
Max Payne 3 avoids these pitfalls by building off of the excellent foundation Rockstar established for Grand Theft Auto IV and especially Red Dead Redemption. Profit (and lots of angry fans on Reddit).Add multiplayer mode with arbitrary leveling/unlock system stolen from Call of Duty.Dead Space 2 and Mass Effect 3 are two shining examples, but the same argument could be made for BioShock 2 and many others. One of the many ailments afflicting big-name video games in recent years has been the “tacked-on multiplayer” (TM, all rights reserved, Electronic Arts). The motion capturing and attention to detail have really paid off. The cutscenes themselves are drenched with little touches that most other devs simply do not seem to realize how drastically they can elevate the overall presentation of a game. Likewise, whatever smaller weapon Max isn’t using at the time will appear in his side holster, even in cutscenes. It’s so obvious and real that it actually becomes novel in a video game. For instance, instead of just strapping shotguns and rifles onto some imaginary holster on his back, Max holds larger weapons as a real person would. Rockstar has also taught the old man some new tricks, such as Last Man Standing, where Max will go into a downed state if he has painkillers on him and can revive himself by shooting the enemy who would otherwise kill him.īut what really sets this above every other flashy third-person shooter are the little touches that very few developers seem to care about. The shooting is accurate, the cover mechanic is functional, and Max’s signature bullet-dodge and slow-motion feats are still intact. Gameplay-wise, Max Payne 3 works more or less as it should. I was looking forward to mopping up missed items and finishing the game a second time but was seriously deterred by the inability to expedite the process. That means you may need to sit through five minutes of dialogue just so you can play for 30 seconds to unlock an achievement. Attempting to replay levels to gather clues and other collectibles is a nuisance since you usually can’t skip cutscenes. Unfortunately, the seamless story mode comes at the cost of replayability. Video games are the next step in the entertainment evolution, right? So then why is it commonplace for the biggest games of the year, on the most technologically advanced gaming platforms, to never move past inferior traditions passed down from previous generations? Authored cutscenes should pair with player-controlled gameplay like mashed potatoes and gravy, but instead they’re often as sour and jarring as a mouthful of wasabi-laced Vegemite. That being said, I’ve played nearly a thousand games in the past few years, and very few have put forth the effort to blend their interactive and non-interactive elements.

I understand it may seem bizarre to tout such mundane, non-essential aspects of the game.
