Rockstar reduced a lot of the elements that didn't involve shooting to arrive at part 3. I don't think that was a bad idea. The detective work of part 2 wasn't apparent if you went blasting through the game. You had to take your time and observe your surroundings, even sometimes finding places to hide to hear the conversations the enemies were having and/or find a more advantageous time to "drop" in. I don't think I've ever seen that aspect of part 2 praised, even by the more vocal fans, so why would R* implement that? Your knowledge of that as a fan of the previous game lends a wink and nod to the clues and golden gun pieces in this one. When he's "sneaking" in Part 3, it always ends in shooting, it's not like you're given another way to go about it. MP3 is more linear and focused on the gameplay that didn't get enough praise in MP2. I mean, not much has changed about the gameplay from part 2. No jump (double or triple included), you can fall much further without suffering damage on landing, the melee is more risk/reward, enemies are tougher,but other than that, there are only subtle differences in the gameplay.
Reducing elements wasn't necessary though. It only hurt the storytelling and pacing of the game. So in MP3, instead of having fairly graceful (sometimes optional) environmental storytelling through prompts, monologue, and/or visuals during traversal through the levels, EVERYTHING is done through cutscenes. There's no flow to the gameplay. Every time the plot is advanced, control is taken from you. That's why I feel the noir-like detective stuff should've been played up more. It adds a unique wrinkle to the storytelling that doesn't need to happen in frequent 5 minute cutscenes. Way underused feature of the game IMO. I appreciate Max Payne 3 being a laser focused shooter, but you still have to give the player some room to maneuver and allow them
be there. Aside from the last level, I don't think there are any other gameplay stretches that last more than 5 minutes without an interruption. There was no evolution of the narrative style whatsoever.
The latest update allows you to skip enough cutscenes that I find them way less intrusive and just sort of noticeable. They're all almost totally devoid of Max shooting. I'm not sure what you mean by the conversations remaining in one location. Would an example of that be in the police station in MP2 you get time to explore/interact before activating cutscenes? I agree that the progression isn't what it was in Max Payne 2. The only game this generation I got that same feeling of enemies following you throughout the area (if you choose to keep moving) was Ninja Gaiden 2, but that's not story related and I don't think enough people really took note of the nuances of Max Payne 2. If they had, Remedy would probably have made Max Payne 3. I hope we get to find out what happened with Aesir and the rest in America, but this jaunt didn't feel like it shouldn't be included as part of his overarching narrative. I enjoyed Max in Brazil, and wouldn't mind him going elsewhere if the narrative is "there."
They should've been skippable from day 1 but that's still not the point. I'd rather the storytelling be worked INTO the gameplay than be disconnected from it. That's why I brought up conversations that remain in one spot. There are probably 4 or 5 different scenes in MP3 where Max and another character talk in ONE SPOT for upwards of 5 minutes. A TON of that exposition could've been done while the player still had control. Allow these characters to keep moving. Through a building, through alleys, through the favelas, whatever.
Remember the old lady from MP2 in the building that
walked and talked? Remember Vincent in the Baseballbat Boy outfit that
walked and talked? Remember the guy in the warehouse that opened the door for you who
walked and talked? Remember meeting Mike The Cowboy IN GAMEPLAY early in the game with only a small interruption and the rest of the conversation (however brief) done while
walking and talking? Hell, compare the Max / Mona Sax section at the hotel vs. the Max / Passos section from MP3 in the stadium. How many times did the game needlessly interrupt you even though you were in contact with Passos on the headset the
entire time?
MP3 simply strayed too far from the storytelling style the series should've been spearheading and evolving. It has nothing to do with the content or tone of the narrative, but purely the
execution. The game was built not for playability, but for onlookers.