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Max payne rhetorical question
Max payne rhetorical question








I like this - a game where there are (so far) no completely pointless weapons. However, each weapon is very distinct in its behaviour, and I've found myself switching between Deagle, single and dual Berettas, both shotguns, single and twin ingrams a lot, as well as having fun with molotovs and grens. Hell, I havent gotten anything larger than twin Ingrams yet.

max payne rhetorical question

THen run off a couple of headshots and all of a sudden you are facing much tougher opposition.Īs for the game being 'm only managing to spend 30-60 minutes on it each night, so I'm hoping it will last me several weeks before I even get to play it on Hard Boiled. You do crap for a while, and you notice that the guys are constantly missing with the first bullet or two. I think the "self-modifying difficulty" is a great idea, and seems to work pretty well. I have to say it is the best TPS implementation I've seen - the camera is very smart about its positioning. Third person perspective cuts down the redraw requirements while pulling a dive manouver. The idea of a graphic novel is well cool, although I was disappointed that at some points this was forgone for "game-engine cut-scenes".īullet-time is wicked, but has anyone else noticed that when moving from bullet time back to normal time (most notably after doing a shootdodge move) your guns either stay firing slowly for a fraction of a second, or stop altogether. Reminds me a bit of the voice-acting from Gabriel Knight actually.

max payne rhetorical question

The voice-acting in the graphic novel scenes is del iberately hammy - kinda giving it that "Mike Hammer" feel.










Max payne rhetorical question