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  1. #41
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    Edge Preview.
    http://www.next-gen.biz/features/max...iew?page=0%2C0

    Format: 360, PC, PS3
    Release: TBC
    Publisher: Rockstar Games
    Developer: Rockstar Studios

    Though it’s easy to forget, considering all the pretenders and wannabes that leapt into its slow-mo wake, ten years ago Max Payne was something entirely new. Combining elements of film noir, Hong Kong action cinema and Scandinavian mythology, Remedy’s downbeat thirdperson shooter presented a character at the end of his tether, lost within a quest for revenge, but not yet given over to the nihilistic excesses of a true anti-hero. Here was a comparatively rounded individual with an emotional core, manifested as the game’s constant internal monologue. Payne was the anti-Duke Nukem.

    For the sequel, writer Sam Lake expanded the narrative scope of the series. The protagonist was given a love interest in the shape of ambiguous assassin Mona Sax, and a clearer mission to take on the shady Inner Circle organisation. But Max Payne 2 stuck with the basic appeal – an essentially likeable fall guy with nothing to lose, raging against the machine.

    And then it seemed that the machine had won. In 2004, Take Two’s then CEO Jeffrey Lapin insisted that a third title would materialise at some point, having bought the rights to the franchise two years previously, but a long silence followed. Remedy started on Alan Wake; Rockstar had GTAIV and Red Dead Redemption to think about. Rumours surfaced and dropped. Things moved on.

    In 2009, however, Payne was back, courtesy of Rockstar Vancouver, the studio behind Bully. Rockstar president Sam Houser commented: “This is Max as we’ve never seen him before, a few years older, more worldweary and cynical than ever. We experience the downward spiral of his life.” He wasn’t kidding. The new Payne was revealed to be bald, bearded and bulky.

    For Rockstar Vancouver, the pressure was on, not only to capture the feel of Remedy’s titles, but also to evolve the series. Art director Rob Nelson, however, is keen to play down the notion that this is about taking on a new franchise from nothing. “Rockstar has been involved with Max since the beginning,” he notes. “We worked on the original games, so it’s not that much of a stretch for us to take on these characters; it’s not like we’re picking up this franchise fresh. But it’s still the continuation of a series, so you have to stay true to the feel of the writing. We love Max and we want to do right by him. That’s the biggest challenge for us: the decisions we come to have to make sense for him.”

    Nelson also asserts that this is, in fact, a Rockstar Studios rather than Rockstar Vancouver production. As with GTAIV and Red Dead Redemption, there has been a huge amount of co-operation between different teams, this time involving Vancouver, Toronto, London and New England. As he explains, “We have a lot of talented people across all our studios, and this just means we can bring the right people in for a specific task when needed – and it gives the games a consistent level of quality and an approach that’s recognisably Rockstar.”

    So now here we are – eight years after the events of the second game. Payne is out of the NYPD. Far out. Somehow, he’s drifted south, working as a private security contractor in São Paulo, Brazil’s mega-city of 41 million residents, where boundless wealth and extreme poverty exist on each other’s doorsteps. Payne’s main clients are the super-rich property mogul Rodrigo Branco and his two brothers, a politician and a party-loving dropout – a juicy setup for the series’ hallmark labyrinthine plotting.

    And in Rockstar’s demo room we get the first indication that, actually, Max Payne 3 isn’t just going to kick off eight years down the line. We’re here to see one of the earliest missions in the game: Rodrigo Branco’s trophy wife has been kidnapped by the Commando Sombre street gang, and there’s a huge ransom on her head. The Branco brothers merely want Payne to make the money drop and get her back safely. But the Payne we see onscreen has a full head of hair, and isn’t the booze-soaked hulk we’d been led to expect. Apparently, we’re going to get a glimpse of the intervening years between New York Max and the dishevelled alcoholic he has become – although Nelson teasingly suggests it might not necessarily be in sequence. “We’re always playing with time in the story,” he explains. “We move backwards and forwards; we use really aggressive editing. It’s unlike anything we’ve done in any of our games before.”

