And ever since the ‘refreshed’ direction of the title was revealed in the middle of 2009, many have been dismayed about the new look, new location and mechanics that had seemed at odds with what was established in the preceding titles. After all, the style of Max Payne was completely distinct from anything that had come before it, and (very) early impressions had led to the typical widespread scare mongering across the Internet from those too impatient to wait and see. Despite a number of delays, a March 2012 release is looking highly likely and Rockstar has finally lifted the lid on the game with a recent eyes-on preview.
The most striking aspect of the ‘new’ Max has to be his appearance. In the first batch of screenshots, gone was the leather trench coat and gaunt looking figure, replaced with a beard, shaved head and surprisingly muscular frame. And it seemed that the characteristically dark and uninviting streets and corridors of New York had been left behind for the sunshine of Brazilian slums in Sao Paulo. That, and cover shooting mechanics had been added to the game. Following the poor reception of Splinter Cell Conviction, the panic grew louder as it seemed that Max had been ‘Fishered’. Despite these additions and possible changes though, it's way too early to be worried about Max Payne 3.
The first sequence of the demo reassuringly showed that this Max was not a reboot or some randomly-pulled character trying to play Max. Set back in New York, the game is set several years after the events of Max Payne 2. Here, Max still had a full hairdo and his characteristic coat, but is a visibly older, more worn-out and still haunted by his unenviable past. Max is listening to a job pitch from a colleague, Raul Passos, when a New York mob boss raids his apartment while looking for revenge for the murder of his son. It’s this sequence of events that are meant lead the player from Max Payne’s descent as a New York cop, to a Private Security Agent for a wealthy Real Estate mogul in Sao Paulo. And in the interim, you’ll get to find out why the bald head, among other important details. Given the Rockstar penchant for storytelling, the aim is to further delve into the mature and surreal elements of Max Payne, such as the drug addictions and spiral of loss.
This first sequence was vintage Max Payne. Set in his apartment complex, it was reassuring to see the retention of many key features, such as (obviously) an aesthetically and mechanically improved bullet time, the grim and foreboding corridor setting, the familiar movements and animations that have been updated for modern standards, dual wielding and the similar HUD with absence of rechargeable health. The overall impression from the demo was that these familiar aspects are much more integral to the play, than the newer ones such as cover mechanics. It was almost as if cover was there as a tool to help you through tricky spots, rather than forcing Max to solely relying on stop-and-pop gameplay. However, the use of the Euphoria engine would make anyone weary, given its clunky history. The penchant for the surreal was on show too, as Max was ‘saved’ in one sequence by a ranting hobo wearing a vest made out of explosives…
Following this, the demo then showed off some of the Brazilian terrain where most of the game will likely be spent. While it’s good to see that New York will be more than just the tutorial, the time in Sao Paulo will make up the majority of the game. This area traded the corridors for slightly more open terrain, mainly junk yards and warehouses for the remainder of the demo, as Max was looking to protect Raul's girlfriend. This sequence showed off the slow motion action shots that played once the last enemy in the area was taken down, which during the demo proved a handy bridge for cut-scenes and as a sign of progression. The demo also was on opportunity to see the expanded range of motion that Max has while in Bullet-time - including a very impressive double takedown from the top of a staircase - as well as the integrated use of cinematic events that ‘look’ like a cut scene but in fact require the player to act quickly.
The presentation has been evolved as well. While previously driven through graphic novel cut scenes, Max Payne 3 amps this up with full cut scenes presented with comic panels. It’s definitely a step up from the past, but something that might take some getting used to. Furthermore, Max will still have his contemplative monologues going throughout the game. While he was originally not going to be involved, James McCaffery, who voiced Max Payne in the previous two tiles has not only returned, but whose likeness was used in Max Payne 3. Graphically and sonically, the game is shaping quite well. While the Brazilian landscapes are yet to fully convince, everything else seems to be in place, particularly with the appropriately tuned sound track.
It was mentioned that Max Payne 3 will introduce multiplayer for the first time, but aside from this, it still has a lot of work to convince everyone that it’s the true continuation of a favourite series. There really needs to be more seen of what’s in Sao Paulo and how Max got there. However, the reassuring retention and focus on a lot of the aspects that made the series famous, make the modernising additions look primarily like supplements. And given Rockstar’s penchant for storytelling, it’s likely that this aspect will be just as it needs to be. Now it’s just a matter of waiting for the release.

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