2. Shootdodging is essential
Modern shooters and their over-reliance on “realism” and “cover” have turned a generation of gamers into cowards. Too often, their response to hails of bullets is to press a button to stick to the nearest piece of cover, where they wait, trembling in fear, for an opportunity to poke their heads out and rattle off a few shots. They don’t realize that the correct way to face this kind of danger is face-first, with guns blazing. But Max does.
While you can activate bullet-time and slow down the action when you’re running, standing or crouching, Max’s signature move has always been the shootdodge, a leap (in any direction) that engages bullet-time and lets him aim freely while sailing through the air in slow motion. It was a key part of the last two games, and picking it back up again felt natural. It was also incredibly fun; diving headlong toward enemies as their bullets whizzed overhead and unloading our guns with pinpoint precision at their crotches is a feeling most other games simply don’t offer.
Certain parts of the levels we visited also seemed tailor-made for self-destructive shootdodging antics; there’s a segment in the stadium level where our demo began, for example, where Max had to fight squads of goons across the bleachers. When they started attacking from the bottom of a long staircase, we immediately dove straight down the thing, blasting away at the thugs and landing with a crash on their crumpled bodies.
Well, it would have been on their bodies, except that we missed them and Max smacked into the concrete, taking some damage in the process. However, we were told that if we’d managed to land on our enemies’ corpses, the damage wouldn’t have been as bad.
As a bonus, Max will stay prone when he lands from a shootdodge, enabling you to keep shooting while keeping your profile low. Which is good, because…
Cruddi - March 4, 2012 1:07 p.m.