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  1. #76
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    The animations are seriously impressive, i can't wait.

    My name isn't a misspelled Nazi,god****.

  2. #77
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    These animations and bullet hit detection is something I want in GTA5.


  3. #78
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    New Max Payne 3 Screens and 360 Shotgun Renders
    RockStar Games has just released new screens for the upcoming title, Max Payne 3. 360 renders of the games shotguns have also been released!

    Once more into the fray.
    Into the last good fight I'll ever know.
    Live and die on this day.
    Live and die on this day.


  4. #79
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    I can't wait for it!

    The animation and the seamless transition from a cut scene straight to action is a lot like Uncharted.





  5. #80
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    Cool beans

    Once more into the fray.
    Into the last good fight I'll ever know.
    Live and die on this day.
    Live and die on this day.


  6. #81
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    I seriously can't wait. The gunplay is going to be very satisfying.

    My name isn't a misspelled Nazi,god****.

  7. #82
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    WOW! I'm going to be so $#@!ing spoiled after MP3(animations) comes out along with the Last Of Us(A.I.)


  8. #83
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    Wow! this game truly looks amazing.


  9. #84
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    It keeps getting better everyday! I want it now.




  10. #85
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  11. #86
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    I loved Bullet Time in Max Payne! The cheats made that game absolutely hilarious. I used to die laughing at some of the animations.

    Max Payne 3 is going to deliver.


  12. #87
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    Max Payne 3: Hands-on with the first 3 hours
    We discover why Rockstar's campaign is worthy of the best Hollywood blockbusters...
    It begins with the familiar strains of a cello. The ornate, sweeping, mournful waves of melody, written for the first game by Kartsy Hatakka but cast in iconic grandeur in the second, by swapping a synth for full-blooded orchestral menace.

    It's fitting, in a way. The first Max Payne was as much a self-parody as it was a noir-action-thrill-ride. It was stylish, gritty and downbeat but it contained enough knowing winks to take the edge off its darkest moments. That all changed in Max Payne 2, a sequel in which Finnish developer, Remedy, dumped all the in-jokes and sly references and took Max into terrain steeped in Gothic opulence.



    Rockstar don't do opulence. Since the arrival of GTA IV, the developer has made an unshakable claim to the thematic terrain of gritty realism. Every major title that has rolled off their production line since Niko Bellic stepped off the boat in Liberty City has asserted the position that Rockstar has traded cartoon-violence for real-world authenticity. So you have to wonder how this emphasis on the real matches up with an IP that's intimately tied to the high-concept hyperbolic presentation of the first two Max Payne games.

    The answer to this query is evident in the opening credits of Max Payne 3 as the cello kicks in. Max enters a small flat and unpacks his bag. He rifles through his belongings and then gazes into a picture he's brought with him. His signature baritone rumbles over the action on screen as he cracks open some whisky, lights up a tab and starts drinking. His vision blurs and shudders. One moment he's staring out from his balcony over the vista of Sao Paulo that's glistening beneath the night sky, and the next, the next, he's stumbling towards the bathroom.

    It's an affecting cutscene; Max is still depressed, still battered and bruised, still haunted by the memories of his dead wife and child. But he's also knocking back the booze and pills with reckless abandon. As he mutters on about how everything he touches turns to dust, it becomes apparent that no matter how far Max Payne is from his home, his problems remain right with him.

    This is because, in Rockstar's hands, Max is something other than the walking action movie cliché he was in the first game or the noir archetype he became in the second. In this, his third outing, Max is simply presented as a drug-addled, depressed alcoholic. He doesn't want to get better. He doesn't want to stay sober. It seems that what he wants, above all else, is to annihilate his brain cells and wallow in his own misery. In Rockstar's hands, Max is his own biggest problem, and by applying their trademark aesthetic of gritty realism, the developer has forced Max to man-up in a way and infused the IP with a maturity it never had until now.



    As the credits draw to a close, we're told that the action is about to jump ahead about an hour into the game to avoid us heading into spoiler territory. We rejoin the game with Max in a helicopter, now part of the security detail for a South American business magnate, Rodrigo Branco. He, and his friend Passos, are chaperoning Branco's trophy wife, Fabiana, and his playboy dolt brother, Marcello, to one of Sao Paulo's hottest nightspots, Club Moderno. Fabiana's sister, Giovanna, is along for the ride, presumably, Max sneers, so Fabiana "could show off how much money she has."

