Yeh - but there is still very little 'slow time' - new bullet time isn't as good as the old one, imo.
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MaxPayne 2 Fall of Max Payne
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This game is ****ing ACE. I have't played a better game this year and I was skeptical about the whole bullet time thingy until I actually gave it a few hours worth of play.
On top of that I'm going into a screenshot frenzy because it has the best looking textures and lighting by far in any game I have ever seen.
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Originally posted by midWith all the details up, it does look stunning, yes. Almost as impressive is the fact that, with them turned down a fair bit, it runs just as well as the first one did on my poor little Athlon 900 + GeForce 2 Pro, even though the minimum spec is up at 800.
Wish I could post a few screens.
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Originally posted by H-ManWaaaay to short for me to rate MP2. Only being able to run makes moving about the levels feel very clumsy.
Still a good game, if inferior to the orginal.
7/10
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I completed this a few days ago.
And to sum it up, it's essentially Max Payne rehashed with a few extra bells and whistles on the end. The action essentially unfolds like before, with wave after wave of bad guy waiting for you to dispatch them in pretty much the same manner, over and over. There isn't much variation on how you can approach the combat and graphically, Max Payne 2 feels very much in the vein of the original, only slightly more fleshed out. Texture detail is still relatively poor on both background and characters in the Xbox version, and the animation is fairly basic compared to other games in the action-adventure genre.
However, there are some delicious set-pieces, such as when you first encounter the old funfair, with it's unveiled comic self-referencing of various themes and ideas in the series. That was a truly stand out moment...
The film noir dialogue is pleasingly over the top too, and quite evidently taking the piss out of itself, so how people often criticise it for having a gut-wrenchingly hammy plot is beyond me. It's a little like missing the point for the game's sense of style is delibrately supposed to be that way. It knows what it is, and milks that cheese to lovingly absurd levels. Where the narrative does suffer, is in other areas, namely character development and coherency. To put it bluntly: there is none. Remedy have messed about too much with the time-frame and various happenings at different points, to deliver something which is easy to get hold of first time around - The story is fragmented, disorganised and poorly structured. For example, the idea of looking at the buidling-raid scene from two different varying perspectives (Max and Mona's) is an interesting idea, but it doesn't quite work because of the distances involved between the two leads at the time they experience events. It's not hard to feel a little disconnected from their continually enforced 'connection'. Similarly, the dream sequences, although less frustrating than in Max Payne, don't quite have the same abstract impact. Indeed, many of the more surreal themes out of the original have been put onto a more obviously sign-posted backburner, such as the various tv shows, posters and items etc.
Originally posted by spoilerI miss moments such as the first time I saw that Captain Baseball Bat Boy comic suddenly fling itself at the screen out of the blue, or when Max gets phoned up and told he's in a horrible film noir comic and then a videogame.
Yet despite my reservations, like the original there is still something compelling about playing it. The series does have it's own unique style, and that shines through in both play and presentation. I just wish Remedy would pay as much thought to the level design and gameplay variety in the inevitable sequel.
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