Grizzly Gaming


Thursday, June 21, 2012

Review: Max Payne 3 - A return to form

For all the violence that modern video games contain, finding one that makes use of said violence in terms of telling a gritty, gripping crime story is not easy. Sure, the “Grand Theft Auto” series generally does a superb job of presenting a dramatic criminal story, though in “GTA” games you’ll often find yourself completing goofy sidemissions or other inane tasks along side more hardened criminal activities (after a while, I lost count of how many places Roman asked me drive him in “GTA 4”) . Telling a convincing and realistic crime drama in a video game is not as easily accomplished as it is for a television show or a movie - which makes “Max Payne 3” all the more special.

Developed by the same studio that handles the “GTA” series, Rockstar, “Max Payne 3” does an amazing job of not only resurrecting a long dormant character, the titular Max Payne, but also takes him out of his natural environment (the streets of New York City) and still manages to tell an incredibly gripping crime drama full of intrigue, double-crosses, drugs, alcohol not to mention lots and lots of gunfights.

The “Max Payne” series has been on hiatus since 2003’s “Max Payne 2: The Fall of Max Payne.” The first two Payne titles were third-person shooters with dark, noir-style stories of loss and revenge and this third title does not stray far from that formula. Being set among the hustle and bustle of the wealthier citizens of Sao Paulo, Brazil, “Max Payne 3” definitely adds some much needed variety to the series.

Rockstar, taking over development of the series from Remedy Entertainment, has done a phenomenal job of perfectly capturing the spirit of the “Max Payne” franchise. Not only that, but the mechanics of its gameplay are leaps and bounds above anything presented in previous Rockstar titles, like “Red Dead Redemption” or “GTA 4,” meaning that it plays more smoothly and the gunplay is more fluid than any Rockstar game I’ve played yet. 

Each bullet is rendered individually in "Max Payne 3" letting you watch the damage each one wreaks

Max Payne has led an incredibly hard life – one filled with loss, regret, revenge, pills and a whole lot of booze. After losing practically everyone who ever meant a thing to him, Max now finds himself in Brazil, working protection for a wealthy family, the Brancos – specifically Rodrigo Branco and his wife Fabiana. Being rich and famous in a city with a huge poor and criminal population, the Brancos are constant targets for gangs and other undesirables. And typical of Max’s luck, the situations he and his partner, Raul Passos, must contend with go from bad to FUBAR quicker than you could imagine. And through various flashbacks, we also get to see the circumstances surrounding Max’s departure from America.

The first major change noticeable in Rockstar’s first “Max Payne” title is the toned-down quality of its film-noir aspects. While still very dark in terms of subject matter, “Max Payne 3” does away with the comic panel presentation of dialogue in favor of cinematics rendered with the game’s engine (“MP3” makes use of both the RAGE and Euphoria engines). Instead, “Max Payne 3” features a much healthier and much larger swath of color than in either previous game. Also, Rockstar has added numerous visual cues and touches which serve to highlight Max’s often chemically-altered state of mind.

Even with the superficial changes that Rockstar has made to the game and character, Max himself hasn’t changed one bit. He may be a bit older, he may be a bit heavier, but he retains the classic bitingly sarcastic wit and defeated wisdom that only someone who has experienced as much as Max can wield. It also seems that actor James McCaffrey, who voiced Max in the previous two titles, hasn’t forgotten how to perfectly deliver Max’s trademark down-but-not-out personality.  

The single player story of “Max Payne 3” isn’t too long. It’ll probably take you around 12-15 hours to complete its numerous chapters. I don’t want to spoil any of the story but I will say that it’s so good you’ll definitely want to play through it at least twice, if only to truly soak up all the nuances of the characters and their relationships. But you’ll also want to replay the story because there are numerous different difficulty levels to choose from. 

That thug won't be having an open casket

In addition to the story, there are a few arcade modes to try. On Score Attack, you select a chapter of the story to play and then try to rack up the most points based on kills, time, headshots, bullet time kills, etc. whereas New York Minute starts you racing against a clock where earning kills quickly is the only way to earn more time.

