BattleMonkey
Member
Flawed game for various reasons, but damn it was still one of the more satisfying shooters to play in a while.
Protip: if you don't want to deal with recovery frames don't dive headfirst into a fucking wall
MormaPope said: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.
Spring-Loaded said: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.
I think Sleepy Dogs sold ok. I mean games that sell like shit wouldn't have the clientele to victimize with billions of DLC.why you so mad the game sold poorly.
i get mad when good games sell poorly like vanquish or sleeping dogs.
Except it isn't just recovery frames from diving headfirst into a wall. It's shoot-dodging in general. The shoot-dodge onto the ground will put you into prone/laid back position and keep you there until you get up, which has the same recovery frames as "diving headfirst into a fucking wall" that the OP demonstrates.
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.
And again: you don't even have to the above, really. If you're good enough at the game you can roll through every fight like a bad ass and never even touch cover. The game gives you all the tools necessary to survive. Don't blame the game because you're not a good enough shot to routinely score headshots, dude *shrugs*
Sorry Messo, you're a polite, articulate and eloquent poster, and I usually thoroughly agree with what you have to say. But this is nonsense.Messofanego said: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.
Bad game design is now a nitpick.Basically this thread is "Max Payne 3 sucks because there are little things for me to nitpick about". Also, as someone who's never seen "Man on Fire", I could care a less how much it "rips it off".
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.
Basically this thread is "Max Payne 3 sucks because there are little things for me to nitpick about". Also, as someone who's never seen "Man on Fire", I could care a less how much it "rips it off".
And again: you don't even have to the above, really. If you're good enough at the game you can roll through every fight like a bad ass and never even touch cover. The game gives you all the tools necessary to survive. Don't blame the game because you're not a good enough shot to routinely score headshots, dude *shrugs*
Also I don't understand why "shootdodge is a finishing move, using it inappropriately and the game is (rightfully) going to punish you for it", is hard for you to comprehend. Don't like eating bullets due to recovery frames? Don't shoot dodge into 10 enemies!
Arcade mode is fun and reduces the number of cutscenes
And requires you to complete the game before either being unlocked or fully unlocked.
Max Payne 3 was great.
Biggest disappointment of this gen.
disappointing != worstGuess you didn't play a lot of games this generation, if you consider this to be the biggest disappointment.
Either that or you are exaggerating for effect. Neither of which are particularly impressive.
It has more to do with how much I loved Max Payne 1 & 2, and how excited I was for more Max Payne. Then Max Payne 3 wasn't much like 1 & 2, hence the letdown. It isn't the worst game this gen, but I do think it was the biggest disappointment for me.Guess you didn't play a lot of games this generation, if you consider this to be the biggest disappointment.
Either that or you are exaggerating for effect. Neither of which are particularly impressive.
Agreed. Pre-release, I was super excited to shoot dodge left and right but all that ever did was get me killed unless I was diving from cover to cover. Bullet time was essential though.I am in the opinion that shootdodge in this game is largely useless, and more times than not would leave Max in a much more vulnerable position against his enemies.
Bullet time however, is still incredibly useful. Instead of using it from cover to cover however, it is generally much more effective to use it as you go rambo running all around the place headshotting everybody.
But yeah, extremely disappointing game that forces you to play like it's a stop and pop shooter 9/10 of the time and the story is DISMAL for the character of Max and just because.
The use of the Euphoria technology in this was a mistake I think. Yes, it makes things animate very realistically. When someone flies through the air you can create some amazingly convincing rag doll effects and the body contortion effects are benchmark material. The problem is that you don't necessarily want that when you are in a Max Payne game, which traditionally relies on flying through the air in nearly every gunfight. In MP3, I lost track of the amount of times when Max would crash into something and got "knocked out", or took a while to get back up just for the sake of realism, turning me into a bullet sponge in the process. Even seeing him twist and contort to adapt to a change in direction became annoying in a similar way to other R* games like GTA4 and RDR because it was so labored. In a series that relies on split-second decision making, the slow and realistic approach just did not work in its favour, and that's why I ended up just cover shooting for 90% of the time. The game lost a lot of the series flair as a result.
Nope. Even during that last part, I only shoot-dodged back and forth. It's annoying, but you at least get to shoot people/blow up the boss at the end. I cannot in good conscience accept the notion that running around in a circle dodging a constant stream of bombs/molotovs in Max Payne 2 is any better.
It's not. But it doesn't penalize you for moving. And sure, you can dodge with those three carts, but move out of that area? "NO MOVING! *FAIL!*"
Just like the sniper parts: "NO COVER! *fail* NO RUSHING! *fail* NO GOING UP THE DOOR TO BEAT THE SHIT OUT OF ME WHEN YOU DID THAT THREE LEVELS AGO! *fail!*"
And given the game is long hallways and shoot-dodge is useless (unless going New York Minute, sweet Jesus that's when it actually became somewhat good and headshotting fools while in that mode while still moving forward was good) for the most part with it eating bullet time and making you a bullet sponge in general, no: The game does want you to play it as a stop-and-pop shooter with the hallways. Shit, even the tram-ride in the last chapter wants you to do it (or maybe it's because the damn thing is basically a funnel for enemies to be headshotted makes me think that)
Where are you getting this from?? Was there a design documentary that said this? Did all the people in this thread who had fun running out into the open, mixing up their strategies play this wrong?
You played it like a cover shooter when it does not have to be.