Fresh From The Multiplayer Arena
I'm quite looking forward to Max Payne 3. Between Rockstar's involvement, my love of the past two games and the sheer visceral carnage of the gunplay, Rockstar might as well cash my order in early. Max is in trouble once again, stranded in Brazil's crime-ridden favela after taking up a security job in the city. And while we've seen a fair bit of the single-player, Rockstar is finally starting to lift the lid on the competitive multiplayer modes, with over a dozen screenshots released today.
Here we can see a group of special-forces types engaging a rival faction who've set up shop above a collapsed building. The icons above each players' heads are similar to what Rockstar opted for with Grand Theft Auto and Red Dead Redemption's multiplayer offerings, and I wouldn't be surprised if Max Payne 3 ended up playing a lot like those two, albeit with plentiful bullet-time.
The same shot from an alternative angle, this image showcases the varying topography of the map, which appears to boast multiple layers and vantage points for players to secure. It's a little hard to tell who either faction is, but I wouldn't be surprised if the men on the left-hand side of the screen were Brazilian special-forces and those on the right-hand side favela gang members.
It'll be interesting to see how Rockstar handles bullet-time in Max Payne 3. It's a lot easier to integrate and justify in the single-player, but online, where connection speed is vital, how do you slow down the game for one player whilst at the same time ensuring this doesn't impact on anyone elses experience?
Another example of a player using bullet-time in the multiplayer mode, as a fleeing favela criminal attempts to snag a vital duffel-bag - which I imagine is the equivalent of a 'flag' - is shot in the back by a special-forces guard in midair. Perhaps, instead of slowing the game down, you'll simply be able to leap in a variety of directions whilst shooting?
Adding credence to that idea is our next shot, as a special-forces guard leaps backwards this time and fires at a favela criminal. In the background, one player in particular shakes his head, only just now remembering he'd left the gas on whilst the world outside was shredded to pieces by gunfire. Typical.
A closer look at our favela criminal characters. Rockstar's research into favela gangs was unprecedented; their art team flew to Brazil and visited several gangs, taking note of their clothing, jewelry, even tattoos and facial scars, which were scanned on the spot and transferred back to Rockstar HQ to become what you see above.