![]() If you didn't have the slow mo that game would've been a nightmare to control.Īgain, like Alan Wake, what defined that game to me was the mood, setting and story. It didn't hurt it was also pretty bad ass and tied into the hard boiled noir setting. You were pretty fragile in those games so you needed the slow mo to aim, survey the environment and have time to react to all the bullets flying everywhere. Then try again or if successful, move on to the next stage. Slow mo jump into a room, okay theres going to be 2 guys to the right, 1 behind the bar, shoot them, then theres going to be a guy behind the door who will throw a grenade, backwards roll out of there, exit slow mo, go around the corner and jump into slow mo and shoot the guy around the corner. They were trial and error almost puzzle shooters. If anything, Remedy are perfectly adept at crafting both a third person shooter to boast about on top of a brilliant narrative experience.īut to me the original Max Payne's weren't nimble, slick twitch based shooters either. It all mixed in together to make a brilliant psychological and tense thriller. Max Payne established some pioneering ground-work in regards to the ever-popular "slow-mo" and third person shooting mechanics while Alan Wake expertly expanded on more integrated and personal stories without exterior elements tossed in via the dark. I think he was attempting to reference their work on Max Payne and the third-person genre in general, rather than the shooter aspects itself. Something Remedy or possibly Halo 5 (jeez, that number is crazy to think about) would get me to buy an XB1. ![]() ![]() Then I can reasonably see myself getting an XB1 for it. The light to dark mechanics were also a cool idea and parts of that game looked fantastic.īeing selfish I hope this doesn't come out until this time next year if not further down the line. I really liked the atmosphere it created and the way it told it's story. The most interesting parts of Alan Wake to me weren't the third person shooting parts.
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