But Rockstar has done more with the series than give it a new coat of paint and add some new modes. Though Max Payne (both the man and the game) hasn’t been known to use cover in firefights, Rockstar has added a mechanic to fire from cover that actually works pretty well. Max quickly slips into cover with the press of a button and will smoothly get back on his feet just by moving the left stick. You’ll do well to make use of cover frequently as Max’s bullet time and shoot dodging (his signature bullet time dive) usually aren’t enough to take down every enemy in an area. Also, when taking down the final enemy in an area, you’re treated to a slo-mo, up-close-and-personal view of your rounds tearing your target to shreds. You can even slow it down further, if you’re particularly sadistic.

But the final kill-cam does more than just sate your bloodlust, it serves as an opportunity to not only show off the depth of damage that the game’s character models are capable of displaying, but also its impressive rag-doll physics. Enemies (and Max Payne too) react more realistically to damage (gunfire, explosions, falling, etc.) than any other game I’ve seen before. If you thought the rag-doll physics in “RDR” were impressive, “Max Payne 3” will blow you away (figuratively). If you couldn’t figure it out yet, let me spell it out plainly – “Max Payne 3” is very violent and makes no attempt to tone it down.

And I can hear some of you out there, “But plenty of games are violent, what makes this different?” Well aside from being able to slo-mo dive off a balcony, pop pills and shoot a bunch of goons in the face in one fell motion, I’ll tell you. There are plenty of third person shooters out there but not many offer the variety of colorful, unique locales that “Max Payne 3” does. Because even though the gun play stands well enough on its own, unique and colorful locations make murdering half of Sao Paulo’s criminal element stay fresh and interesting. Not only that but there are also a handful of huge set pieces that will no doubt be the more memorable moments of the single player adventure.

Max always knows how to make an entrance

But wait – there’s more. “Max Payne 3” also brings multiplayer to the series. I have to be honest and say I wasn’t expecting much from this mode. Though Rockstar has always done a tremendous job crafting living and breathing open-world environments, they haven’t always been successful at creating exciting multiplayer to fill those worlds. I was incredibly pleased to find out that the multiplayer plays pretty much exactly like the single player, features well-balanced weapons and gunplay as well as a surprisingly deep amount of character customization and items to unlock.

Though “Max Payne 3” doesn’t break any molds with its multiplayer mode, it offers a great companion mode to the single player to make sure that you won’t stop playing this game any time soon. On top of traditional deathmatch/team deathmatch modes, there are a few unique modes to choose from. For instance, in Gang Wars, teams are tasked with completing a series of objectives. Players can wager on their team’s performance prior to the game and whether a team completes a given objective can influence how the next objective will play out. But my favorite multiplayer mode is definitely Payne Killer. In this mode, players fight to become either Max or Passos and can only earn points by either damaging, becoming or earning kills as the two main characters. Both Max and Passos have special abilities which make them wrecking machines compared to the generic thugs. It’s an interesting twist on the ‘King of the Hill’ game type and is always fast-paced and entertaining.

But for the most part, you’ll be playing as a random hood against other random hoods. There are a handful of preset weapon loadouts to choose from but after gaining a few levels, you’re able to create your own. I was surprised by just how many weapons there were to choose from and unlock, along with how many items there were to outfit your character with (body armor, ammo packs, items that augment your health regeneration among numerous others). But my favorite element of the multiplayer is the Vendetta system. After each death, you’re shown a screen detailing how many times you’ve killed each other. If a player happens to take you out a few times in a row, you’re able to put a Vendetta on them and if you manage to take them out, you get some bonus XP. But, your target is notified of your ire and if they take you down first, they collect the bonus. I was astounded as to how quickly small rivalries can develop between players who’ve never met or played against each other before using this simple system.

After a while I found myself realizing that while Rockstar made a number of obvious changes to the “Max Payne” format, it’s the little things they added and got right that make all the difference. For example, Max Payne isn’t a space marine, can’t carry an arsenal with him at all times and at most can have three guns – two pistols and a rifle – and if he’s carrying a rifle and wants to use both pistols, he needs to put down the larger weapon. Also, the amount of minor, seemingly inconsequential character animations is just staggering. For instance, when Max takes painkillers (to restore health – some things never change), you actually see Max pull a bottle from his pocket, down the contents and toss the empty container. Or if he’s running at top speed through a door, Max will actually twist and put his shoulder into the door while running through it in one swift motion.

It’s all the little details added on top of the incredible amount of content in terms of both single and multiplayer modes that makes “Max Payne 3” one of the year’s best titles so far. In a year where blockbuster games like “Halo 4” and “Far Cry 3” will eventually be vying for my attention, I have no doubt I’ll be returning to “Max Payne 3” sooner rather than later.

