GAMEPLAY:
The game is incredibly fragmented, the control is constantly taken away from the player for the sake of a cut-scene or a cinematic perspective. This is a big problem, because as soon as you start immersing yourself in the game, you are immediately taken away from the gameplay to show you, in the absolute majority, an unnecessary cutscene.
This very quickly starts to annoy you, because the gunplay brings pleasure from the first seconds, although it feels more slowed down, due to the physics and animations of the character, when combined with bullet-time mechanics, the shooting feels more like Max Payne than the second one. Although I prefer the way it's implemented in Max Payne 2.
Bullet-time is spent when you use the shootdodge mechanic, which reduces the usual use of bullet-time to specific situations, such as after a cut-scene, when you're in cover and there are many enemies around who do not know about your location. This could be the end if it were not for a rather significant minus. Level design is mostly poorly and awkwardly arranged for bullet-time/shootdodge, so it's more convenient and efficient to do without bullet-time/shootdodge. In previous games, the player had a big influence on creating a “cinematic picture” through his play style, but here they take control away from the player every time to do it “in the right way”. Forced cover based system, nullifies all attempts of the player to speed up the gameplay.
Going back to the cutscenes, every time they are triggered, the character constantly changes the weapon in their hands, no matter what you were with when the cut-scene was activated. As a result, after the cutscene you have to constantly switch weapons, which is not convenient, considering that usually the cut-scene ends and the segment with a shootout immediately begins, and you have to spend extra seconds to change weapons, which can lead to a restart from the checkpoint or using an extra first aid kit.
The old save system was replaced by a modern system of checkpoints, thereby removing another element of gameplay from the player.
Juggernauts, as mini-bosses, are completely rudimentary and do not arouse any interest, killing is not interesting, it is not clear where to shoot to kill, also the timings of their spawning are simply terrible, they catch you with a cut-scene, which again suddenly tears you out of the gameplay segment.
The Last Chance mechanic mostly interferes, it constantly triggers when you are in cover, and puts the character in a shootdodge position from which you cannot aim at the target, because something is blocking it, so you have to wait until you die and start from the checkpoint. For some reason, the developers decided that the same guns with which you played the whole game, which showed themselves to be better in terms of shooting, should suddenly become completely unplayable due to the increased Recoil, because Laser sight.
The part of the game where the only type of enemies are death squad UFE, armored fighters from head to toe, when you hit them, you only think about one thing, that you are fighting the "Inflatable Advertising Air Wind Tube Puppet" that can be seen nearby gas stations or roadside stops, because the Euphoria engine.
Although, with all that said, the gunplay is cool, you really enjoy shooting at enemies, the impact feels just great and the bullet-time moments manually placed by the developers are just great. Although, unlike previous games, in Max Payne 3 you want to take headshots as often as possible to minimize the interference of all the above-mentioned disadvantages of the gameplay.
PLOT:
In general, the very fact of the existence of the third game in the series is not clear to me. Max's story was completely closed, all aspects of his character were revealed, and the plot was complete. Therefore, the fact that Max Payen 3 saw the light of day can only be explained by the fact that Rockstar simply could and wanted to. The level of social commentary from Rockstar increases exponentially as we reach the favelas. Plot tropes, justified very weakly, Max finds himself where he needs to be and gets out of hopeless situations at the very first whim of the screenwriter, Mary Sue Payne. The coolest moment in the entire game is a shootout in an open hall at the airport to aggressively relaxing music, Redemption music, or so I called it. This game is not about Max Payne, but about Dick Justice. I wonder how many lines of dialogue Payne has in this game? I bet that at least twice as much as in the previous two games combined. Max's line in the final mission that he is a "Dump Move Guy" is a confession of the screenwriter, in this way he justifies his weak work on the plot, actions, and motivation of the character.
Technical Limitations:
The game looks great, even 10 years later, the art/visual style, the animations, the detailed environment, the game is really fancy in all ways.
But non-main NPCs look plastic in terms of animation and face models, the way facial expressions were implemented in the first game of the series has aged better compared to the third. Having gone through the previous two games, I did not come across any bugs, the third part is a console game in first way, so because of it, I constantly have some problems. For example, lip sync doesn't keep up, or scripts don't keep up with my actions, and the gameplay itself is noticeably made with an emphasis on cover-based mechanics for a console experience. The level of bugs is honestly shocking, in fact, starting with Max Payne 3, you could see Rockstar's attitude towards the consumer. The mirror reflection quality is much worse than in the second game, that's when I noticed the game is a console port. The influence of the 6th generation of consoles on the “new” Max did not pass without a trace. In general, the game does not hide that it is was primarily focused on the console experience, although the shooting is clearly more enjoyable on PC.
P.S. The game is a Max Payne impersonation attempt by John McClane