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Max Payne 3

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1Max Payne 3 Empty Max Payne 3 Tue Feb 19, 2019 7:56 pm

Nadster


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A third-person shooter made in 2012. Available on PS3, Xbox 360, and PC. It's..... different from the past two games but it is still enjoyable.

2Max Payne 3 Empty Re: Max Payne 3 Thu Feb 21, 2019 9:00 am

Royta/Raeng

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Absolutely fantastic title, always call it the yin to Vanquish's yang.

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3Max Payne 3 Empty Re: Max Payne 3 Thu Feb 21, 2019 4:02 pm

Nadster


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So what do you think of collecting all of the golden gun parts and clues?

4Max Payne 3 Empty Re: Max Payne 3 Mon Mar 04, 2019 6:43 pm

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Not to hate on the game but one of the things I don't like about this game is the fact that you can only have 3 guns on you.

5Max Payne 3 Empty Re: Max Payne 3 Tue Mar 05, 2019 3:56 pm

Royta/Raeng

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> clues
I think its a fun diversion to make levels also have a little exploration reward, same goes for the parts. Only downside is imo that you can never 'rewatch' clues.

> weapon limit
Not a big problem imo. It's all about the vision and this title aims to portray a more 'heavy' shooter, which is why I like how Max carries a shotgun while you wield a pistol for example. No 'magic rope' tying things to your back.

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6Max Payne 3 Empty Re: Max Payne 3 Tue Mar 05, 2019 7:13 pm

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I sort of see what you mean but have you played the previous Max Payne games?

7Max Payne 3 Empty Re: Max Payne 3 Tue Mar 05, 2019 8:50 pm

Royta/Raeng

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There's the problem, no I haven't haha! So take my opinion and views as someone who sort of views this title in a bubble. Though isn't it also a completely different developer? I remember reading a lot about Max even being very un-Max like.

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8Max Payne 3 Empty Re: Max Payne 3 Tue Mar 05, 2019 10:07 pm

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Pretty much. The first two Max Payne games were made by Remedy. This one was made by Rockstar.

9Max Payne 3 Empty Re: Max Payne 3 Thu Nov 07, 2019 2:05 am

TheFirmament1

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Movement is tanky and slow, but your shots are dead-on accurate. It's fun trying to constantly go for headshots on enemies in combat. Then you've got the classic bullet-time mechanic which slows everything down, and lets you pump enemies full of lead while everyone else is slowed down. I think Bayonetta's Witch Time was primarily inspired by bullet-time.

For a game with such tanky movement, I'm surprised how much running and gunning can be involved. I think a lot of this has to do with the bullet-time system. Also, abuse the hell out of the shootdodge, because even when your bullet-time gauge is empty, you can enter it from said dodge.

My main complaint is the amount of unskippable cutscenes intercutting gameplay. While the cinematics are skippable, on PC at least, there are a lot of little cutscenes of Max just climbing up a ladder, opening a door, or pushing a button. They aren't too long, but they're very common.

If you're gonna get this game, please do so on PC. Considering how much accuracy matters in this game vs DOOM, this is not something I could ever see myself playing on a controller. While I probably wouldn't consider this my favourite shooter after once I finish this, third-person or otherwise (I much prefer faster-paced games like Titanfall, or Infamous 2, and my opinion may change) I can understand why a lot of people consider this the pinnacle of third-person shooters, and it is a really damn good one.

10Max Payne 3 Empty Re: Max Payne 3 Thu Nov 07, 2019 4:06 am

TheFirmament1

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Ye gods. I just said 2 hours ago that I couldn't see this becoming one of my favourite shooters, but I think I may have to go back on that, because even when I've completed a shooting gallery, I find myself restarting it to try and get more headshots. So clearly, Rockstar has been doing something right here. This is the mark of an excellent game: When the incentive to playing really well is just getting to play more of the game.

This game is REALLY addicting.

11Max Payne 3 Empty Re: Max Payne 3 Thu Nov 07, 2019 5:15 am

hedfone

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It really is one of the bests, and no game has yet to come close. I don't know why GTA and Red Dead play so shit compared to this. Imagine if GTA had this gameplay..

12Max Payne 3 Empty Re: Max Payne 3 Thu Nov 07, 2019 5:24 am

TheFirmament1

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I hear that Watch Dogs actually had a fairly similar combat system to this, and Vanquish. I think I still have it in my Steam Library somewhere, so I'll be giving it a try.

13Max Payne 3 Empty Re: Max Payne 3 Thu Nov 07, 2019 6:39 am

hedfone

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I got it free on uplay and thought it was pretty medicore in every way, including the shooting. Maybe it gets better but I was so bored of the open world and unskipable cutscenes I didn't make it far.

