it if the cutscenes hadn't drove me insane after two failed NYM runs.
 
I don't think anyone would complain about a mode that takes place in a big multi-tiered rooms with waves of enemies. Make that shit optional co-op in settings from John Woo movies (church, hospital) and you're golden.
 

pa22word

Member
I don't think anyone would complain about a mode that takes place in a big multi-tiered rooms with waves of enemies. Make that shit optional co-op in settings from John Woo movies (church, hospital) and you're golden.

They were supposed to release some co-op DLC at the end of last year, but it never happened and there's now no mention of it on the Rockstar Pass page on steam. I guess it was canned =\
 

Pachinko

Member
I'm inclined to skip playing this game entirely just based on the op's description. Too often I've played shitty games in the past that people tell me "oh you just suck or your playing it wrong". If that's the case then the game has obviously done a piss poor job of conveying how to play it well or correctly, especially should you manage to make it 95% of the way through the experience before giving up.

So it's as though the amount of vitriol spewed forth in the OP rubbed off on me, he just wanted an enjoyable entry in the max payne franchise and felt there was little wrong with the first 2 games but from my point of view it seems as though every change made to the game- in his eyes- was for the worse.

Just let a guy have an opinion, there's definitely a bit of riling up going on in that original post, baiting if you will. That's spoken out of pure frustration , this is like an emotional outlet of a post for him. He tried so damn hard to enjoy Max Payne 3 but just didn't on almost every single level of the experience and lists off why and how they done fucked up.

It's just a case for me where I'm 100% inclined to let him have this moment to himself.
 
I don't think anyone would complain about a mode that takes place in a big multi-tiered rooms with waves of enemies. Make that shit optional co-op in settings from John Woo movies (church, hospital) and you're golden.
Its criminal that this hasn't happened, and its what I originally expected out of the challenge/score modes. You could get some satisfaction from the multiplayer, but its in no way a similar experience.

Edit: Speaking of which, are we doing the GAF 2012 GOTY vote thing soon?
Been going on for a while now. You have until the 20th to get your votes in (and make edits)
http://www.neogaf.com/forum/showthread.php?t=504835

Just READ THE OP first for info on how to format your votes.

I'm inclined to skip playing this game entirely just based on the op's description. Too often I've played shitty games in the past that people tell me "oh you just suck or your playing it wrong". If that's the case then the game has obviously done a piss poor job of conveying how to play it well or correctly, especially should you manage to make it 95% of the way through the experience before giving up.
Its a matter of perspective. When you shoot dodge to the left and slam into a filing cabinet, crumple to the floor and have to get yourself back up, you could say "man, this shoot dodging stuff seems broken", or you could think "shit, I need to keep in mind where I'm dodging before I do it, otherwise I'm just going to get myself killed."
 
Even if I didn't agree with the OP I have to say that was a really entertaining write up to go through and I thoroughly enjoyed it. Max Payne 3 was a solid 6/10 for me if you try to forget it has anything to do with the superior games that it steals its name from.
 
I loved Max Payne 1 and 2, but Max Payne 3 was the biggest disappointment of the year for me. It reminded me of GTA4, where everything was super polished and technically proficient, but it just wasn't that much fun to play for me (especially compared to the janky Saints Row series). The shooting mechanics just felt too clunky, especially for a game that was purely cutscene > shoot 100 bad guys > cutscene > shoot another 100 bad guys, etc. I can definitely understand why other people would like MP3, but it just didn't do it for me.
 
Thanks for the nice comments complimenting my OP, whether you agree or not with my points. I thought a little effort would go a long way in making a rant approachable to read :)

It's not a game for the Counter-Strike or Quake player where you're movement is effortless and while crazy, your shootouts are clean, calculated events. It's a series of shootouts directed by John Woo. It's a messy, dirty experience where you'll make a mistake at some point, and it's in that moment between making that mistake an delivering a maelstrom of bullets into your foe in which you feel that elation that I so desired.

