Showing posts with label Max Payne 3. Show all posts
Showing posts with label Max Payne 3. Show all posts

Friday, 16 March 2018

Backlog Beatdown: Diving through the air and going NOOOO!!! with Max Payne 3

I bought Max Payne 3 new last year. I’d played the first two games and liked them for the most part, and although the plot was consistently bleak and hard to enjoy, it fitted its theme well enough. I’ve been enjoying ‘kick back with a podcast, switch your brain off’ games lately so I didn’t want to pay too much attention to the plot, which is why it took me so long to play it. But with an unexpected day off work, I thought I’d give it a go, and was astonished to discover I’d played through the entire game in a weekend…

It never gets old. Never.
The series is a third-person shooter, with a gritty setting and a thoroughly depressing leading man in Max Payne. Its main gimmick is the “Bullet Time,” where you slow time down and give yourself more time to aim. You can also use this feature to shoot-dive, where you launch yourself in a direction and go into bullet time to shoot the enemies on the way down. And this never gets old. All those cinematic moments where this happens was available to play in a game for the first time with Max Payne, often imitated but never duplicated. Part of the charm is that the game is not afraid to let you fail; as it’s perfectly possible to go flying into a desk or a wall and de-rail the move entirely. You would think that this would make the move far too risky to be fun, but consider the alternative – Quick-time events that either couldn’t fail or won’t progress the game until it’s passed.
Max Payne 3 brought some new functionality to show for the eight years since the previous instalment: Typically for the seventh generation third-person action games, it included a cover system where you press a button to hide behind a wall. It meant I was using dive-shoot a lot less, but it works for the game. It also has one aforementioned quick-time event, which for once is properly utilised – to showcase the player character doing something not covered by the game mechanics. One addition for this game was the Last Man Standing function: If you take enough damage to die but you still have some healing items left, instead of dying the game goes into bullet-time mode and you have about six seconds to kill the enemy that mortally wounded you. If you manage it, the healing item is used and you carry on, but if you fail, you die. It’s less frustrating than dying when you’ve got painkillers left, but it’s not good to rely on it as sometimes the enemy who shot you will be blocked by cover or otherwise out of reach.
These takedowns are pretty cool too.
I found myself thinking that Max Payne 3 was the story Die Hard might have been if it had removed all the camp humour and was more grounded in reality. At this point, Rockstar were presenting their games very well, and Max Payne 3 is beautifully constructed with a staggering amount of attention to detail put into the environments. It dispenses with the graphic-novel style intermissions for fully-rendered cut scenes. The plot, while standard and with lot holes, nonetheless has a sense of desperate urgency that compels you to keep going. The soundtrack is incredible; atmospheric and complimentary to the scenes, and I’m far from the only person to have found Tears by Health an utterly mesmerising piece of music. The only slight mis-step is Max himself, who in an effort to convey what the past couple of decades have meant for him, refuses to see any light in any situation. Even the few positive remarks he makes are laced with self-deprecation. I understand the man had been through a lot, and hadn’t looked after himself in between times, but lifting his sense of humour a little would have made all the difference.
After one play-through, I’ve barely touched on the game’s content; there are collectables, achievement points and even a multiplayer mode. But as a story told, Max Payne 3 was a very intense experience that I won’t be returning to any time soon. Give it a go if you’re up for it. Just don’t expect a happy day!

Monday, 5 March 2018

Last Week's Games: This War of Mine, Enclave, Mordheim: City of the Damned, Max Payne 3


We had another couple of snow days over the last week, so I found more than the usual amount of time to play some games! Indeed, over the weekend, I did little else…
I started by playing This War of Mine. I’d been aware of it for a few years and always wanted to give it a try. It’s a 2D survival game based on the siege of Sarajevo in the 1990s, where you control a group of refugees who shelter in an abandoned building, and have to build amenities for themselves there as well as scavenge the city for salvage and food. The characters have requirements that need to be met, such as the need to sleep and eat; this aspect reminds me of the Sims. It’s a far darker game than that, though. It is necessary to go out in the night to try to acquire food, medicine and materials. Depending on where and who you take these things from will affect how the characters feel about it: Taking medicine from an abandoned cottage is one thing, but if you take medicine from the hospital where people legitimately need it, your characters will feel awful. It’s got permadeath as well: if one of your characters dies, that’s it; they’re not coming back. They may be replaced later but that character is gone.
Even the house you live in is bleak...
The coverage I’ve seen on This War of Mine prepared me for a bleak experience, and the aesthetic, art style and subject matter certainly fit that interpretation. The game handles well as a “point and click,” although I’ve yet to experience any combat. It’s a compelling game, certainly, but I’m not sure if I’m actually enjoying it, or just have a compulsive need to find out what happens next and how it works out for the characters in the shelter. Nonetheless, it’s interesting to play a war game from the point of view of the people affected by it, and perhaps we should entertain some time and patience to appreciate the conflict it showcases. In this day and age in the UK it’s easy to write war off as something that happens to other people, but for some, what this game depicts is very real. There’s no glamour, no heroism. Depending on whether or not you are able to do what is necessary, you either survive or you don’t.
I had a go at Enclave, an RPG I previously owned on the original Xbox but didn’t get very far with. I didn’t get very far with it this week either; the graphics and initial gameplay aren’t exactly inspiring and while most RPGs need progressing past the first hour or so before they’re any good, there were other games I could have been playing in that time.
Like Mordheim: City of the Damned! I’m still thoroughly enjoying playing this as the Possessed warband, and I managed to beat the first Campaign mission – no mean feat, as I usually struggle against the Sisters of Sigmar. I’m still discovering new things about the game, like the fact that Impressive heroes are available from the first campaign mission you beat, but to actually hire them, you have to click on a slot that’s in a group of three and doesn’t currently have any other warrior in there. I’m having a fine old time rampaging around with a Chaos Spawn!
Let's face it: This looks cool.
Finally, I played Max Payne 3. From the size and complexity of most games released in the last ten years, it is rare indeed that I can play through one in an entire weekend, but I managed it with Max Payne 3! I’d played the previous games on the Playstation 2 years ago, and there weren’t many surprises here in terms of game mechanics, but it’s a beautifully-presented game and is very much driven by the plot. I enjoyed the Bullet-time mechanic again, and the Last Man Standing sections – where you take enough damage to die, but if you have any healing items left, you get a few seconds to shoot the guy who killed you to use an item and carry on – were a welcome addition. Check out my full review later in the week, and I’ll tell you more!