![]() Bullet-time slows all the action down on screen, allowing the player to quickly target multiples opponents. The last aspect that rounds out the control system is bullet-time, which is activated by clicking in the left stick. So Max handles very well and he has plenty of tools to hurl lead at opponents. Players can also opt to dual-wield their pair of handguns, but if they do, Max will drop whatever two-handed weapon he's currently holding. These are mapped to the left bumper, which brings up a wheel menu offering the choice between the different weapons. The variety of weapons available in Max Payne 3 is still rather wide, but Max can now only carry three firearms at a time – two handguns and one rifle or shotgun – alongside thrown weapons. Max's arsenal has been pared down quite considerably from previous games, where, by the final levels, players could carry up to ight or nine weapons, as well as the odd grenade and Molotov cocktail. When attached to the edge of a wall, Max can be made to lean out to check his surroundings ever so slightly by flicking the left stick. That having been said, shoot/dodge is probably the best way to break cover, which Max can enter if the player presses the X button. It looked absolutely brilliant, but as he landed, Max took so much damage that his enemies were able to pick him off with one shot. It's worth taking in Max's surroundings before deploying the shoot/dodge move during my playing time I managed to launch Max over the back row of some stadium bleachers, and have him fall seven rows while emptying a pair of Mac 11's. Unlike previous iterations, players need to roll Max away once he lands, unless they fancy shooting foes from a prone position. The right bumper launches the game's shoot/dodge function, where Max leaps into the air sideways, emptying his weapons in a slow motion jump. Max executes a forward role if the player hits the A button, and if they tap it repeatedly he'll go into a sprint. Alongside being able to choose the overall game difficulty, players can toggle the ease with which they aim they can opt for immediate snap-to-target, intermediate where the crosshairs snap to the target's general vicinity, or they can leave the crosshairs completely unfettered. The left and right triggers are the snap-aim and fire functions respectively. There's no clipping, no pop-in and no frame-rate crawl, regardless of how many enemies are on the screen. The Euphoria engine running all the action on screen looks utterly flawless. FPS games rule the roost in the shooter market, sure, but this sort of animation – this sort of movement – wouldn't be possible in that genre, and it certainly wouldn't look as mouth-watering as it does here. As one watches bullets chew through wood and tiling, shell casings pop out of shotgun breaches and Max himself execute a 180 degree whirl in slow motion bullet-time, it's hard to imagine the game having the same visual impact from a first-person-perspective. ![]() But while it comes in handy in the gun battles in all three games, it has to be said – it looks so damn cool.Īnd in Max Payne 3, it's never looked better. It's always been a tactical feature of the Max Payne series since Finnish developer Remedy Entertainment produced the first game. Of course, everything I've just witnessed – just played through – was presented in bullet-time, the slow-motion visual style made famous in Hong Kong action cinema's hey-day, and coated with leather and shades in the Wachowski Brothers' Matrix films.
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