Showing posts with label Uncharted. Show all posts
Showing posts with label Uncharted. Show all posts

Wednesday, May 30

Max Payne 3 Review (X360): The best kind of bleak



Max Payne 3 starts with our titular hero in the throws of drug and alcohol-addled grief. Still dealing with the loss of his wife and child, players are left contemplating a broken protagonist as the scene transitions to a glitzy rooftop party in São Paolo, Brazil. A short time later, we see Max consume to the point of sickness and it becomes obvious that once the excitement stops, his self-destructive routine starts up again. Vulnerability is indulged ever so slightly in the likes of the Gears of War, Call of Duty and Battlefield series, whereas here, Max's self doubt and overwhelming sadness is present for the majority of the narrative and even bleeds into the multiplayer component. I never managed to escape the sense of impending dread that coloured every scene and shootout.

If you haven't cottoned on by now, the selling point for this game -- above all else -- is its story: a thrilling tale of repeated failure and eventual, near uncharacteristic redemption. While the game often deals with grisly events and subject matter, the technically impressive visuals and innovative presentation techniques are intoxicating. Characters animate in a way that is utterly believable, and even though I couldn't comprehend a significant portion of the script -- which is voiced and subtitled in Portuguese -- body language and tone is what becomes central to the scripted sequences. You'll be able to predict when something's about to go wrong, but never the degree to which until you open that door (which is always conveniently unlocked). There are so many memorable moments that at times had me turning away from my TV; I was dead certain one of the many characters I'd become attached to would meet a gruesome end. This is a powerful piece of storytelling that pulls few punches.

There are several reasons why this game is unsuitable for children, but most obvious of all is the explicit violence which is very rarely implied. Whether in cut scenes or in practice, Max Payne 3 will show you what bullets can do to a human being. If you shoot someone in the face, be prepared for an unprecedented level of detail (read: entry and exit wounds complete with frayed skin and plenty of blood). I almost consider this a spoiler, but you'll never forget the first time you shoot someone in the nose: the consequences of true aim have never been so brutally realised.  This is also probably the best time to mention the "Last Man Standing" mechanic from the single player modes. If you have painkillers equipped and take enough damage to die, you have a chance to kill your attacker and then recover during a slow motion fall to the ground. If you succeed, you'll see the effect of your life-saving projectile(s) up close. You can also enter Bullet Cam to watch those last few rounds enter the final thug in the room. Rockstar Games have managed to sell the pain and consequence of getting shot like nothing I've ever seen. 


While the cover system is awkward and the damage model may (read: will) cause frustration, be assured that Max Payne 3's core shooting action is just as ambitious as the story being told. When it works, it plays like the best third person shooter you'll ever play. When it doesn't, you'll be cursing your fickle frame when it survived similar encounters with nary a scratch. The novelty of Bullet-Time is still yet to erode, and jumping head first (Shootdodge) into a room full of thugs is undeniably satisfying. You'll need to match bravado with patience and caution, however, as Max is prone to dying. Puzzlingly, instead of making Max a little more resistant to pain, you're afforded extra health-recovering painkillers if you die too often. Taking cover is never a sure-fire recipe for success either, as your enemies suffer from Uncharted Syndrome (read: could hit a moving target with a pistol from two miles away). The game's staple cover shooting is infrequently punctuated by on-rails sequences of varying quality: some you'll wish were longer (airport!), while others (the helicopter sniper section comes to mind) can't end fast enough. Despite a few inconsistencies, I found it very hard to put the controller down and engage in other important activities: like sleep, for example.

For those who may be unsatisfied with the observation that the shooting in Max Payne 3 feels a little "awkward", consider this: Rockstar Games made Grand Theft Auto IV. What I mean by that of course is that the combat in GTA IV was functional, but it was never the game's strongest feature. The cover shooting in Max Payne 3 feels like a natural evolution of that found in GTA IV, and that's great; except when the combat consistently falters, you don't have an open world to explore with a wealth of different vehicles to distract you. As indicated above, I was never bothered by the steep difficulty and frequent deaths, but I can see how this would annoy others.

While the campaign is pretty meaty and offers a plethora of difficulty options, players can also get their score attack on with the Arcade and New York Minute modes. New York Minute puts the Payne in painful by giving you one minute to beat each of the game's fourteen chapters. Extra time is awarded for kills as well as bonuses for headshots and melee kills, however, there's one important catch that'll keep me from clearing this mode: death sends you back to the beginning of a level. No checkpoints, no second chances, just win or die. I'll be more inclined to stick to Story Mode as I loved the script and presentation, but for those of you who need to be at the top of the leaderboard: Max Payne 3 has something for you.

Max Payne 3 also features an addictive multiplayer component which doesn't seem to be half as popular as it should be. During some extended play sessions, I found that I was unable to find lobbies for several match types. You'll almost always be able to find a game of Team Deathmatch, but I couldn't connect to a single match of Payne Killer and only once did I get to try Gang Wars (plays like Assault from Unreal Tournament, where one team is on offense and attempts to complete objectives while the other defends). Players can customise loadouts to include anything from dual uzis, to gorilla masks and rocket launchers with one important caveat: each item has a specific weight, and depending on how much you're carrying, your stamina and health regeneration time will be affected. It's a great system that has so far managed to balance out the action. There's only a small selection of maps, but they each come in a "Large" variety that are considerably more expansive than the standard variant. There's also full support for the Rockstar Social Club including the ability to sign up with crews that allow for XP buffs when you play with fellow members. This is a fleshed-out experience that I have every intention of sticking with, however, I don't think Max Payne 3's multiplayer component will survive against a sea of CoD (see what I did there?).


