The mess that is ex-cop Max Payne is back for another tale of angst and defeat. Except this time the tale is not noir nor it is even in New York. He is the same ole' Max but now up to his eyeballs in the politics and crime of Brazil's Sao Paulo.
There has been much thought put into the storyline of Max Payne 3 and while not the same noir of the first two titles in the series, it works. In a nice touch, the game does flashbacks to New York before Max absconds to South America. They show a glimpse of what made the first two games so special to many. It is a nice touch by Rockstar to help bridge the two types of Max Payne games.
Visually, this game is a treat for eyes and ears. It looks gorgeous and has rarely been topped by any modern videogame. The game's visuals rival DX:HR for ambiance and feel. Sound, as well, plays a huge part in this game and one learns quickly to count the voices to determine with whom one still has to deal. The visuals, tale, and sound are responsible for almost all of the plus aspects of the score at the bottom.
What is responsible for the less than perfect score is just about everything else. It is almost as the game designers really don't trust the gamer to play the title properly and continually need to hand-hold the entire time. There are far too many cut-scenes that are completely unskippable (unlike in the previous games) and they get tedious when seen for the 10th time after dying yet again. It feels as though in order to lengthen the game they have deliberately made everything exceptionally deadly so you have to repeat things over and over time and again. The cover mechanics more often than not stick you to cover and make it hard to move out of it even if you are being shot at.







Article comments
1 - scumbo
Why has such a tiny article been spread over three pages? Oh, hits.
2 - Marty Dodge
Nothing to do with me. That is the way it gets broken down by the program we use.