Max Payne 3 Catch All

Reaper81 wrote:
Though that may just be because I never fell off.

...

You can fall off?

We're talking about the same bit, right? There's a jumping puzzle right in the middle of the deam sequence.

http://www.viddler.com/explore/baldu...

Quintin_Stone wrote:

The first baby dream sequence wasn't so bad. The second, drug-fueled one, was far worse.

And, uh, yeah, you can fall off. Quite easily.

What he said.

The first one isn't too bad, it's just annoying, though it did still manage to completely take me out of the game and make it a chore to get to the next level. The second one is tedious, badly designed crap. Both stages served no purpose but to make me want to stop playing, and on the second one I actually did stop. More than once.

When I've gone back for subsequent plays through the first game I've used cheats to skip those levels.

I don't remember having any problems with the baby sequences, but the sharp increase in difficulty when fighting Lupino at the end of Part I was incredibly frustrating.

Thin_J wrote:
Quintin_Stone wrote:

The first baby dream sequence wasn't so bad. The second, drug-fueled one, was far worse.

And, uh, yeah, you can fall off. Quite easily.

What he said.

The first one isn't too bad, it's just annoying, though it did still manage to completely take me out of the game and make it a chore to get to the next level. The second one is tedious, badly designed crap. Both stages served no purpose but to make me want to stop playing, and on the second one I actually did stop. More than once.

When I've gone back for subsequent plays through the first game I've used cheats to skip those levels.

I understand where you're coming from, it was a little annoying. But I found the strange aspects of the story such as the baby sequences to be what made it more than just another action game. I am a sucker for David Lynch movies, so this may color my perspective somewhat.

Yeah, you people are crazy. Those sequences were awesome and really created a sense of atmosphere. I admit that the ones in the sequel were probably better due to death being pretty much impossible, though.

Yeah the crazy scenes let you get inside his head. They were needed for the tone. The only problem I had was my computer couldn't handle the fire scene. I had to put the game on ice and finish it down the road. I think the best moment was with the guy in the Batboy costume.

I don't think anyone had a problem with the crazy hallucinations and surreal dream sequences, it was the horribly designed jumping puzzle rubbish that people are complaining about. They just happened to take place in the same level.

Thin_J wrote:
Quintin_Stone wrote:

The first baby dream sequence wasn't so bad. The second, drug-fueled one, was far worse.

And, uh, yeah, you can fall off. Quite easily.

What he said.

The first one isn't too bad, it's just annoying, though it did still manage to completely take me out of the game and make it a chore to get to the next level. The second one is tedious, badly designed crap. Both stages served no purpose but to make me want to stop playing, and on the second one I actually did stop. More than once.

When I've gone back for subsequent plays through the first game I've used cheats to skip those levels.

You can skip those levels?

*goes to hunt down dusty Max Payne discs*

The dream sequences in MP2 were way better, i.e. there were no cheesy insta-death jumping puzzles.

0kelvin wrote:

I don't think anyone had a problem with the crazy hallucinations and surreal dream sequences, it was the horribly designed jumping puzzle rubbish that people are complaining about. They just happened to take place in the same level.

Yes, and...

Podunk wrote:

The dream sequences in MP2 were way better, i.e. there were no cheesy insta-death jumping puzzles.

Yes. Absolutely.

I hope that moving the premises of the story to San Paolo, Brazil will allow the designers to introduce some high-quality local oogaba into the game imagery. And into the storyline. And, come think of it, into the play mechanics too.

Instead of "bullet time" you get "booby time"?

Quintin_Stone wrote:

Instead of "bullet time" you get "booby time"?

Is that where time slows down whenever you see a breast? Because I already have that.

muttonchop, as you successfully score the new BTs, does it make some sort of a meter go UP, which, once filled, allows to unleash, umm, a special attack or something?

muttonchop wrote:

Is that where time slows down whenever you see a breast? Because I already have that.

Yes because what one of the few series in gaming to actually try and tell a story well really needs is just gratuitous sex and violence. That'll make it stand out.

Max Payne has never been a stranger to gratuitous violence. The 2nd one teetered on the edge of introducing sex. It had those Mona shower scenes and the near hookup between her and Max after she transformed into a supermodel.

Gorilla.800.lbs wrote:

muttonchop, as you successfully score the new BTs, does it make some sort of a meter go UP, which, once filled, allows to unleash, umm, a special attack or something?

IMAGE(http://img6.imageshack.us/img6/4347/ijizzinmypantsbyholimou.jpg)

Back to less interesting matters: the game itself. Here are GI scans for people who can't buy it:
http://forum.jogos.uol.com.br/A-hist...

I predict that Max Payne and "Soap" McTavish are on a collision course.

IMAGE(http://ve3dmedia.ign.com/images/05/44/54485_MaxPayne3-01_normal.png)
All screens from GI now available to public:
http://ve3d.ign.com/articles/news/48...
Color palette looks good, I was worried that it might be all whitebronzeyellow blur. (Main advantage of the previous designs with snow/rain and night was the tone and palette that it automatically set. It will be hard for Rockstar to build something noir and gritty with such enviroments, but it looks like they're trying.) Now, if they won't overdo HDR it should look really nice.

You know, he could be wearing an afro wig and one of those mesh shirts; just don't screw around with the gameplay.

Two things you can learn from the screens: You can dual-wield alternate types of weapons (ala Halo 2) and Max has a shotgun wang.

Dual-wielding a full-auto submachine gun and a semi-auto pistol seems... well, unwieldy.

What if it isn't dual wielding at all and they just limit you to two weapons and Max just carry the big gun in his left hand while aiming with pistol? I'd love that concept because I'm tired of weapons in TPP shooters just appearing from nowhere. Plus, I've almost finished Max 2 using only pistols.

Switchbreak wrote:
Reaper81 wrote:
Though that may just be because I never fell off.

...

You can fall off?

We're talking about the same bit, right? There's a jumping puzzle right in the middle of the deam sequence.

http://www.viddler.com/explore/baldu...

The sound was awesome, the mood it set was tense and terrifying, but it wasn't fun to go the wrong direction over and over again (my personal experience). The "dream" sequences of the sequel were a lot better done though I hate having to find my way out of the hospital when I'm woozy and in partial slow mo.

I just hope they don't completely abandon the previous story elements. I want Mona back!

I remember now that there was two parts but I don't remember either presenting any barrier at all to play. I must have been really lucky because platforming stuff that like is a big show-stopper for me. I usually fail miserably at it.

Ok that guy does NOT look like Max Payne and you can't be "Noir" in Brazil or wherever he is, that's all sunny! What's he going to be depressed about?

What's he going to be depressed about?

Maybe Mona left him for Tiger woods