    Max's low opinion of his charges isn't without basis. As the chopper cuts through the sky above Sao Paulo, its occupants reveal how loathsome they are. Fabiana is a shallow and spoiled airhead, fully aware that her body is her meal ticket. At one point, she pauses between sips of champagne to playfully mock her sister for doing charity work with street kids in the city's favela. Marcello, for his part, is what we refer to in Britain as a colossal $#@!er; he's a mouthy show off who seems to think that having a security detail with guns makes him something of a hard man. He's also quite happy to leech off his brothers' labours while contributing nothing himself.

    The club they drag Max to is, unsurprisingly, a bling-encrusted hellhole. Whirling strobe lights bounce off neon-pink walls while thumping techno blasts out of gargantuan speaker stacks. Fabiana and her sister hit the dancefloor while Max decides the best way to cope with Club Moderno is to get drunk as quickly as possible (as if he needed an excuse). Marcello, for his part, grouses about not getting the best table in the club's VIP lounge, and considers picking a fight with the person who has - a star player in Sao Paulo's local football team. His desire for a punch up fades pretty much instantly when he realises Max has little intention in backing his play.

    Rockstar's presentation of this scene adds a thin layer of menace - and not just because this is a Max Payne game. Between the pounding soundtrack, flashing lights and the crush of people in the club, it becomes clear that, should any ugly situation arise, it'll be an absolute nightmare to contain - a fact that isn't helped by Max knocking back shot after shot. The cutscene also judders and strobes occasionally, adding to the player's sense of disorientation, so when the camera reveals a group of thugs taking up positions around the club, it feels logical that Max wouldn't have noticed them.



    Up until now, Rockstar has positioned Max Payne 3 as a stark thriller shot through the stylish filter of a music video. Think Michael Mann's Heat by way of Tony Scott's Man On Fire and you're starting to get the picture. Of course, when all hell breaks loose in the club, Rockstar bring in a third cinematic influence - one that Max Payne has enjoyed since his first outing - the slow motion bullet ballet from Hong Kong action films. As Fabiana and her sister are dragged from the dancefloor, Marcello ducks out of the way and Max charges full tilt at an armed assailant. He crashes the pair of them through the window of Club Moderno's VIP lounge and down onto the dancefloor.

    As soon as the pair of them are airborne, however, the action slows. The soundtrack becomes a muffled rumble of thumps and screams. Max draws his gun from a shoulder holster and crosshairs appear on the HUD as he and his human surfboard drop to the floor in slow-motion. We have to confess that we'd been so enthralled by the stylish presentation up until now, we almost forgot to pull the triggers on the control pad we were holding. However, before the thug breaks Max's fall from a storey up, we've taken out three of his mates with precision shots. As a kick off to the game's action, it's a scene worthy of the best Hollywood blockbusters.



    So Rockstar can do grit and Rockstar can do style. But as Max pursues Fabiana's kidnappers through Club Moderno, Rockstar plays two more trump cards in its hand. First, the developer expertly laces all the explosive gunfire with plot developments, which makes progression feel organic. Max's internal monologue, his exchanges with Passos over the radio about Giovanna and his random encounters with terrified club patrons push the narrative in tandem with each action set-piece. There's even time for some comic relief in the men's room with another ex-cop. The point is, you never feel like you're running between identical rooms, blowing away bad guys solely so you can get to the next cutscene.

    Second, the environments compliment the shooter mechanics, and throw tactical options to the player, allowing them to tackles each gun battle in multiple ways. There's never just one way to win a fight and the rather nasty AI will challenge the player to use cover and bullet-time wisely. The AI will swarm players who spend too much time in cover, but they won't emerge from cover conveniently if bullet-time is activated, either.

