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Max Payne 3

  • D3ads
  • June 14, 2009 at 6:07 PM
  • PhilipK
    • June 3, 2012 at 2:16 AM
    • #261

    Now I haven't watched a lot of videos of this one, but how are the cut scenes handled. I saw a video some time ago where they were raving about having made the whole experience "very cinematic" with you dropping in and out of cinematics all the time. That may just have been a small part of how it's playing, but I find it more and more I can't stand a lot of new games because they are not, you know... games, they are movies

  • Erratic
    • June 3, 2012 at 2:53 AM
    • #262
    Quote from PhilipK

    Now I haven't watched a lot of videos of this one, but how are the cut scenes handled. I saw a video some time ago where they were raving about having made the whole experience "very cinematic" with you dropping in and out of cinematics all the time. That may just have been a small part of how it's playing, but I find it more and more I can't stand a lot of new games because they are not, you know... games, they are movies

    After every encounter or so they will throw you into a cinematic for maybe 30 seconds that bridges you to the next fight. And there's usually 2 or 3 major cinematics that happen in every level. They blend in pretty well.

    I appreciate that they kept the gameplay in the game and the story telling in the cinematics. It's less obnoxious than trying to keep the player constantly in some form of control and yet do these contrived on rails story sequences.

  • deceiver
    • June 3, 2012 at 4:08 AM
    • #263
    Quote from Pampers

    [Blocked Image: http://i.imgur.com/hJWBz.jpg]looks like someone slapped a diffuse into crazybump

    I'll have to ask my one of my ex-Rockstar Toronto buddies at work who made that haha, that was one of their levels .

  • Pampers
    • June 3, 2012 at 8:49 PM
    • #264

    its mainly the doors, the rest looks pretty nice

    [Blocked Image: http://i.imgur.com/RGzrT.jpg]

  • -HP-
    • June 3, 2012 at 9:36 PM
    • #265

    What probably happened was that the artist in charge of the doors made a very quick crazybump normal map as a placeholder, and he never got time to get back to it and do a proper bake / heightmap pass. This is why we should never make placeholder shit look "decent", make sure it looks as bad as it gets, that way eventually it will get fixed. Otherwise, later on when the pressure builds up... good enough, is good enough and it'll stay.

  • Bunglo
    • June 3, 2012 at 10:12 PM
    • #266

    This is why buddy loves crazybump so much.

  • knj
    • June 3, 2012 at 10:21 PM
    • #267

    the tilling of the doors sux ass too

  • Thrik
    • June 3, 2012 at 10:58 PM
    • #268

    lol at those doors, they're identical. Totally agreed with HP, anything put in place that is intended for later replacement should stick out like a sore thumb.

  • Buddy
    • June 4, 2012 at 11:37 AM
    • #269
    Quote from Bunglo

    This is why buddy loves crazybump so much.

  • Sentura
    • June 6, 2012 at 1:09 AM
    • #270

    so, 10 minutes into the game and i already managed to break it by finding a section that you can pretty legally get to, but which has no collision.

    also, pressing escape while playing the game crashes it. the joy of pc gaming...

  • 2d-chris
    • June 6, 2012 at 1:19 AM
    • #271

    oops, thats why I write PLACEHOLDER on anything I texture, not that my work would even get past cryteks very careful art inspections

  • kleinluka
    • June 6, 2012 at 5:49 PM
    • #272

    Started playing this yesterday on PC. Fucking awesome so far

    Although I am disappointed with some of the visuals...

  • Sentura
    • June 7, 2012 at 3:19 AM
    • #273

    really fucking disappointed with the game mechanics. the cover system blows, any directional key sway and you remove yourself from instantly cover and die in seconds. scripted bullet time events happen and take ammo from your gun, so if you haven't reloaded you'll fail them automatically. the enemies are completely fucking obnoxious, falling to the ground after HEAD SHOTS or body shots, only to rise again seconds later like fucking zombies. i unloaded an entire rifle mag into this one guy's head WHILE HE WAS ON THE GROUND and moved on thinking he was dead, seconds later i die from him shooting me at point blank range. checkpoints are utter bullshit and too often require replays through major parts of areas. the idiotic idea that you can redeem yourself if you kill your attacker as long as you have at least 1 painkiller, except sometimes max may fall in a different direction so that the angle won't let you shoot your attacker, and there's no possibility to reload, AND there is no possibility to just skip it and die faster. painkillers are too rare, it's like finding legendary items in diablo 3. hah, just kidding, it's not that bad, but it's fucking close. sometimes for no reason you lose your weapons after cinematics. sometimes the screen effects blur or glare out enemies so that you effectively can't see them (may be deliberate, s'ok if it is, fucking immersion and all that). puzzles can be very fucking hard to follow, as can the general level/map flow since there's no real direction for the player.

    story is semi decent, nothing spectacular, i had expected better honestly. quotes are sometimes cliche to the point of cringing. on the definitive plus side, i have learned a lot of cultural stuff about brazil.