14Max Payne 3 Empty Re: Max Payne 3 Thu Nov 07, 2019 9:30 pm

TheFirmament1

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Anyway, back to Max Payne 3, I find that the best way to play is to run, and use bullet-time in bursts, just for one shot to the head on one enemy. Once you do that, go out of bullet time, and then do it again with another enemy.

15Max Payne 3 Empty Re: Max Payne 3 Fri Nov 08, 2019 8:05 am

Royta/Raeng

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Max Payne 3 is one of the last games I really want re-released on modern machines and updated for PC, but considering all the stuff happening behind it I doubt that will happen, let alone have us see a sequel. I believe the studio had quite some issues and the game was too expensive, but that could be my memory acting up.

The only thing I'd like to see fixed is the cutscenes, as in allow us to skip them. I can understand loading as an excuse, but some loadingtimes are nearly 5 minutes - that cannot be right. I'd also request at least the option to save during a New York Minute Hardcore mode so you can continue where you left off. Even Doom 2016 has this feature. But maybe I'm just salty haha!

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16Max Payne 3 Empty Re: Max Payne 3 Thu Dec 05, 2019 3:33 pm

TheFirmament1

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It's funny how much I liked this game.

On paper, it's a game that I would absolutely hate. The focus on realism, immersion, and physics is something that bugs me about a lot of modern games, but this is a title that actually gets those aspects right, without damaging the gameplay big time.

Also, the cutscenes on PC are skippable... The problem is that because they just used the cutscenes as loading screens, it seems that they didn't bother optimizing the load times at all, so it can take 4 or 5 minutes before you can skip a cutscene.

17Max Payne 3 Empty Re: Max Payne 3 Thu Apr 20, 2023 5:48 am

vert1

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Dropping this anonymous rant in here:
But here is a fun little reminder of how much actual care went in MP3's gameplay:
No fucking transition from prone to crouch. Because the studio was so busy burning away hundred million dollars on cinematic animations and terrible rip off of man on fire, in this game, where every bullet dive ends up prone, and that has PURELY CHEST-HIGH-WALL CENTERED LEVEL DESIGN, Max can't go from prone to crouch without standing entirely upright.
It's just a cherry on top of what was an amazing pile of shit design and just straight up broken systems. I could spend two posts just listing every single way the near-death cam system was broken, for an example, but I think the issue above is completely sufficient.
This game has not been tested. Nobody gave a SINGLE FUCK how it plays. And you braindead retards, fucking ate that shit - hook, line, and sinker, because it looked "REALLY cinematic".
And that, on this board, is absolutely fucking amazing.

It looks cool because it cuts away before the part where the game comes to a screeching halt as you lose control of Max for nearly a second while he tries to stand up, completely exposed and like a complete retard.
The game is made to look cool in carefully edited videos. That is the whole point of it. As I said, it's incredibly poorly implement. It's also completely arbitrary, it's impossible to say what does and what does not count as cover, and Max is such a retard he does not understand the concept of keeping is head low unless the game completely specifically says "This is cover".

But then again - the game does not communicate the difference between killing and stunning enemies, as mentioned Max has to transitory states between prone and crouch, the controls are absolute garbage all around because "cool" blended animation take precedence over actual gameplay, and oh my god, that last stand mechanic... I don't think I've ever seen anything as fucking amazingly attrocious, so INSANELY DEVOID OF ANY CARE OR CONSIDERATION in AAA game in my LIFE.

So yeah, the game punishes you for basically any interaction, because it's an insanely shoddily made one. But cover is in no way special, and it was not a design decision for it to be this bad. It was just that nobody cared, at all. The dive mechanic is not fluid in Max Payne 3, at all. It prioritizes pointless physics shit instead of fluid, reliable mechanic. In Max Payne 1 and 2 you dive, you shoot, you recover. In Max Payne 3 you dive, you collide with Epstein's ghost midair, you crumble to the ground and you can't get up until you've take your lead medication.
You want a fluid third person shooter, play Resident Evil 6. Even more movement freedom, melee and shoot bang blended perfectly and no slowmotion crutch.