    It's also worth pointing out that the bullet-time shoot/dodge move isn't the get-out-of-jail-free card it was in previous Max Payne games. Max doesn't automatically pop back to his feet at the end of a shot/dodge, so players should have a care where Max's projected landing zone is. If he winds up on the floor surrounded by enemies, he's not long for this world. Perhaps to compensate for this, players occasionally find themselves in a 'Last Man Standing' scenario. When Max is low on health, he'll whirl in a slow motion arch and bring his crosshairs to bear on the enemy that is his most immediate threat. When this happens players are advised to let go of the control pad's trigger until Max has drawn a bead on his target, because if they don't there's a chance they'll empty his gun before he can kill his foe.

    The gunfight takes Max through dancefloors of disorientating lights and thundering house music, and out onto the roof , where it emerges Marcello somehow managed to evade all of the kidnappers and get back to Passos in the chopper. Passos then takes Max up and around the side of the building where he has to cover Giovanna's escape with a scoped SMG. Then it's back onto the roof and to the rooftop bar to save her; Giovanna's sister, however, is in the clutches of a gang called Commando Sombra, and it's not long after the Club Moderno shootout that the Brancos receive a ransom demand.



    The chapter that follows Club Moderno is one previously played by CVG, and it takes place at a football stadium in Sao Paulo, where Passos and Max intend to make a ransom drop. The level hasn't changed much since the last time we played it, although we can report that it contains a couple of collectibles and assets that will probably prompt knowing smiles from veterans of the series.

    The tempo of the level also feels less harried and near-the-knuckle than the scenes in Club Moderno. Whether this is down to our feeling like we were back in familiar territory, or the fact that the audio track and flashing lights in the club combined to discombobulate us as we snapped off round after round is unclear. The pace of each level, though, feels as though it reflects Max's mood. In the club he's drunk, so the player feels fuzzy and unsettled until the action moves outside. At the stadium, the tempo feels frenetic, reflecting Max's desperate mood as his objective changes from re-taking the ransom money to simply getting out of the stadium in one piece.



    Max's mood is also reflected in the level following the botched ransom drop. The pace is quicker and the level is altogether easier and perhaps this is down to the fact that it takes place in Max's backyard. In a flashback, we're taken to a snow-covered New Jersey where Max is forced to flee through the skidrow slum dwellings he's called home up until now, after a brief flash of anger caused him to gun down the son of the local Mafia don. The don is rather peeved about this, and so dispatches a small army of henchmen to put Max in the ground.

    In a sequence worthy of a Ringo Lam film, Max hurtles through corridors avoiding sniper fire, cuts through several rooftops while dropping bad guys en route and drops down on a crew of thugs through the roof of a chopshop. The environments he blazes through - the dilapidated apartments, the slush-covered roofs and a booze-slick bar - look disgustingly seedy. It's almost as though someone took the interior of Club Ragnarok from the first Max Payne game, and expanded it to the length of three city blocks.

    Max, however, doesn't look as out of place in this dump as he does in South America. Once again, Rockstar's plotting works in tandem with its game's pace as over a series of gun battles we hear how Max has basically hit rock bottom and really, it was a matter of time before the neighbourhood he inhabited killed him. When Passos offers him a job at the end of the level, it really does sound like he's giving Max a pathway out of hell.

    Having seen where that pathway lead Max, we know this isn't the case, but unfortunately we can reveal no more - our demo ends right there. Still, what has become apparent with our time with Max Payne 3, is the fact that Rockstar have kept everything that fans expect from this franchise while putting their own indelible stamp of authenticity on the IP. Max Payne 3 isn't the bundle of action movies tropes the first game was, or the dramatic bloody valentine its sequel was. Max Payne 3 is a tale of murder, intrigue and betrayal. It's the perfect marriage of stylish action and hard-boiled noir. And we can't wait to get our hands on the final build.

    Once more into the fray.
    Into the last good fight I'll ever know.
    Live and die on this day.
    Live and die on this day.


  13. #88
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    any word on how long the campaign is?


  14. #89
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    Rockstar details Max Payne 3 DLC pack plan]

    Seven DLC packs for Max Payne 3 will be made available throughout 2012, publisher Rockstar has announced.
    You can receive all of the content by purchasing the Max Payne 3 Rockstar DLC Pass for 2400 Microsoft Points (£20.40) on Xbox 360 or $29.99 (about £18.40) on PlayStation 3. PC plans weren't mentioned.
    The first new content will arrive next month, just weeks after the game's European console launch on 18th May.

