The last enemy killed in a wave is subject to particularly gruesome effects: they're given their own special killcam, letting players gawp as their target's entry and exit wounds spurt geysers of blood.Īfter three minutes, I slipped back into long-dormant attack patterns honed on previous Max Payne games. Bullets slam into enemies with palpable force. The result is something as smooth and satisfying as a neat scotch poured over a packet of cigarettes and served in an upturned fedora. In fact, enemies aggressively flush Max out from environmental hardpoints, Rockstar's way of coaxing players out into the open to greater use Max's slow-motion dives and dodges. Health comes in pill form only: there's no recharging behind cover. Even the UI is the same as in previous games: a silhouetted figure reddening as slowly damage is taken. Bar the added weight, 12 years has gifted Max a cover system and very little else.
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