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39. Re: Ships Ahoy - Max Payne 3 Jun 3, 2012, 02:59 Flatline
Sepharo wrote on Jun 2, 2012, 23:37:
Weapons switch in and out of your hand based on the cutscene. Rockstar decided to go with a realistic weapon holding approach so in cutscenes where you need to grab a chain, open a door, hold someones hand you go back to a single handed weapon... same reason you drop your 2 handed if you decide to go akimbo.

I'm perfectly fine dropping the rifle to go akimbo.

However, I don't need to pull a pistol out to open a door, and once I open said door, I don't need to keep my pistol out. I'm perfectly fine in real life with holding a rifle and manipulating something with my other and. I don't need to draw another weapon.

And really, even if that happened, at least switch me up as I slow-motion back in control of Max.

Another minor gripe: I can never tell when the f*cking cut scenes end. They usually dump you, ten feet from cover, in front of half a dozen guys *already* shooting at you, before you gain mouse control. One death actually happened at the end of a cutscene before I had control of the mouse. I mean yeah I was practically dead, but apparently there's a delay between "cutscene" and "you have control over Max".

It's just... little sh*t like that. Enemies don't have nearly the shot spread that I have, so they're surgeons with their guns, they spawn on you in the cheesiest situations, and I think I've had full bullet time maybe twice in the game (aside from when the game auto-fills your bullet time) because it builds so slow.

I'm not done yet, and maybe I'll change my mind before the end, but I'll give it a solid 8/10 as a third person shooter, it's brutal and a *lot* of fun when you're in the groove, but as a max payne sequel, it's like a 4/10. Remedy fixed a lot of the problems with MP in MP2, and Rockstar has reintroduced some of those back into MP3 for reasons I don't get.
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