    WELCOME TO SAO PAULO
    One of the first questions that emerged after the game’s announcement was: why São Paulo? Why take Payne out of his New York home and into Brazil’s vast metropolis? “We saw a lot of diverse environments that we could stick him in,” answers Nelson. “It’s a huge city and there’s a major disparity between rich and poor. Learning about that, finding out how massive the place is, has been fascinating.” Importantly, Rockstar claims to have put the same amount of research into the city as Remedy did with New York, drawing out a similar number of first-hand materials (the original Max Payne was one of the first PC titles to use digitised photos as texture maps). Several members of the development team travelled to Brazil for weeks of photography and filming, immersing themselves in local society. When asked about the surprising elements, Nelson finds it hard to pick out just one or two examples. “I think the elite police forces that they have there – the BOPE – were quite interesting; they’re pretty serious dudes. And the music they’re into there, the clubs they have… every corner you turn round there’s cool stuff to discover.” A key aim, then, has been to capture the variety of the architecture and the culture. “We can’t really re-use a lot of assets,” says Nelson. “Every stage is going to be different from the last one. Brazil is a fascinating place to set a game – there are plenty of unique aspects to the setting that we’ll reveal over time. We’ve got a lot to work with.” And, according to Nelson, the process is continuing. “The research is constant, it’s anything that we can get our hands on, pretty much all the way through development. Everyone gets really interested – we’re always swapping things we’ve learned, trying to make sure we’re accurately recreating the place. We take it really seriously.”

    ---- PAGE2 ----

    The kidnap exchange takes place on the pitch of an enormous football stadium. In the opening sequence, Payne and his partner Passos are waiting in front of their helicopter, which has touched down in the centre circle. It’s a brooding, ostentatious setup, clearly inspired more by tech-savvy stylist Michael Mann than John Woo – an interesting indication that the series’ cultural reference points have moved on with the times. As the kidnap gang approaches, shots ring out – there’s another group on the scene, heavily armed and looking to get in on the action. Payne is hit in the arm and Passos drags him into the stadium, scoping out ahead as the player stumbles through the complex, looking for the medical room. There’s a health icon in the bottom right of the screen which is critically low and, as in the previous games, needs to be topped up by popping pills.

    Throughout all of this, the action segments are intercut with an evolution of the old Max Payne story sequences. Now, instead of comic book frames, these dramatic plot pointers use the in-game engine and show an animated collage of action footage. It brings to mind TV series 24, and it’s just one of the ways Rockstar is seeking to both maintain and update key Payne elements.

    “We’ve put a lot of work into evolving the graphic-novel aesthetic that was used in Max Payne and Max Payne 2,” Nelson explains. “We’re still working on it, but we’re honing in on a motion comic book approach, because it retains part of the style and the drama of the original scenes, yet fits with the pace of Max Payne 3. In addition to that, we’re integrating storytelling into the gameplay itself through the use of hundreds of customised animations for multiple characters and situations – like the way Passos moves through the level with Max, scouting ahead, taking out enemies and interacting naturally with the environment. The third way is that we’re bringing back Max’s classic narration, which not only helps move the story forward, but adds to the atmosphere of the game. We want people to move seamlessly from cutscene to gameplay without pauses in the flow or big breaks in the overall look and feel, and this seems to be the right way to go.”

    From this point in our demo, there are multiple set-piece encounters as Payne and Passos move through the stadium, tracking a single kidnapper who has run off with the loot. We fight small skirmishes in various back rooms, later interrogating a wounded gang member in – aptly enough – the press interview suite. Then it’s out on to the terraces, blasting enemies as they clamber between seats while, in the distance, the skyscrapers of São Paulo loom on the skyline. At one point, there’s a tense sequence in which Payne, armed with a high-powered rifle, has to protect Passos, taking out approaching gunmen as his partner moves gingerly through the stands. Eventually, it’s clear there’s a sniper in one of the broadcast rooms at the base of the stadium’s TV tower, and Payne must work his way up there. Several times we walk in on bloody interactions between the two local gangs, and it brings to mind Half-Life – a feeling that you’re not the hero, you’re just one agent making your way through a violent and disordered world.

    Importantly, what Max Payne 3 doesn’t feel like is a standard corridor shooter with identikit bad guys spawning endlessly out of open doorways. Each encounter we experience feels specifically staged and works within the context of the environment and the story. And it turns out this might be where a big chunk of the development schedule has gone. “We’ve spent a lot of time tweaking these mechanics,” says Nelson. “It’s a linear game, so it needs to be dense. Every aspect has to be perfect. We’re shooting more motion capture than we have in the past. And the action never really stops, it never lets you go. You’re walking in and out of these cutscenes, these panel sequences; the section with the sniper rifle – we had to mo-cap all of those sequences. It’s all performance-led, so it looks believable. And it really comes alive. When you’re looking through that scope, you’re really watching your buddy – you want to take care of him. It took a lot of time to co-ordinate and get that stuff shot.”