  • kleinluka
    • June 7, 2012 at 6:07 AM
    • #274

    Sao Paulo is fucking beautifully done in this game though. Amazing env art. I never use the cover system in this game. Bullet time and iron sights baby

  • D3ads
    • June 7, 2012 at 12:00 PM
    • #275
    Quote from Sentura

    really fucking disappointed with the game mechanics. the cover system blows, any directional key sway and you remove yourself from instantly cover and die in seconds. scripted bullet time events happen and take ammo from your gun, so if you haven't reloaded you'll fail them automatically. the enemies are completely fucking obnoxious, falling to the ground after HEAD SHOTS or body shots, only to rise again seconds later like fucking zombies. i unloaded an entire rifle mag into this one guy's head WHILE HE WAS ON THE GROUND and moved on thinking he was dead, seconds later i die from him shooting me at point blank range. checkpoints are utter bullshit and too often require replays through major parts of areas. the idiotic idea that you can redeem yourself if you kill your attacker as long as you have at least 1 painkiller, except sometimes max may fall in a different direction so that the angle won't let you shoot your attacker, and there's no possibility to reload, AND there is no possibility to just skip it and die faster. painkillers are too rare, it's like finding legendary items in diablo 3. hah, just kidding, it's not that bad, but it's fucking close. sometimes for no reason you lose your weapons after cinematics. sometimes the screen effects blur or glare out enemies so that you effectively can't see them (may be deliberate, s'ok if it is, fucking immersion and all that). puzzles can be very fucking hard to follow, as can the general level/map flow since there's no real direction for the player.story is semi decent, nothing spectacular, i had expected better honestly. quotes are sometimes cliche to the point of cringing. on the definitive plus side, i have learned a lot of cultural stuff about brazil.

    Rick_D appears to have hacked into Sentura's account

  • Minos
    • June 7, 2012 at 6:19 PM
    • #276
    Quote from kleinluka

    Sao Paulo is fucking beautifully done in this game though. Amazing env art. I never use the cover system in this game. Bullet time and iron sights baby

    Yeah they really did their research. I remember a few years ago there was a big rumor that Rockstar was going to set up a new studio in Brazil, but that was probably because their dev team was there for the MP 3 research

  • selmitto
    • June 7, 2012 at 6:26 PM
    • #277
    Quote from Minos

    Yeah they really did their research. I remember a few years ago there was a big rumor that Rockstar was going to set up a new studio in Brazil, but that was probably because their dev team was there for the MP 3 research

    [2]

    I didn't get the game yet but it seems to be fun

  • Puddy
    • June 7, 2012 at 7:48 PM
    • #278

    Liking the game overall.

    But I have to say, I am so fucking pissed at it right now that I can't even describe it. Fucking idiotic encounter design at one point with even more idiotic autosave placement. Fucking fuckidy fuck fuck. DICK.

  • Puddy
    • June 10, 2012 at 1:20 PM
    • #279

    Okay, well, I finished the game the other day. I give it a not-so-solid 4 out 5.

    +

    - Max Payne is still Max Payne, more cynical and funny than ever

    - The gunplay is good and it's fun 9 times out of 10

    - Pretty good storyline, grabbed your attention at least

    - The depiction of Sao Paolo was well done

    -

    - Gunplay could be less defensive, less focus on cover

    - The shift in location, tone and style from previous games was a bit too big

    - Certain encounters are frustrating and badly designed

    - Save system can be equally annoying sometimes

    - Every door opening does not need a cutscene

    - Terrible multiplayer

  • Rick_D
    • June 10, 2012 at 1:49 PM
    • #280

    yeah those doors totally ruined the game for me. fuck those faggots. 0/10 i want a refund.

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