MAX PAYNE 3 (7DVD)
Like it or not, times change. When Max Payne last appeared
in a game in 2003, he blasted his way through countless enemies with
reckless abandon, aided by his signature ability to slow time and deal
graceful death. Today, reflecting modern sensibilities and perhaps his
own age, Max takes things slower and makes judicious use of a new cover
mechanic. Yet the addition of this contemporary element doesn't mean
that Max Payne 3 plays like every other third-person shooter. Far from
it. With its gripping narrative, brutal violence, and fantastic
implementation of Max Payne's bullet-time ability, this is a distinctive
and outstanding game through and through, and it's easily a worthy
successor to the Max Payne games that preceded it.
Wherever you go, there you are. It's a truth Max Payne knows better
than anyone. Fleeing his New York life to take a job working security
for a wealthy family in Sao Paulo, the hard-drinkin', pill-poppin' Max
finds that his demons come along for the ride. Though the details of the
plot add up to your typical story of conspiracy and corruption, of the
rich and powerful preying on the poor and helpless to become even more
rich and powerful, the writing, acting, and presentation elevate this
tale well above a boilerplate video game crime story.
It's hard to stay ambivalent once you see the horrors being suffered
by the innocent here, and you'll likely want to see Max's quest for
vengeance through to its conclusion just as badly as he does. Max
reveals a complexity here not seen in earlier games, as he hits rock
bottom and must either stay there or face his demons head-on and make
himself anew. Other characters, too, reveal a surprising humanity. You
might be tempted to write off Marcelo, the youngest brother in the
wealthy Branco dynasty Max is hired to protect, as the shallow playboy
he often appears to be. But in moments of disarming honesty, he reveals
to Max a depth that lies beneath the facade he presents to the world.
Cutscenes use multiple moving panels to pay homage to the
graphic-novel-style storytelling of previous games without feeling
beholden to it, and the considered use of blurring and other visual
effects echo Max's state of mind, perhaps making you feel as if you're
the one who has been hitting the bottle a little too hard. James
McCaffrey does an excellent job reprising his role as Max, bringing a
wider range of emotions to a character who has previously often been
one-note. The writing is terrific; Max's world-weary wit is as bone-dry
as ever, and as he ruminates on things like loyalty and loss, much of
what he says has the sound of hard-earned wisdom. Subtle touches
throughout the game make Max seem convincingly alive, such as the
complex look that crosses over his face at the start of one stage when
bloodshed seems inevitable; it's as if he dreads what's coming, but does
his best to mentally prepare himself for it.
Though some things may have changed for Max Payne, one thing that hasn't changed is his ability to blow bad guys away by the hundreds. Three aiming options for the campaign let you customize the gunplay to your liking: hard lock takes much of the challenge out of things, snapping on to the nearest enemy; soft lock sticks to enemies once you've got them in your sights; and free aim leaves it all up to you. Regardless of the option you choose, shooting in Max Payne 3 feels terrific. This is partially due to the game's unflinching violence. Bullets visibly tear through bodies, leaving holes that spurt blood as your enemies die. Each encounter with a group of enemies ends with a bullet cam, showing your final, fatal bullet soaring through the air and striking its target in grisly detail, and giving you the option to pump excessive, unnecessary ordnance into the poor bastard. It's a cathartic and satisfying way to end each firefight.
Bullet time, the defining mechanic of the Max Payne series, lends gunplay a cinematic intensity that remains exhilarating from the start of the substantial campaign until its finish some 12 hours or so later. When bullet time is enabled, you can see every pellet that bursts forth from a shotgun, every bullet that whizzes past your head. Windows break apart beautifully; concrete shatters to reveal the rebar underneath; and all other sorts of believable destruction to the world around you takes place as you and your enemies try to gun each other down.
Max's vulnerability, and the feeling of danger that accompanies it, makes combat much more nerve-racking than it was in earlier Max Payne games, but it does come with a downside: Max's signature shootdodge has suffered. You can still leap through the air in slow motion like a John Woo action hero, attempting to blow your foes away before you land, but because your enemies also make good use of cover, there's a good chance some of them won't be vulnerable to your airborne assault, and as you get up from the ground after a shootdodge, you're something of a sitting duck. The result is that you may end up using shootdodge from time to time not because it's a particularly effective tactic but because, risks be damned, it just looks so cool.
There's a great variety of guns to use in Max Payne 3--all manner of pistols, shotguns, rifles, and submachine guns. Max can still dual-wield weapons but, in a great touch, any larger weapon you grab is carried in his left hand, and if you opt to dual-wield your smaller weapons, he has to drop the bigger gun. (After all, where is he going to put it?) Max also has a number of terrific, hard-hitting melee attacks at his disposal, which knock enemies helplessly to the ground and then let you fill them full of lead. Great sound design supports the impact of the action. Gunfire sounds as fierce and deadly as it looks, and simmering percussion comes to the forefront in battle, a fitting accompaniment to your escalating pulse.
The campaign deftly avoids falling into a rut by frequently putting you in situations that fall outside the standard action. You might find yourself blasting enemies in bullet time as you hang from a helicopter, sliding down a sloped roof into a swimming pool, or in any number of other action movie situations. The campaign also includes just enough periods where you get to catch your breath and simply walk from one place to the next, taking in your vibrant surroundings before the next firefight begins. Optional clues you can search for and collect throughout each level give you an added incentive to look around and give you the sense that Max is good at more than just killing, that he has the instincts of a detective. It all adds up to an immensely exciting, expertly paced campaign that's lengthy enough and varied enough to leave you satisfied.
Where the campaign is tight and focused, the multiplayer is fast, freewheeling, and a little goofy. Though you start with just a handful of loadouts to choose from, you eventually unlock an impressive variety of weapons, attachments, gear, and abilities, called bursts, to choose from. Unlike in the campaign, in which Max fills up his bullet-time meter rather quickly on the standard difficulty, the adrenaline that fills up your burst meter in multiplayer takes time to collect, ensuring that these powers are not overused, and requiring you to choose carefully: Do you cash in your trigger-happy burst at level 1, enjoying the benefit of armor-piercing ammunition for 20 seconds, or do you hold off until you have a full meter and reward yourself with a devastating grenade launcher?
Bullet time is one of the available bursts in multiplayer, and it works well, affecting enemies in your line of sight rather than slowing down enemies all over the battlefield. But it's not the only standout burst. Paranoia is great for causing mayhem on the field, making members of the enemy team see each other as enemies. And big dog, which gives you and your teammates a health boost, can help turn the tables when things are looking grim.

Gang Wars is a five-round team game in which objectives vary from round to round. In one round, your team might need to plant bombs at sites that the other team is struggling to protect; in another, there might be a VIP you need to kill on the other team, whose identity and location are revealed only after you kill a certain number of other members of the team. The frequently changing objectives and the uncertainty of what's next make Gang Wars an exciting mode that keeps you on your toes.
In the context of the campaign, shootdodging typically looks like a stylish way to kill people. In multiplayer, however, you might see people belly flop gracelessly onto the ground, which can make things a bit comical. The action is wilder in multiplayer than in the campaign, as players scramble to kill each other, using their various bursts to aid their team or to wreak havoc on their opponents. It's all chaotic fun, and the option to start vendettas against players who have killed you twice in a row, which earns you more experience points for the next kill if you get them before they get you, brings a dynamic and personal aspect to the competition as you're often trying to seek out and kill one player in particular.