Friday, June 1, 2012

Review: Prototype 2 - If only this infection lasted a little longer


When the original “Prototype” was released, I found myself with a decision. Buy that or “Red Faction: Guerilla,” another open-world game released around the same time. I bought “Red Faction: Guerilla.” Eventually, I got around to playing “Prototype” and found it to be a great addition to the growing genre of “open-world superhero” games. Similar to Sony’s “Infamous” or “Crackdown,” the “Prototype” series grants players incredible powers of speed, strength, and numerous other inventive powers, eventually becoming one of the most overwhelmingly powerful and destructive characters ever appearing in a video game.

The original “Prototype” focused on Alex Mercer, a former scientist who gains superhuman abilities after coming into contact with the Blacklight virus and unwittingly releases the virus onto New York City. Mercer wasn’t your typical hero and his motives seemed to only concern himself. Over the course of the game, Mercer would gain new abilities as he battled Blackwatch, a military outfit that controls the infected zones of NYC to combat the outbreak. The sequel, while it is complete with updated visuals, new environments, enemies and powers, offers a very similar experience to the first title, only with a new protagonist (James Heller) and a new role for Mercer.

But while “Prototype 2,” again developed by Radical, is similar to its predecessor, fans of that game will find that everything they loved about it has been updated and with improved controls and a more even difficulty level throughout, even those unfamiliar with the series will quickly learn to love the unadulterated power that Heller possesses.

That “Prototype 2” offers a very similar experience to the first game is both a blessing and a curse. On the positive side, the original game was incredibly fun to play, had smooth mechanics and slick, satisfyingly brutal visuals to boot and this sequel improves on literally every single aspect of the first title. It offers new enemies, new environments, new moves and powers and even manages to improve the stealth sections of the game with its new Hunting mode. The only problem is that, even though everything is improved, it’s basically everything that the first game did except with a fresh coat of paint and a handful of new toys. And, like the first game, “Prototype 2” is much too short. I easily beat this game twice in the span of a week and wasn’t even trying to.

Heller's new Tendrils power is as useful as the tendrils are disgusting looking

The story of “Prototype 2” picks up a few years after the first game. A new viral outbreak has prompted a second martial law takeover of NYC by Blackwatch, turning the city into a quarantine zone known as NYZ. The city is once again divided into a yellow, green and red zone, only now each zone encompasses its own island. Folks living in the yellow zone must try to cope with their ramshackle lives, living with the constant threat of infected attack or Blackwatch occupation. The green zone, once again, is heralded by Blackwatch as an infection-free zone but is arguably just as bad as the yellow zone, while the infection grows unchecked in the red zone, save for a handful of Blackwatch bases.

James Heller, an Iraq war veteran, is returning to the city to be with his wife and daughter only to find that the infection has claimed their lives as well. Heller, enraged and out for revenge, places the blame for this second outbreak squarely on Alex Mercer. Heller sets out to track Mercer down but it isn’t long before Heller is infected with the virus and turns into a being not unlike Mercer himself. From that point on, Heller makes it his goal to not only stop Blackwatch from devastating the city but also to destroy Mercer and get a sense of revenge for his family.

After a quick tutorial early on to familiarize you with the controls, you’re pretty much given free reign over Heller. As you play and earn experience points, Heller gains evolutions and mutations. Evolution is the standard leveling system for Heller and governs broad aspects like health and movement speed while mutations (upgrades earned by completing Blacknet missions) increase the power of his offensive and defensive abilities. Even though his abilities are already superhuman at the game’s outset, Heller will quickly be sprinting faster than a speeding train, leaping tall buildings in a single bound and uppercutting helicopters out of the sky (I don’t know if Superman ever did that last one but he should have).  

The Goliath (center) is a huge new enemy that Heller must contend with

As Heller, you’ll divide your times between completing story missions, Blacknet missions (sidemissions) and finding collectibles (collecting audio files, eliminating field ops and defeating infected lairs). Blacknet missions are new to the mix and are a welcome addition to the formula. For these missions, you’ll need to locate a Blacknet terminal and once you do, it’ll feed you the name of a GenTek scientist or Blackwatch soldier to track down, and finding them is accomplished through the use of the new Hunter mode. With a click of the left stick, Heller sends out a pulse of energy across the city and when it reaches its target, bounces back creating a sonar effect which you can use to track down people anywhere on your current island. It’s also used while trying to stealth consume soldiers or scientists by letting you know how many people can currently see the person you’re targeting. Hunting is a great addition to “Prototype 2” and I honestly wished it was used more than just in Blacknet missions and occasionally in the story. The only odd thing about it is that when using it to stealth consume, rather than just inform you of how many people are currently watching your target, the game literally won’t let you consume someone who is being watched - and only if it’s a soldier watching your target since I guess scientists are too busy doing science to care that everyone around them is being absorbed into another human.