    Contrasting with all of this carefully choreographed scene creation is the fluidity and realism of the physical interactions. Fights are fraught, fast and brutal, as you’d expect. But now bullet-time – charged by killing enemies, as ever – has a layer of beauty to match its gameplay impact. As with RDR, the level of graphical detail on offer delivers astonishing action moments – glass smashes, blood spurts, furniture collapses – but here it’s fragmented and slowed to show off the fine physical elements. Bullet-cam is also back with an increased role, this time providing a bloody full-stop to every encounter, so players know they can progress. In between, it’s all rapid gunfire, some seemingly intelligent group movement from the enemies, and plenty of context-sensitive animations.

    This more seamless interplay of cinematic and interactive elements is Rockstar’s concession to modern mores – it’s about understanding that the shooter genre has gone through many changes since Max Payne 2. “Both the games and the audiences have become more sophisticated,” says Nelson. “Gamers expect a more fully realised cinematic experience, even if the main mechanic is still shooting. And though this is a more linear game for us, people want to be constantly surprised and entertained in new ways. So you need a lot of custom setups, the environments need to be varied, and all of that while keeping the gameplay fun and responsive – people have become really specific about how they want things to be controlled. It’s a lot more work!”

    Meanwhile, shoot-dodge is accessible once again, allowing Payne to launch himself across the floor, over objects or down staircases to avoid incoming fire (beautifully shown as bullet trails burning through the air toward you). There are no canned animations – Payne can dive in any direction and when he lands, he reacts to the environment, thrusting out a hand or shoulder to absorb the impact, or thudding down stairs, legs flailing. “It really places him inside the environment in a way that makes the whole game feel more stylish and immersive,” says Nelson. “He feels like a character naturally responding to the world around him.”

    --- PAGE3 ---

    There’s a new cover system, too, allowing players to duck behind scenic objects. The mechanic is still being worked on, but right now, the left trigger locks you to the surface, while the right trigger lets you pop out and shoot. If you release the left trigger, you can blind fire, aiming with the right stick. It seems manageable enough, and combined with the directional shoot-dodge provides a more strategic approach to combat – another hint that the Payne franchise is on top of developments in the shooter genre.

    Much of the game’s physicality is, of course, down to its NaturalMotion Euphoria component, which brings procedural animation and a full motion system to the character models. “Every game we do, we’re thinking about how to push NaturalMotion in new directions,” says Nelson. “I think Red Dead was a nice evolution from GTA, and Max is going to be the same thing again. We’ve put a lot of attention on AI reactions, making sure that the force of the bullet feels right. It adds a level of weight and realism to every character, and the beauty of it is we can vary the level of control we have over the system to suit a situation, which really helps us make it as cinematic as we want it to be.

    “As we did in GTAIV and Red Dead Redemption, we’ve been working to improve the way enemies respond uniquely to each gunshot – they’ll even duck for near-misses. We also put a lot of work in to the bulletcams: we’re cutting to these a lot so we’re putting a focus on the forces to feel right when these things are hitting guys.”

    Nelson also believes that adding Euphoria data to Payne’s own animations is the key element in the game’s crunching feel – and it’s still in development. “Depending on if you’re crouching into a wall when you’re shoot-dodging or flying down a set of stairs or landing on something, Euphoria is really helpful in making those situations feel natural, rather than having Max crash into things and ragdoll. We can make it feel like he’s anticipating an impact before it happens – that’s an exciting thing we’re working on.”

    As for the game’s armoury, we see Payne wielding pistols, rifles and sub-machine guns, as well as that useful sniper rifle. There’s a wheel-based selection system, like RDR’s, allowing him to carry three weapons at once. He can also select two single-handed items to dual-wield, allowing him to charge into fights with, say, a 9mm handgun and an uzi. There’s an almost sensual attention to detail here – when Payne fires, we see the hammer pop back, the slide move and the bullet casing eject. Meanwhile, amid skirmishes, the animation celebrates unusual firing techniques, with enemies ducking behind cover and spraying out gunfire in all directions, or firing behind them as they run.

