Max Payne 3
Xbox 360/PlayStation 3/PC
Developed By: Rockstar Studios
Published By: Rockstar Games
Rated: M
Release Date: 15 May 2012
Has it really been nine long years since the last Max Payne game? Indeed it has. Since then the development has changed hands, from Remedy to Rockstar, and its hero has undergone a significant transformation, but one thing that hasn't changed is that Max Payne still provides no frills, frenzied and over-the-top shoot 'em up action. It's like a John Woo film, Rambo, and Die Hard all in one. The gameplay mechanics may not have changed much, but unlike last year's abhorrent Duke Nukem Forever, which felt like a pitifully outdated relic of a bygone age, Max Payne 3 feels fresh, fun, and exciting.
In an effort to escape his past, Max has relocated to Sao Paulo, Brazil, working private security with his friend Passos, another ex-cop, for a wealthy family who have become the target of a group of would-be kidnappers. Max has always been something of an anti-hero, and at this point he has descended into full blown alcoholism and an addiction to painkillers - a clever play on the game's healing device - but he's still got the killer instinct, even if his reflexes are a bit slowed by age and alcohol.
Rockstar had said this was the lowest, most cynical we've seen Max yet, and they weren't exaggerating. From the onset, Max looks like a man who really doesn't care whether he lives or dies. His leathery face is decorated with age lines, his eyes sunken and tired. He stumbles about his meager, dumpy apartment in a stupor, barely able to stand, trying to drown his sorrows and forget his past. He's a man with nothing to live for and no skills, save the one that keeps him alive and puts others in the ground.
The presentation has undergone a drastic change under Rockstar's watch. Gone are the graphic novel style static panels, replaced with in-engine cinematics that look like they were directed by Tony Scott (Man on Fire, Deja Vu, Domino). The screen shakes, blurs, splits into multiple panels, colors bleed, and stylized subtitles for lines of dialogue appear over key lines. It's all a bit much, honestly, and after a few minutes it becomes obnoxious and, quite frankly, hurts my eyes.
On the other hand, the tech that drives the game is impressive. Presentation issues aside, the game's graphics are stunning and often photorealistic. Characters move in believable ways, lip-synching is superb (though not quite up the L.A. Noire's standards), and world Max inhabits is equal parts gorgeous and seedy. In between the crazy shootouts, you'll often stop to admire the scenery, until Max's near-constant narration pushes you forward, reminding you that you've got a job to do. (Side note: is it just me, or does Fabiana Branco bear a striking similarity to socialite Paris Hilton?)
James McCaffrey returns to provide Max's gravelly voice, and Rockstar have really outdone themselves with the game's writing. It still retains a somewhat noir-like feel, but without the over-emphasis on metaphors and similes. Now they're used much more sparingly, while Max's cynical, bitter sense of humor is fleshed out more to great effect. Max Payne 3 is a surprisingly funny game, but at the same time it's deadly serious. It peppers its gratuitous violence and dark tone with moments of levity to keep things from getting too heavy.
Max Payne has always been a straightforward, no nonsense game, and Rockstar takes the series' signature gameplay, characterized by its slow-motion gunplay, to the next level. If you've played the previous two games, you know exactly what to expect. Max still trades bullets with an endless supply of bad guys, who seem to exist solely for the purpose of being shot, dodging and leaping around in ultra-cool slow motion, only this time it's a whole lot prettier and more violent. The whole game is kinda like that scene in Drive, last year's noir crime/revenge thriller starring Ryan Gosling, where a character's face gets blown off by a shotgun at close range. The levels of realistic gore in Max Payne 3 stradle the boundary of good taste and comfort. I'm no stranger to violent games, but watching visible entry and exit wounds appear in someone's face will definitely put your limits to the test. You'll spend half the time grimacing and wincing as blood spurts from each hole, and the other half thinking 'that looks so damn cool!'