I appreciate the post, and that we can agree on certain things. The game sounds like it has an identity crisis of whether it wants to be a cover shooter with all the cover points placed throughout a level, or if it wants you to use cover sparingly. I don't buy that the cover points are "believable" throughout the game. The messy experience would be improved if there were more animations of blending into cover from diving instead of awkwardly standing up and getting into cover with too many button presses to go with the animation priority taking its time. Using bullet-time by itself without shoot-dodge is not incentivized (at least not on Hard) because headshots don't make your bullet time meter rise as fast where you can go all John Woo like in Max Payne 2. Why get rid of Bullet Time 2.0? Like someone mentioned above and assumed that I didn't, I did a lot of shooting while prone because then I didn't have to deal with clunky movement.

Yes, I would prefer a game over instead of the badly implemented Last Stand mechanic. Is the bad camera to go along with it some sort of punishment for using it like ninja dog where they embarrass you with a pink ribbon?

I got the "messy, dirty experience" more with K&L 2 because cover in that game is also fragile but movement isn't as hampered so I felt more improvisational and capable to experiment with running Lynch around shaky-cam style, darting from cover to cover, and quickly picking up short-range weapons like Uzis or shotguns rather than doing the whack-a-mole affairs of a Gears of War. Picking up fire extinguishers and throwing them felt really messy but satisfying in a MacGuyver way, while in this game you can only shoot. No grenades. So I'm not given enough tools to improvise to create this messy experience you speak of. I'm perfectly fine with people calling that game shit, but at least I had fun with moving characters around while with Rockstar's implementation of Euphoria, I just don't.

I'm sorry for playing it on Hard, when normal in modern shooters is equivalent to easy. Max Payne 3 isn't hard on Hard, it's just where the little issues of player movement and animation priority blow up.

I got tired pretty quickly in this thread of people telling me to "stop sucking less" and telling me I'm diving into the wrong places, though. And then offering me the optimal way to play the game. Which is eerily similar to how game developers want you to play cinematic games in only that one specific way. No thanks.
 
D

Deleted member 30609

Unconfirmed Member
if this gets me banned, then so be it, but as this thread seems active and I have little else to add: casually browsing the first page of this thread, the level of interesting discourse relative to the potential in the OP is fucking depressing.
 

MormaPope

Banned
I'm sorry for playing it on Hard, when normal in modern shooters is equivalent to easy. Max Payne 3 isn't hard on Hard, it's just where the little issues of player movement and animation priority blow up.

I got tired pretty quickly in this thread of people telling me to "stop sucking less" and telling me I'm diving into the wrong places, though. And then offering me the optimal way to play the game. Which is eerily similar to how game developers want you to play cinematic games in only that one specific way. No thanks.

That's sort of a bogus excuse, Max Payne 3 has ruthless AI, they'll flank you, work together to make you move out of cover, charge you if you remain stationary, throw grenades at you if you remain stationary, and overall they have pretty tight aim. The game is challenging already on that front, not knowing how movement feels or the ebb and flow of combat will make your experience pretty frustrating.

Max Payne 3 on medium is a challenging game, Max Payne 3 on hard is for when you're in tune with when and how to use bullet time efficiently, making your first shot a headshot, using cover to think of your next move instead of using cover as your move, peppering/spraying multiple targets with automatic weapons while on the move.

For example, the slow mo dive doesn't require bulletime juice but it'll take away from the meter if you have any. Enter slow mo as you leave cover and take out as many people as you can, once the meter is close to being diminished, dive, finish off the people you couldn't get before. If you can't, finish them off while you lay on the ground.

That's one style of play, I didn't even say which weapons to use, whether to dual wield, or where to aim at for when you shoot enemies.

Max Payne 3 is unforgiving, not really broken or a cover shooter by design. Cover is there when you don't have your shit together or planned out.
 
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