![]() There’s the L-trigger aim/lock feature to help (with varying degrees of lock for your personal preference), but it generally locks onto the bad guy’s central body mass… and then you’ll have to manually aim a bit higher if you wanna score that head shot. This is the first time I’m playing a Max Payne game on a console, and my aim seems to be a bit off – whether it’s due to the lack of a mouse or my old age, I’m not sure. The cutscenes later in the game also tend to go on like mini-short films. Then there was the introduction into what he’s doing now, and Rockstar’s (good) habit of introducing characters properly and giving them the due time to establish character and personality. Strangely, there didn’t seem to be any mention of Mona Sax. There was the summary of Max’s past and his murdered family, and how his police career ended with his addiction to booze and painkillers. Which leads to the pacing: it took seemingly forever before I got to pull out a gun and shoot someone. I didn’t dare to touch a single button during Max Payne 3’s cutscenes. One benefit of the comic cutscenes is that you generally read faster than they narrate, so you can skip the dialogue without missing any plot points. The only gripe I have with the cutscenes is that they do run a bit long. Keywords also pop up during conversations – a very cool effect that borrows a little bit from Splinter Cell Conviction. I do miss those cutscenes, because they really added to the film-noir flavor, but Rockstar has managed to give Max Payne 3’s cutscenes a style of their own, with glitches and a drug-addled filter to represent Max’s addiction to whiskey and painkillers. Gone are the distinctive comic-styled cutscenes, and in their place are regular game-engine cutscenes – a signature of Rockstar games.
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