    There’s also a new extension to the whole slow-mo mechanic. At climactic points in each mission, there will be a bullet-time sequence triggered, not by the player, but by a key situation. At the close of the stadium scene, for example, when Payne discovers the sniper locked away in a commentator’s booth, he climbs on to a lighting rig and swings down, crashing in through the window. “It all comes back to the idea of making the gameplay as cinematic as a cutscene,” Nelson explains. “Creating interactive set-pieces around bullettime seemed like a great natural extension of the approach used in earlier games. It changes up the player’s expectations of any given situation, and it looks incredible.”

    At the close of the stadium mission, it seems the group that gatecrashed the hostage handover are in hi-tech flak jackets, and their weaponry is cutting-edge. There’s a suggestion that they’re members of a paramilitary organisation or the BOPE, Brazil’s elite police squad specialising in urban warfare. Whatever the case, Passos sees them capture and interrogate a Commando Sombre member; it becomes clear that Rodrigo’s wife is being held at the nearby docks, and there’s a chance that she can be rescued. Later, this mysterious outfit gets a chance to take out Payne’s helicopter with an RPG, but a member of the group lets him get away.

    Rockstar is keeping characteristically quiet about where other missions will take place, although we know that environments will take in the full flavour of São Paulo, from mansions to favelas. The publisher has also confirmed that several story strands from the earlier games will continue into this one – so we can assume that the Inner Circle will be back, along with a motley crew of corrupt police chiefs, politicians, gangsters and hitmen. It seems Payne was forced out of New York, and we’re going to find out exactly why. We also know that there are other characters that Payne ends up working with or protecting – putting personal relationships at the centre of the action once again.

    So this looks to be what Rockstar has always promised – Max Payne re-interpreted and re-energised for the contemporary shooter fanatic. The lynchpin of the project is the combination of bullet-time with procedural animation, overlaying its heavypunching storytelling with an adaptable, tactical system with bags of visual clout. It’s going to be a game about feel and mechanics, of user interface and violence. To compete on these terms today, it needs to be astonishing at what it does. Considering what Rockstar has achieved already, the signs are that it won’t let the game go until it is.

  2. #42
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    http://i648.photobucket.com/albums/u...didnt_read.jpg
    j/k
    Fucking cant wait. Recently torrented Max payne 2 for a friend. Decided to start my own play through fucking awesome games. Nostalgia to the
    Spoiler: show
    maxxxxxxxxxx

  3. #43
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    Quote Originally Posted by shidobu View Post
    http://i648.photobucket.com/albums/u...didnt_read.jpg
    j/k
    Fucking cant wait. Recently torrented Max payne 2 for a friend. Decided to start my own play through fucking awesome games. Nostalgia to the
    Spoiler: show
    maxxxxxxxxxx
    Spoiler: show
    Payneeeeeeeeeee

  4. #44
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    As i was playing i was like

    "How the hell did anybody ever let us play this shit as kids"
    I was like what.. 13-14 when this came out. And in the first 10 minutes of the 2nd game Somebody gets executed at point blank range. Lol wtf

  5. #45
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    Max Payne came out in what 02? I was 10-11

    The hallucination levels scared the shit out of me

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    http://www.joystiq.com/2011/09/08/ma...ayer-included/
    http://kotaku.com/5838292/max-payne-3-coming-march-2012

    Max Payne 3 Coming March 2012

    Rockstar Games is releasing Max Payne 3 in March 2012, the company revealed today.

    The game picks up where Max Payne 2 left off, and follows Payne as he works private security for a wealthy Brazilian industrialist in Sao Paulo, and Payne must fend off gangs targeting his client. And do it in the series's signature slow motion "bullet time".

    "Max Payne 3 gave us an amazing creative opportunity to evolve one of our most iconic characters," said Sam Houser, Founder of Rockstar Games, in an official release. "We're excited to show fans a modern version of Max that pulls them back into his dark and twisted story."

    This is the first Max Payne title to feature multiplayer. It will feature a reward and leveling system, clans and strategic load-out options.

  8. #48
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    still not excited about his new look, but game will get bought anyways. I can't think of how many times I've played thru max payne 2. loved the fun house

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    cant wait.. PC version only! gdamn mods will/should be gdamn awesome

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  12. #52
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    Okay. Now I'm listening.

