Max Payne 3 Screenshots
It’s hard to believe it’s been ten years since I first saw Max Payne’s polygonal face frowning at me.
Now, Max is back in the third installment of Rockstar’s cinematic action shooter. No longer a cop, Max is a washed-up drunk addicted to pain killers, seeking justice on unfamiliar streets.
- Shoot-dodge is not a canned animation, but a natural interaction with the environment, as Max will reach out to the floor as he dives, and naturally respond to objects in his way if you attempt to dive into a wall or obstacle.
- Max Payne 3 extends the concept of Bullet-Time to now include areas of the game that will trigger set pieces involving Bullet-Time. These provide epic moments of action that allow Max to take out enemies in a new interpretation of Max Payne’s signature style.
- Bullet-Cams return: in keeping with the stylish gunplay for which Max is known, Bullet-Cams deliver players a reward for downing enemies with a satisfying final kill.
- Max Payne 3 takes the graphic novel panels of the earlier games and evolves them by utilizing in-game assets to create a motion comic-style approach.
- James McCaffrey, the original voice of Max, is back. Not only as the voice of max, but Max’s appearance, face and many of his movements in Max Payne 3 are all captured directly from James himself.
- Max Payne 3 features an integrated cover system. Cover adds an extra strategic element to the classic shoot-dodge/bullet-time/ run-and-gun mechanics of Max Payne, providing players with new options in any given situation.
- Tremendous detail has been paid to every facet of Max Payne 3: Bullets destroy nearly everything in the environment, sweat will appear on Max’s face and shirt as the heat of battle wears on, and blood soaks the clothing of his enemies. You’ll also notice the minute details of the weapons themselves: hammers cock back, slides move, shells expel from the chamber and literally hundreds more.
- Partners and sidekicks will play a large role in Max Payne 3. Hundreds of hours of custom motion-capture were done for individual characters, making traditional in-game encounters completely unique, such as enemies sweeping a room or simply the way Max’s partners will behave as they move through the game.