It can be difficult to view Max Payne 3 on its own terms. Itās a fine game in its own right, but it will always exist at least partly in the shadow of Rockstarās other, much bigger looming releaseāGrand Theft Auto V
Since Rockstar released GTA IV four years ago, both Red Dead Redemption and now Max Payne 3 have brought enough tweaks and changes to the studioās brand of cover-based gunplay that GTA IVās action feels crusty and clunky by comparison. Max Payne 3 in particular refines Rockstarās third-person manshooting to a new and occasionally truly exhilarating degree. Itās impossible not to want to see some of this stuff make it into GTA V
Today, Iāll be talking about five things Iād like to see carry over from Max Payne 3 into Grand Theft Auto V. And in a shocking twist, tomorrow Iāll list five things that I hope donāt make the cut. Here goes!
1. No Enemies On The Minimap
This is one that Iāve been on the record about for a while nowāI love playing GTA IV without a minimap. Thing is, thatās an extreme way to play the gameāit can be difficult to navigate without some sort of map to view. But the biggest problem with the minimap is that it shows all of your enemies as big red dots, and combat becomes an exercise in whack-a-dot. āWhereās the last guy? Oh, heās hiding over here. Better kill him.ā
https://lastchance.cc/youve-been-playing-gta-iv-wrong-5828760%3C/a%3E%3C/p%3E
While I donāt think GTA V should do away with the minimap, I would love an option to have only the minimap visible and not be able to see enemy locations.
2. The Slow-Mo Kill-Cam
I donāt like this one for the reasons you may think ā Iām not actually a huge fan of the more provocative aspects of Max Payne 3ās gory slow-mo killshots. But weāll get to that in the āThings I hope arenāt in GTA Vā article tomorrow. For now: The thing I like about the slow-mo kill-cam is that it signals a checkpointārather than popping some intrusive text into your face, you know the fight is over because youāre watching a cinematic, slow-mo shot.
Due to the lack of a minimap, there needs to be some signifier for when Max has cleared a room of baddies. I really like this method, as it allows a singular sort of catharsis at the end of a tense shootout and lets you breathe a sigh of relief (while blowing away that last enemy in slow motion).
Victory! At least, until the next gunfight starts.
3. The Revenge-Save
In Max Payne 3, you can be killed quite easily, but if youāre carrying pain killers, youāre allowed a ālast-minute save.ā If you are killed while holding pills, everything goes slow-mo and you have a chance to shoot your killer. If you do so, Max downs a painkiller and keeps on going. This is a very smart method of keeping the game from being too punishing without making it too easy. Youāre not out of the woods, and you just used one of your precious painkillers, but all the same, youāve pulled it out and will live to fight another day. Or, another five seconds.
Its implementation in GTA V might require a bit of a reimagining of that gameās health system, but it could also just function as a sort of āsaving throwā anytime you get killed in a gunfight. You get one shot to take down your killer, and if so you get back 40% of your health. If your health reaches zero again⦠itās back to the checkpoint for you.
But if that does happenā¦
4. A Subtle, Smart Helping Hand
Max Payne 3 is a difficult game, but it mitigates that difficulty in smart, subtle ways. If you die once, youāll reload the last checkpoint with full health (small comfort in such a lethal game) and the same guns and ammo you had last time. Die a couple more times, and it gives you a bottle of painkillers and some extra ammo. Die even more times and you get two bottles of painkillers and even more ammo. The enemies remain just as numerous and difficult, but youāre a bit more powerful and therefore more likely to succeed.
I love this method of balancingāit allows the game to be very difficult while keeping players from getting truly stuck. Yes, there are difficulty spikes and some really frustrating sequences (more on that in tomorrowās post), but in general, Iām a fan of Max Payne 3ās brand of player assistance and would love to see something like that in GTA V
5. Bullet-Time and Shoot-Dodging
This one is the easiest sell, I think, particularly given the success of Deadeye-Mode in Red Dead Redemption. Max Payne 3 may represent the best shooting Rockstar has done in a game yet, but itās still not as smooth as it could be. Cover is weird and overly sticky, and movement is still a bit too heavy and slow.
However, the addition of bullet-time and the shoot-dodge go a long way towards making the game more balanced and fun, and they leave Max Payne 3ās shooting feeling exciting and distinctive. I can think of no earthly reason why these features shouldnāt be included in Grand Theft Auto V as baseline gameplay mechanics. Thereās a stylistic argument to be made against this: Max Payne has always been the John Woo-influenced slow-mo shooter, while GTA has embraced a more realistic vibe.
But who cares? Seriouslyābullet time makes Max Payne more fun, playable, and distinctive than other action games including Rockstarās other games. I really canāt come up with a reason that Rockstar shouldnāt just carry the entire system over into GTA V
So there you have it: Five things that Iād love to see carry over from Max Payne 3 to Grand Theft Auto V. Tune in tomorrow, when Iāll talk about 5 things that I hope donāt turn up again.
https://lastchance.cc/5-things-rockstar-should-leave-out-of-grand-theft-auto-5914365%3C/a%3E%3C/p%3E
5 Things Rockstar Should Leave Out of Grand Theft Auto V
Yesterday, I listed 5 things that Rockstar should carry over from Max Payne 3 into Grand Theft Auto V. Today, Iāll list 5 things that I hope they leave behind forever.
Some of these things are new to Max Payne 3, some are bad habits that have developed over time. MoreĀ Ā»
https://lastchance.cc/5-things-grand-theft-auto-v-should-lift-from-max-payne-5914093%3C/a%3E%3C/p%3E