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  14. #54
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    http://media.rockstargames.com/rocks...0111212011.jpg

    Today we're proud to unveil the first details of the Max Payne 3 Special Edition for Xbox 360, PlayStation 3 and Windows PC - available for pre-order starting today and only until January 15th, 2012 while supplies last. Retailing for $99.99/£99.99/€109.99 and featuring digital multiplayer character and weapon packs not found anywhere else, this definitive Special Edition of Max Payne 3 will include:

    • A copy of Max Payne 3.
    • 10” tall Collectible Max Payne Statue created in a collaboration between TriForce and Rockstar Games.
    • Series of game-inspired Original Still Life Art Prints that depict some of Max Payne’s inner demons and vices.
    • Copper and brass-plated iron, bullet-shaped Bullet Keychain featuring a screw-off back.
    • Classic Multiplayer Character Pack of eight playable multiplayer characters for Max Payne 3 Multiplayer, including fan favorites from the original Max Payne and Max Payne 2 like Max Payne from Max Payne 2, Mona Sax and Vladimir Lem.
    • Disorderly Conduct Multiplayer Weapons Pack for Max Payne 3 Multiplayer that includes the Hammerhead Auto Shotgun, G9 Grenade Launcher and Molotov cocktail.
    • Max Payne 3 Official Soundtrack featuring the game’s instrumental score.

    Check back soon as we will be updating this post throughout the day with links to online retailers offering pre-order of the Special Edition, including international stores.
    http://www.rockstargames.com/newswir...l-edition.html

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    http://bulk2.destructoid.com/ul/219491-header.jpg

    Rockstar is hosting a pretty awesome fan contest where you can get your face in the game. Just imagine it, thousands of people shooting your face full of bullets on a regular basis. Cool!

    Rockstar has already picked their first four winners (as seen in the above image.) They're looking for four more fans to throw into the game, and tomorrow is your last chance to enter. If you want to give it a shot, then all you need to do is follow RockstarGames on Twitter and Tweet at them anything to get you noticed all while including the #MaxPayne3 hashtag.

    You can check out the full details of the contest over on Rockstar's official website.
    http://www.destructoid.com/get-your-...r-219491.phtml

    Today we’re proud to announce that the first 4 people have been cast (of a total eventual 8) in our special #MaxPayne3 casting event via Twitter.

    For the week ending December 23rd, @HaraldFraenkel of Germany and @Alexisssx3 of California, US are our first pair of Max Payne 3 multiplayer gang faces. And for the week ending December 30th, @Wheelerj28 of Canada and @ElvisMarques of Brazil are our pair. Congratulations, lady and gents.

    Harald won us over with his incredible look – with the classic shaved head Mohawk and aggressive demeanor, looks totally like someone who’d be believable facing off in an online deathmatch.

    Alexis "Lou" caught our eye with her gauntlet-throw below in our direction and quite true claim that every multiplayer gang needs a bad ass female assassin.



    @RockstarGames you need a real gamer for the chick! guarantee I could smash you in the multiplayer! #MaxPayne3


    — Lou (@Alexisssx3) December 23, 2011

    Dave Wheeler is known up in Winnipeg, Canada as morning show mouthpiece of local rock radio station Power 97 and caught our eye with his campaign to proudly let his listeners virtually shoot him in the mug should he be cast.

    And Elvis Marques is a devoted fan hailing from Max Payne 3's locale of Brazil - it's only right that this unit have at least one Brasileiro verdadeiro, and who better than a member of the troop who call themselves the #MaxPayne3 Family (shout to scareface1970, keep it up and good luck!).

    This is the last week to be chosen so keep using the #MaxPayne3 hashtag everyone to make sure we notice you! Also make sure you're following us on Twitter, and checking your DMs regularly.

    Hit the official event page at http://www.rockstargames.com/maxpayne3/casting for all the details and for official rules. We’ll be casting through this Friday, January 13th.
    http://www.rockstargames.com/newswir...maxpayne3.html
    https://twitter.com/#!/rockstargames
    http://www.rockstargames.com/maxpayne3/casting

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  17. #57
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    So iOS is getting HD remasters, where the hell are the console remasters?!

