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Max payne 2 the fall of max payne ps2 review
Max payne 2 the fall of max payne ps2 review







  1. #Max payne 2 the fall of max payne ps2 review Pc#
  2. #Max payne 2 the fall of max payne ps2 review tv#

In one example, the character that Max is supposed to rescue speaks to him through the building's intercom, howling taunts and curses at the enemies attacking him. A few really cool-on-the-fly techniques are used, too, to really cool effect. The game's actual story is told mostly via slick-looking graphic novel sequences that bookend each level, which are supplemented by a few in-engine cutscenes.

max payne 2 the fall of max payne ps2 review

#Max payne 2 the fall of max payne ps2 review tv#

You're treated to them pretty much any time you're next to a TV in the game, so if you tire of listening to them, you can just pop a shell in the screen and rejoice in the quiet. The sense of humor manifests in a bunch of ways, not the least of which are the whacked-out in-game TV shows that play out in parallel to the game's own story. One of the coolest things about this game is the fact that it doesn't take itself very seriously. You just won't use it in bullet time as much as you did in the first game. The shoot-dodge move - the one in which Max leapt in any direction, guns-a-blazin', Jet Li-style - is still here, and it's still fun to do. This encourages simple, run-and-gun tactics, as you'll quite literally be able to shoot circles around enemies and dodge their bullets before they hit you. Now, when in bullet time, Max will move as fast as he does normally, while his enemies slow down several degrees. If you've played the first game, however, then you know that Max Payne is all about one thing: "bullet time." It makes a return here, needless to say, but it's been changed quite a bit. No shooter would be complete without the double-barreled shotgun. You can map grenades and Molotov's to it, as well as a pistol-whip move (but since it's useless, you don't want to do this). A number of improvements have been worked in, the most significant being the addition of a secondary attack. The game's control scheme - which is pretty much identical to that of most Xbox shooters - works like a charm, giving easy access to all of Max's moves. It succeeds amazingly on both these counts.

max payne 2 the fall of max payne ps2 review

In any case, this is a game about shooting crazy amounts of rounds, and looking really cool while you do it.

max payne 2 the fall of max payne ps2 review

And you know what happens if you die, and don't save? You have to start the whole level over again. In this version, you have to trudge through the options menu to save your game, a process that's pretty discouraging. No longer can you hit the pause button, and save anywhere, at any time. And that's not all - the game's cool save system has been totally botched on the PS2 port. In a shooter, a sketchy framerate is the last thing you want. Sure, the core gameplay is still there - and it's still fun - it's just marred by shoddy visuals and a stuttering framerate.

#Max payne 2 the fall of max payne ps2 review Pc#

What went wrong? The Xbox version of Max Payne 2 was, by all accounts, a dazzling port of the PC version, which managed to capture all of its hectic action, and respectably reproduce its flashy, slick visuals.









Max payne 2 the fall of max payne ps2 review