Blacknet missions are marked on your map and you can discover more Blacknet operations by consuming specially marked targets around the city. Completing all these sidemissions and tracking down every collectible is no sweat since the game also gives you the approximate location of each collectible, ensuring that you can completely power up Heller in no time. However, some might not appreciate how easy it is to find these collectibles, lamenting the days when finding every collectible in a sandbox game (like GTA 4 or GTA: San Andreas) meant searching for hours, hell, days on end – even with the help of a guide.

“Prototype 2” is a tough game to quantify because even though it improves upon everything that made the original game fun, I can’t help but feel like Radical could’ve done a bit more to extend its replay value. The improved mechanics make Heller’s every action smoother and more fluid, allowing you to perform unbelievably violent combos and intense sequences of movements with astounding ease. You can now hot-key a power to the X and Y button, allowing you to chain powers together for devastating combos (my favorite being the claws and hammerfist – nothing like slicing up my opponent then leaping into the air and landing a crushing elbow drop on them in the same sequence of moves). But despite how much fun this game is (even compared to the original “Prototype”) causing chaos and destruction kinda wears thin after a while, especially since that’s all there is to do once you’ve completed every mission and found every collectible. Eventually you start wanting something with a bit more substance but outside of replaying the game (there is a New Game+ feature that lets you restart the story with all your powers), there isn’t much to be found. And even on the highest difficulty (Insanity), Heller is still nigh unstoppable and it’s a rarity that you’ll ever be in danger of dying. 

Blackwatch soldiers sport sleek new gear but are still mostly degenerate low-lifes

One solution Radical implemented to increase replay value was Radnet – a series of rotating activities that can only be accessed by purchasing a new copy of the game or buying the corresponding DLC. Completing sets of Radnet missions go toward unlocking new mutations and character skins but, being that they are just activities (such as foot races, chopper races, score-attack brawls and a slew of others), there isn’t much reason to replay them multiple times, save for trying to get a better score.

What I would’ve liked to see is some sort of arena/horde mode where Heller takes on an ever-increasingly difficult series of enemies until being overwhelmed. You could argue that you could make that same thing happen just by attacking Blackwatch bases but a horde mode, created and structured in development by Radical, would ultimately be much more fun that just causing trouble – especially since escaping alerts in “Prototype 2” is incredibly easy. Either Blackwatch troopers are incredibly lazy or incredibly stupid (or some combination of the two) but too often I’ve done things in front of Blackwatch soldiers that clearly a normal human can’t (racing up walls, gliding through the air, sprinting at Mach 5) and unless I kill one of their soldiers, they don’t seem to mind much.

I really, really want to praise “Prototype 2” more because, at its core, it’s a very well-made game and incredibly fun. Radical did a phenomenal job of improving upon everything that the original game did well and implemented new aspects of gameplay flawlessly. Unfortunately, it’s still a bit too short and lacks substantial replay value (or content to extend any particular playthrough). And even with the things that Radical has added and improved, Heller still performs and acts a bit too much like Mercer (all their powers are the same, save for Heller’s tendrils, and even the animations and finishers that Heller performs are the same that Mercer did). I understand that the infection is going to manifest similarly in both, granting similar powers, but Heller performing many of the same finishers as Mercer just feels like lazy design.

If you like sandbox games or the emerging superhero genre of games, then you’ll definitely like “Prototype 2.” Everything about the series has been upgraded from the first game and despite its short length, it offers plenty of opportunity to make your own fun. But, like I said, it’s a very short game and doesn’t have nearly as much substance or content as other similar games in the genre. If you can find a deal on it or a used version, “Prototype 2” is definitely worth a bit of your time and cash. Just don’t pay too much for it or you might feel like you got less than you paid for.
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An avid gamer and long-time pro wrestling fan, stay tuned to Grizzly Gaming and the Delco Elbow Drop for game reviews and pro wrestling news.

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