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    http://www.joystiq.com/2012/03/01/le...h-max-payne-3/

    Did you know that "bullet time" is a term copyrighted and owned by Warner Bros.? It was news to me when I went looking up the term this morning, searching for a way to contextualize the evolution of Max Payne that I experienced when playing Rockstar's Max Payne 3 recently. According to Wikipedia -- which totally has its own listing for the term, of course -- the "word" was copyrighted alongside the first Matrix film. That film came out in 1999, two years before Remedy would reappropriate the concept for its first Max Payne game.

    No similarly bizarre history can be applied to the term "shootdodge," the portmanteau a Rockstar rep used to describe "Max's classic dive move." In Max Payne 3, the maneuver plays as crucial a role as ever. The majority of the time during my demo I spent with Max leaping in slow motion, or shooting in slow motion, or shooting and leaping in slow motion, all the while desperately trying to shoot dudes in their domes. Yes, fans, bullet time is still here, ready for use in tandem with the newly minted "shootdodge."

    Max Payne 3 didn't hold my hand during that hour, though I'm pretty sure I wouldn't want it to given the whole "addicted to painkillers/alcoholism" thing. Like Max's life during the setting of Max Payne 3, my playthrough was all sink or swim. But despite some initial skepticism over the difficulty, I walked away excited about the design choices Rockstar has made, such as taking the safety off of shooting and forcing precision from players conditioned to aim-assisted console offerings. (Which describes me, by the way.)Following the cut scene depicted (for the most part) in the trailer below, Max and his partner Raul are all set to deliver $3 million large in cash to kidnappers in exchange for their boss' wife, Fabiana Bronco. As literally anyone who's ever read a story could guess, things don't go so well, and the duo end up trudging all over a fictional soccer stadium trying to put things right. There's only one problem -- the place is crawling with armed adversaries who are also interested in tracking down said cash.

    I learned this quickly, as did Max, because the armed foes started shooting at me. My first instinct, of course, was to jump into cover. This, as it turned out, was a very bad idea. Rather than patiently waiting for me to pop out of cover and carefully murder them, the bad guys chose instead to flank me while keeping cover fire. It wasn't long before I died like a coward, hiding behind some stupid wall while gun-toting thugs outsmarted me.You'll forgive me, but it's been over eight years since the last Max Payne title, and this other kinda big deal third-person shooter has since taken over the market. The concept of having to engage enemies in a third-person shooter in a way other than via cover was ... unfamiliar, to say the least. "Use shootdodge!" the game's representatives reminded me. And so I was, leaping out of cover into a controlled dive, guns blazing, which proved far more effective. Rather than carefully lining up my ironsights out of cover, I was desperately trying to line up headshots while floating through the air in slow motion.

    Unlike bullet time in Max Payne 3, the "shootdodge" move is unlimited, meaning you can spend all the time you want leaping around in slow motion. After taking the leap, Max remains an open target on the ground, which puts pressure on players to make the leap count every time.

    Bullet time offers a far more forgiving twist to shooting, giving players a chance to carefully execute a dangerous room, though it's limited by your own ability to quickly and stylishly murder bad guys. A gauge in the lower right hand of the screen dictates how much slow mo time is available at any given moment, only bolstered by your own daring actions. A combination of both "shootdodge" and bullet time with Max's new cover ability helped me to chain together what I'm calling 'Max Moments.' They're basically like those incredible Battlefield Moments, only you're a grizzled ex-NYC cop in Brazil instead of a unnamed soldier in the Middle East. Go figure!And for those occasions where you do end up on the floor, firing mercilessly against a crowd of trained killers to no avail, there's a final failsafe that should help you to press on: "Last Man Standing." Essentially, when you're finally out of health and can't go on (the game uses a traditional health/med pickup system), you're given one last shot at staying alive, literally. As he draws his final breath, Max's gun slowly drifts toward whoever killed him and, if you fire back at the right time to kill said assaulter, you're rewarded with the equivalent of a single health pickup to get back on your feet. It saved my hide in several instances during the demo, which is more likely a measure of my own (lacking) skill rather than the game's difficulty.

    From what I saw in the stadium, as well as a brief sojourn through some dangerous docks, Rockstar's staying true to Max Payne's roots while simultaneously updating the franchise. Maybe it's because I'm a sucker for noir style (which this game has in spades), or maybe it's because the concept of AI actually flanking me and forcing me out of cover is one rarely explored in shooting games, but Max Payne 3 looks to be living up to the hype Rockstar has built around it.

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