MAX PAYNE 3: Weapons and Targeting

The wait for May 15th is definitely going to be a long one, but it's going to be well worth the excruciating weeks to come.

By Michael Shelton /

pushed back to May 15th, I can't really say I'm surprised. Luckily, Rockstar hasn't left us to sit alone in our depression from another game delay, instead they decided to give us the next Design and Technology video to keep us satisfied for a little while longer. The second video focuses on the targeting and weapon systems in the game, and seeing some extended gameplay in action sent chills up my spine. The game is looking gorgeous sure, but the gameplay itself is what has me counting the days until release. Targeting has been redefined by pulling the camera in close to Max's shoulders, as he pulls the weapon close to aim down the sights. An inspiration they drew from FPS games, to grant players the ability to feel more in control of their weapons. While Max is constantly on the move, his body will realistic maneuver to face enemies he's aiming to take down. By using the Euphoria animation engine in combination with other mechanics, it allows the player to feel grounded in a sense of reality. A reality in which Max has to actually be facing an enemy in order to accurately shoot at him. Dual-wielding returns and this time it's better than ever. Max is capable of making weapon combinations, allowing him to clutch a sawed-off in one hand, and an uzi in another. Selecting your weapons is easy by using a wheel selection you can quickly access the weapons at your disposal. If that's not your style, holster your pistols, and grab the shotgun plugging away into enemies. Once your out, or overwhelmed by firepower, ditch it and draw your pistols again. One of the more interesting aspects of the weapons is that heavier weapons take Max a longer time to aim with. Adding the overall sense that the heavy weapons are just that, really heavy weapons. The sheer firepower of those weapons is a sacrifice of movement and aiming. Giving you a greater feeling that each weapon you carry is a tactical choice. Cover plays a crucial role in firefights this time around. Max fluidly slips in and out of cover as onslaughts of bullets fly around. Every new piece of gameplay reminds me more and more of classic John Woo films. As Max dives and slides around, bullets fly, ripping apart the environment. While you may find cover, you won't be staying very long. As bullets chip away at pieces of cover, enemies will employ offensive tactics attempting to draw Max out of cover. Flanking and charging Max were all on display in the latest technology video, and it's an exciting thought to know among the chaos of bullets, cover is offered more as a breather than a permanent place to rest. This ensures the game keeps up the fast pace frantic gunplay. Words can only express the greatness on display in the technology video for so long, so check it out. http://www.youtube.com/watch?feature=player_embedded&v=9FTvPSnkV5A The wait for May 15th is definitely going to be a long one, but it's going to be well worth the excruciating wait, and if you're craving some more Max Payne info check out the article on the Euphoria engine behind Max Payne 3 here.

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