>ruined the game for him
It did not ruin the game. But it's a good illustration of the absurd lack of any care that was put into the gameplay itself. As I said, it's a cherry on the top of the shit-festival. Every aspect of the game is clunky, poorly thought through, or straight up completely broken. The fact that they did not consider such basic things like the fact that 80% of time, you want to time your bullet dives to end up behind a cover, because you are by design vulnerable for a few seconds - and the level design gives you only chest-high cover for 90% of the game, is amazingly illustrative, and bad enough to drop down a good game to a "meh" one, but my god there is so much more wrong on top of that shit. I've already mentioned: Blended animations being shared for death and knock-back animations, making it impossible to tell if an enemy is dead for good, or if he is going to jump back right on his feet in two seconds. The last stand LITERALLY DOES NOT WORK AS INTENDED EVER. They did not fucking consider that Max may die when there is an obstacle behind him - the camera can't deal with it, literally completely spazzes out unless you got shot somewhere far from any obstacles. And when it does not literally break, you still can't reload, so if you were shot while you were low on ammo: fuck you. You can't turn, so if you were shot by someone more than 15 degrees out of the centre of your screen: fuck you. It's an amazing trackwreck.

Weapons switching on the incredibly frequent cutscenes, tiny, hideous, absolutely poorly though through levels, brain-dead A.I., stogy-as-fuck controls, the cover based system being literally broken, no indication of constant point of no return, incredibly poor damage scaling, shit writing: The game is an absolute mess, there is no aspect of it that would be good from a gameplay perspective, or story-perspective for that matter.
It's literally PURELY designed to look good in curated videos.

Honestly, the idea that you can fuck up a dive is one of the few things about the game I can respect at least in theory. It could be a solid extension of the gameplay: forcing you to be much more deliberate and careful with your dives, instead of spamming them wildly as you ofen ended up doing in MP1/2. It I think was supposed to work in tenadem with the cover system, which makes sense and is one of the few cases where I think cover would be fitting as a complimentary system. The level desing also feels quite a lot geared toward that idea, where chest-high obstacles are thrown around so that you can bullet dive from one save spot to another, use the cover to recover, but stay on the move because most of it is destructable, forcing you to never hang back, always keep changing positions.

I think it was once a decent idea that some actually competent designer wrote down. It's just that it is executed so, SO fucking poorly, that honestly I don't know of many AAA games being just this bad.

It's a clear sign of developers not prioritizing gameplay or having a poor understanding of it. That all sounds good on paper but in reality all it will do is limit players freedom of action and make them not want to use the dive. That was my exact experience with Max Payne 3 during gameplay, i would be put in a situation where i would think "i should this, it would look cool" and then immediately that thought would be replaced with "better not, it's just gonna get me killed". That is an awful thing to happen in your stylish third person shooter.
>unskippable cutscenes
>bland levels and movement
>controls so stiff and unresponsive that they feel more like suggestions (i.e. Max needs to get into a stupid jumping mode to dive)
>can only carry 3 weapons at a time
>annoying escort missions
>convoluted, non-sensical misery porn story
>completely removes the interesting noir aesthetic of the original games in favor of GTA-lite
How anyone thinks MP3 is the best Max Payne is beyond me

18Max Payne 3 Empty Re: Max Payne 3 Tue May 16, 2023 4:43 pm

Paul Allen's Profile

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The story is obnoxiously cinematic to a point of it feels like deliberate time wasting. The cutscenes are so numerous that it looks more like gameplay is interrupting them, not the other way around. The writing is just words, words, words. Do Max really has to have Hamlet's monologue every time he plants C4 or opens a door?

After installing proper cutscene skipper, I enjoyed 2nd playthrough much more, even despite few walking segments. The slow and heavy movement can be mitigated a bit by use of bullet-time and shootdodge, but with inherent inertia in Max' movement, he's bound to end up in some dumb scenerio you didn't account for. Shootdodge is the best move in the game. Max's air time is insane, it's flying compared to one in previous entries. This makes using high places to extend shootdodge time very powerful strat and the fall damage is the lowest in the franshise.

During my No cover Old School run, I've noticed that enemies are sometimes not very accurate (difficulty modifier?), but in next shootout they suddenly become almost hit-scanners. They sometimes have a problem with aiming at Max when he's crouching (not even necessary to be that close to an object), but overall movement seems an unreliable way to avoid damage. Laying on the ground after shootdodge provides some soft cover and moment to reload after well placed jump. In my experience, staying out of cover requires mastery of aiming and bullet-time than of movment.

Game has lot's Duck Hunt moments (when they will remake this?) ranging from scripted ones to enemies placed in far, unreachable places. Not a fan of those.

Ironically enough, Despite its adherence to realism bullets in MP3 come out of dot on the screen, not from the barrel like in MP1&MP2.

Guns are also pin-point accurate, which makes them all feel kind of the same and extended arsenal is kind of redundant. Probably a result of slow movement and weapon limit. Arsenal selection in MP1 was much more varied with weapons having different fire-rate, accuracy, reload time.

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