    Local Justice, the first DLC add-on, includes the Police Precinct multiplayer map, two other multiplayer maps, police precinct-themed multiplayer avatar items and multiplayer challenges.
    The vast majority, if not all of the extra content appears to relate to Max Payne 3's multiplayer modes.

    "The story of Max Payne 3 begins in the single-player game and crosses over into the deepest multiplayer experience we've ever created," Rockstar boss Sam Houser said. "We intend to support the Max Payne community with new and innovative content well into the future."

    Coming this summer are the Disorganised Crime Map Pack, Deathmatch Made In Heaven Mode Pack, Hostage Negotiation Map Pack and New York Minute Co-Op Pack.
    Due in autumn are the Painful Memories Map Pack and Trickle Down Economics Map Pack.


    "When I was 12, I milked my eel into a pot of turtle stew. I flogged the one-eyed snake, I skinned my sausage. I made the bald man cry into the turtle stew, which I believe my sister ate. At least I hope she did."




  15. #90
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    Feast your eyes on the images of Max Payne 3’s arcade mode


    Thanks to AllGamesBeta, we have a bunch of screenshots depicting the arcade mode of Rockstar's third-person shooter Max Payne 3. The screenshots indicate that shooting in style will rack up points - kill streaks, headshots, shooting while prone etc. This mode is sure to offer additional replayability in what is poised to be another excellent title in the Max Payne series. The game will be released for the Xbox 360 and PlayStation3 on 15 May in North America and 18 May in Europe, while the PC version launches later on 29 May in North America and 01 June in Europe.
    Click the above link for more screenshots.

    Max Payne 3 Pre-order Bonus Deals, Midnight Release Launch Party List!

    New Max Payne 3 gameplay
    Last edited by Nuvian; 05-09-2012 at 12:30.

    Once more into the fray.
    Into the last good fight I'll ever know.
    Live and die on this day.
    Live and die on this day.


  16. #91
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    Launch trailer has just been released by Rockstar Games.

    Thanks to Kwes for the avatar and Sylar for the signature!


  17. #92
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    Nice, shame its being released the same day as Diablo 3
    Should have been released tomorrow, so i would have had something to play this weekend while waiting on D3.

    Once more into the fray.
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    Live and die on this day.
    Live and die on this day.


  18. #93
    The Dawkness!
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    Ha, Max Payne 2's music seems out of place with the tone of the third one.

    My name isn't a misspelled Nazi,god****.

  19. #94
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    My name isn't a misspelled Nazi,god****.

  20. #95
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    Just watched the IGN review which is my first piece of footage I've seen.
    Day 1 for me. Looks, feels and sounds fantastic.

  21. #96
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    single player is apparently 12 hours long, not bad considering how linear and story driven these games area. I might pick it up on release but need to find something cheaper than the Steam price, i personally dont think the 2 other games had any replay value even though theyre great on the 1st play




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  22. #97
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    Gametrailers weren't too happy with the game it seems 7.6/10

    Single player campaign is 8-10 hours according to them.

    Once more into the fray.
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    Live and die on this day.
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  23. #98
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    Watch the first 15 minutes of Max Payne 3

    For those still trying to decide whether they should pick up Max Payne 3 or not, maybe a gameplay video will push you over the fence. Below the break, Sam walks you through the first 15 minutes of the game on Xbox 360. Game’s out now on consoles and hits PC on June 1.

    Source

    I'd like to think of it as a demo, since Rockstar Games don't normally release any for their games.
    Thanks to Kwes for the avatar and Sylar for the signature!


  24. #99
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    First thread I found that it seemed approriate to ask this without starting a new thread:

    Futureshop has it on sale for $40 till the 28th so I'm contemplating picking it up, but I'm curious.. is the multiplayer good and after having a month or so to play it and that.. would you recommend the game?

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  25. #100
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    i skipped the MP as im not a believer of SP games having MP, but the SP was very good. (rented)

    Thanks to Final for the sick sig!

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