New to the series is a very effective cover system. It's not quite up to the Gears of War standard, but it works very well, especially in conjunction with the series' mainstay bullet-time mechanic. Using every tactic at your disposal makes Max a more efficient dealer of death than he's ever been. He can't storm around corners or dive from cover point to cover point, but it's a nice addition to the series. Gunfights are even more chaotic as glass shatters, wood splinters, and bullets tear holes in walls.
Aiming assistance is also helpful, though hardcore players can opt to turn it off completely. By default, it's a soft-snap lock-on, initiated by pressing the left trigger when facing the general direction of an enemy. This allows you to quickly target and take down multiple thugs in short order.
On normal, the game's difficulty is in that sweet spot where it provides just the right amount of challenge without crossing that thin line into frustratingly difficult. You will die in Max Payne 3, and you should expect as much, but it won't be so often that you want to throw your controller. There always seems to be just enough painkillers lying around to get you through to the next big shootout. More often than not, deaths were my own fault for missing the thug who crept up behind me and put a bullet in my back or I hadn't been paying attention to my health or ammo. The latter is especially important for the game's new last man standing mechanic.
Similar to Borderlands' second wind, if Max is carrying any painkillers he will spring back to life if he can shoot the enemy who delivered a potentially fatal shot before he bleeds out. This is not only exciting, but saves a lot of frustrating reloading, however, if you're not paying attention you may be left with no bullets in the chamber and Max cannot reload or switch weapons when he's in his injured state.
No game in memory makes the player feel more like a badass than Max Payne 3. It's most remarkable moments are cinematic, slow-motion scripted setpieces where Max almost impossibly defies death by the skin of his teeth, all the while dealing some of his own. This can be dangling from the legs of a helicopter, leaping over a car as it crashes through the front of a building, or catching air in a speedboat, scattering shell casings as you pump rounds into a throng of enemies. These moments outclass even the best action films. They're the type of moments you'll want to replay just to show your friends, and they'll undoubtedly elicit some kind of audible "WOW!" response.
If there's any complaints I have about the levels, it's that they feel a little too disparate. It's not so much of a logical progression from Point A to Point B to Point C, and so on, but more a set of places that seemed like they'd be really cool to have a big gunfight in. It's not untrue - a posh nightclub, a soccer stadium, and even the old standby docks, which leads to an absolutely incredible speedboat chase sequence, are all awesome - but it doesn't feel as structured or as natural as the first two games. Still, Rockstar's vision of Sao Paulo is stunning and it's a minor complaint, one you'll hardly notice when you're dodging bullets in the claustrophobic slums of the favelas or hobbling through the flaming remnants of a giant office complex as it crumbles around your ears.
The attention to detail in Max Payne 3 is stunning. All the minute details make the world feel alive. Impoverished people in the favelas run into their houses and shut the windows. Bullet wounds, bloodstains, scars, and scratches appear on Max as missions progress. One of the most noteworthy elements is that the locals speak their native language, and the game does not provide subtitles. This goes a long way to selling the feeling of Max being a stranger inhabiting a world he does not belong in or understand. He's a long way from home, but he quickly discovers that Brazil is every bit as dangerous as New York. The game does flashback to Max's old life for a handful of missions, as well as a quick adjunct to Panama, but seeing both the highs and lows of Brazil are the obvious highlights.
I've played through two of the game's three acts and so far I've loved every second of it. The awkward, and mostly useless jumping mechanics of the previous games has been given the boot, and Rockstar have focused on what players really want out of a Max Payne game - balls-out action. This game will get your adrenaline flowing like no other. If it weren't for the sometimes annoying, eye-wearying presentation, Max Payne 3 might be a perfect action game - one that doesn't pull any punches. It's unapologetic in its simplicity, relying on the belief that it's better to do one thing really well than attempt to do several things half-assed. Thus far, there have been no stealth missions, no fetch quests, and the closest thing to an escort mission is protecting NPCs with high-powered rifles for brief periods - which were tense and exciting moments, not chores.
Barring a complete collapse in the final act, Max Payne 3 more than does justice to the series - it takes it a step forward. Hopefully the future is bright for Max, or at least his franchise. Max Payne 3 may be the best action movie you'll ever play.