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.
Max Payne 3 has far more sunlight and color than earlier Max Payne
games, but the menaces Max faces here are at least as dark as those he's
faced before. The locales Max has to gun his way into or out of are
alive with authenticity and detail. Nightclubs throb with dance music
and light shows; children play soccer in the favelas; run-down hotels
are packed with leftover junk from their earlier days of luxury. And
it's not all tropical locations and bad Hawaiian shirts for Max Payne
here; a few great flashbacks that take place in Hoboken, New Jersey,
reflect the snowy weather and urban atmosphere of earlier Max Payne
games, as well as Max's previous fashion sensibilities, and connect his
new life with his old one.
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.
Bullet time slows your enemies down significantly, letting you aim and
fire faster than they can respond. But despite the significant edge
this gives you over your foes, they are no pushovers. They make smart
use of flanking tactics, so you need to stay aware of what's happening
on all sides, and, yes, you need to make effective use of cover. There
are still situations aplenty where an old-fashioned head-on approach can
get the job done, but by and large, you need to approach combat in Max
Payne 3 a bit more defensively than in past games.
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.
There are standard deathmatch and team deathmatch games, but Payne
Killer and Gang Wars are much more interesting. In Payne Killer, you
become Max Payne or his partner Passos by killing them, and then earn
points for staying alive and killing the attacking players as long as
possible. Your bullet-time bursts and life-restoring painkillers give
you an edge over your opposition for a little while, but you're heavily
outnumbered in these roles, and it's only a matter of time before you're
overwhelmed.
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.
But while the multiplayer is enjoyable, the single-player campaign is a
knockout. There's incentive to return to the campaign and conquer it on
higher difficulty levels, or to tackle the leaderboards in Arcade mode
and in New York Minute mode, in which you race through levels, earning
time for each kill. Times change and people change, too; Max Payne isn't
the same man by the end of this game that he is at the beginning. It's
fitting, then, that the gameplay has also evolved, that Max needs to
proceed with a bit more caution than he did in his younger days. They
say the more things change, the more they stay the same, and one thing
remains true: you can still count on the Max Payne name to deliver some
of the most stylish, distinctive, pulse-pounding shooting around.