I can recommend Max Payne 3 without hesitation. Its brutal, refreshingly adult narrative is something that anyone of the appropriate age -- which for the record, shouldn't be 15 -- should experience. There are inconsistencies that appear throughout the single player component, but I found it compelling and rarely frustrating. The multiplayer offering is also well worth your time, even if the majority of gamers don't seem to agree with me at the moment. Easily the best game of 2012 to date, and I have no doubt it'll survive my rigorous High Horse Audit later this year. Miss at your own peril.

Tuesday, March 20

Mass Effect 3 Review (PS3): Farewell Tour

For more times than I can remember, my heart was again pounding and my hands shaking. Would the people standing next to me survive this mission? Who would be next to make a sacrifice for the good of the galaxy? At times, the tension was too much to bear.

While I've never been the greatest advocate for the Mass Effect series, some of the characters who I've encountered, fought with and romanced over the last five years have come to mean something to me. So much so that I was nearly brought to tears during this, the last of instalments. In fact, if not for my newly-acquired puppy, Loki's conveniently-timed release of waste products, I'd have been reduced to a blubbering mess on roughly three occasions. Depending on your choices across up to three games, Mass Effect 3 is a moving reunion with old friends and a farewell tour without equal.

The story is about the only reason that anyone would need to play this game. All things considered, its value is questionable to anyone who hasn't played the second instalment at the very least. The high stakes tale is in no way self-contained, and while not overly complicated, would have little to no impact on a newcomer. The writing is sharp and the sense of camaraderie between Shepard and the crew of the Normandy -- both new and old -- is abundantly clear. The implications of choices made at all stages of the greater Mass Effect tale reverberate through a great many of the game's missions and downtime; meaning that the third instalment is nothing short of a fully-realised triumph for series veterans and what I imagine to be a bloated, incomprehensible bore for anyone yet to finish the first two games.


That being said, combat is another reason why Mass Effect 3 could be a hard sale to newbies and any vets without a Mass Effect 2 save. Troubles with importing your customized face aside; by importing a save from the last game, you'll have made quite a bit of progress towards a powerful character without encountering a single husk. I found that my BroShep was at level 28 upon commencing the game, and that in turn meant that he and his companions had access to some powerful tech and biotic powers from the get go. This is just as well, because combat gets hectic pretty quickly. Being able to call upon fully-developed versions of powers like Singularity and Concussion Shot in the early stages allowed for me to not tire of the fidgety cover shooting until much later than I otherwise would have.

Unless you build up a surplus of credits, the combat in Mass Effect 3 becomes painful, repetitive, and fails to compare to competitors like the Gears of War and Uncharted games. Even the biotic, tech and weapon powers get old after you've seen enemies get airborne for the fiftieth time. None of the standard issue weaponry really packs a punch, so you'll need to invest in the Spectre exclusive weaponry to feel anything akin to enjoyment while you're gunning down the indoctrinated masses. Heavy weapons have been removed from your inventory and are only now available in specific missions, meaning the best aspect of Mass Effect 2's combat only comes out on a handful of occasions to save players from bullet-riddled boredom. By the last boss-heavy firefight, I can understand why BioWare afforded players a "Story" mode that ditches combat in favour of a focus on the dialogue and choices that have the potential to haunt you for days.

There are also some unrelated (and somewhat minor) technical hitches that hold Mass Effect 3 back from greatness. The visuals may be grand in scale and wonderful to behold when the PlayStation 3 can handle it, but more often than not, the frame rate drops into slide show territory. The game also freezes frequently to load content (this issue is particularly apparent while traversing the Citadel). In terms of mission design, it's frustrating that the game has you heading back to the Citadel after just about every mission. Not only does this counter the apparent urgency of the galactic invasion, but each level of the station takes an eternity to load. Also, planet scanning is back and it's as monotonous as ever. These issues didn't impact too significantly on my experience, but they are noticeable in this release.

Mass Effect 3's multiplayer is a poor man's Horde from Gears of War 2 (it's nowhere near deep enough to get a mention against that featured in Gears of War 3). Wave-based survival is becoming increasingly popular, and the inclusion of the odd King of the Hill objective fails to differentiate BioWare's effort from the... well, erm, hordes of competitors. It is unbelievably popular: I haven't had any trouble finding a match and lag is limited only to a hiccup between waves. The different classes and races aren't being properly utilized though, so be prepared to see Concussive Shots ad nausea as most opt for the Human Soldier class. It's not unplayable, but it's nowhere near as enjoyable or fleshed-out as anything similar that's currently on offer.

 Such diversity is rare in practice

Forgettable endings, combat and multiplayer aside: Mass Effect 3 is the final chapter of an enjoyable and at times bloated story of unity, sacrifice and perseverance against odds of galactic proportions. It's a treat for returning players, and BioWare have shown a real ability to pull at the heartstrings when the grim nature of the three game saga is revealed. Not one character emerges from this tale unscathed, and it proves to be an essential experience for anyone who's invested a great amount of time on the Normandy. My only regret is that my first Xbox 360 (and therefore, my save from the first game) didn't survive the journey, so my PS3-branded Mass Effect 2 save complete with the comic recap of the first game is the best way that I could have hoped to experience the end. Avoid like the plague if you've never played a Mass Effect game before, and bring a box of tissues if you've been there since Eden Prime.