Max Payne 3 even now, five years after its release, is difficult to evaluate in any objective way. Yes, to a first approximation we can safely say that this is a good work, but Not very definite shortcomings. The catch is that the vast majority of the positives of the Max Payne 3 story are the legacy of the previous parts, in which Max managed to form his character. And besides, it is almost impossible to unambiguously determine where the threequel is weak, because each player has his own claims to any game element or has none at all. Some people don’t like the new setting, others are not happy with the main character, others are disgusted by the plot, and others criticize the musical accompaniment. But almost all players agree that the gameplay formula, laid down back in 2001, still works flawlessly. So let’s try to unravel the complex tangle of little things and nuances and look at them from different angles to understand how and where Rockstar sent one of the most famous cops in video games, and at the same time find out whether Max Payne 3 deserves its place in the history of interactive art.

“If these guys showed up at your party, then you could forget about a piece of cake and a piñata.”
© Max Payne

The analysis of the threequel should begin not with the exemplary gameplay, led by the bullet-time trump card of the series, but with the plot. More precisely, from its few advantages, which, let me remind you once again, are the legacy of the previous parts.

The trick is that despite the cool cinematic nature of the gameplay, absolutely all elements of the game, including the gameplay, are primarily aimed at revealing the character of the main character. For example, the player, especially at a high level of difficulty, through direct control of the character, clearly feels all the pain that Max feels – through constant tension, through the direction of game design, through frequent “restarts”, which can symbolize Payne’s irresistible craving to find at least some meaning in his life – albeit in such a bloody way. So the player himself soon begins to easily understand and take to heart that sad irony of Max when he finds another “painkiller”. Therefore, in order to fully understand what the advantages and disadvantages of Max Payne 3 are, you will need to spend some time analyzing the plot. Don’t worry, you won’t see any spoilers during this review other than those featured in the game’s official trailers.

This is perhaps the only thing that connects the events of the threequel with the originals. Perhaps this is the best decision

So, the script was now written by Dan Houser, who was responsible for working on the plot of the Grand Theft Auto series. Sam Lake, who is the head screenwriter and also the “face” of the legendary Finnish Remedy Entertainment, did not take a direct part in the work on the threequel – his task was limited to consulting Houser and his colleagues. Therefore, the plot of the third part is noticeably inferior to the original projects, both in general form and in the involvement of the protagonist in his own story.

The whole story develops on the territory of Brazil – a country where people speak Portuguese, and old Max does not understand a word of this language. Well, almost. He came here not so much for a change of scenery after looking at the bottom of a bottle in one of the bars in New Jersey, but because of an incident that led to him being hunted in his hometown. In Brazil, Max gets a job as a bodyguard for the wealthy Branco family, consisting of unremarkable characters whose names you will probably confuse – Rodrigo, Victor, Marcelo… Each of them has their own role, but they are present in the story, rather, as a gun that will sooner or later fire. Girls are also present in the plot – after all, thanks to them, the story develops. With the kidnapping of Fabiana, a girl who spends her life exclusively at parties with cocktails and soft drugs, Max’s new journey begins. And with the rescue of her sister named Giovanna, Payne plunges into a rather confusing tangle of events.

There are quite a lot of characters on stage for a linear action movie lasting eight to ten hours, but of them all, only one can be more or less remembered: Raoul Passos. This is the ex-cop who actually got Payne the job. He himself is also not very deep, but he is perhaps the only person whom Max can call a friend in this whole story.

It is possible that this is the only character, besides Max himself, that the player will remember. Perhaps just because of the last name..

However, it is worth recalling once again that, despite the fact that the former cop himself is a character with a multi-faceted character, “thank you” for this should be said to the Remedy scriptwriters, and not to Hauser, who did not create Max from scratch, but simply continued along the most logical line a gloomy and at the same time slightly ironic story about the fate of a man who has lost absolutely everything in life.

"Another rainy night, another police station, another futile attempt to right the wrongs. Time passes, but nothing changes"
© Max Payne

It doesn’t matter whether you know exactly what Max went through or not. Already from Payne’s tired voice, from brief synopses, from short scenes referencing the death of his beloved wife and daughter – the only people thanks to whom his life gained meaning – one can roughly imagine what kind of person he really is. In some sense, each of us will sooner or later feel like we are in Max’s shoes, no matter how hard it may sound. Every person has a moment when it becomes unbearable for him when his close people die or disappear from his life. The only difference is that Max Payne is forced to bear this burden all his life. He can’t put a bullet in his forehead. More precisely, he can, but he doesn’t want to. It’s above him. Now this man’s destiny is to swallow painkillers, which, of course, cannot relieve the mental pain that has been tearing him apart for almost a decade and a half, and sit his pants in a bar – with the burden of the past, which pulls him to the bottom of society, and all this without a single glimpse somewhere in the future.

Sometimes Max looks at the sky, but sees only a monolithic slab of gray, gloomy clouds, in which the dim light of lanterns is reflected – and nothing more. At all. You can rarely hear twisted images in his speech – his life has become so callous that now he allows himself the floridness of thought only in those moments when he wants to share with the player his life experience in the most ordinary situations. Although Max never breaks the fourth wall – he knows perfectly well that the player will not hear him either. No one will hear.

New Jersey has the most viscous and dark atmosphere in the entire game. Not least thanks to the play of light and shadows and endlessly depressing music

Yes, even the people who surround Max hardly give him a feeling of empathy for them – he becomes attached only to those few people whom he understands – in the literal sense of the word. Even the subtitles, not translated from Portuguese, add to the atmosphere. The player, like Max, can only guess what the next Brazilian bandits are babbling about, of whom, however, in this Brazil, it seems, there are ten times more than law-abiding citizens. Local residents who speak exclusively Portuguese are simply impersonal for Max, who, of course, only understands English. And a person who has lost everything in his, as he himself thinks, mediocre, worthless and meaningless life, does not at all torment himself with remorse for the fact that he himself has become perhaps the main messenger of death.

“It seems like the thought flashed through my mind that if they don’t shoot me here, then most likely I’ll pull the trigger myself.”
© Max Payne

Overall, Max Payne 3 is a heavy drama. Very heavy, depressive, viscous. And maybe you shouldn’t play it just to have fun. Yes, the plot itself lacks stars from the sky and often throws pianos out of the bushes, but screenwriter Dan Houser still managed to give the player food for thought. You’ll almost always find something to think about during this almost flawlessly staged play.

In a sense, the script of the third MP has only one truly climactic scene, the root causes of which stretch back from the first part – this is the scene of Max Payne’s “rebirth”. A scene that fans of old parts dislike so much. But bald Max is perhaps the most powerful, emotional and difficult image for the player’s soul.

The scene of the rebirth of Max Payne, who is trying, as he himself says, to stop looking back at his past, while simultaneously trying to change his own future, if he has one at all. This is Max, who, through the image of, excuse the not entirely appropriate term, “tonsure,” gets rid of his past, lets him go home. It’s difficult to say whether he succeeds in his plans until the player sees the final scene, but the internal drama of the initially devastated hero, exhausted by his life, can hardly leave anyone indifferent.

In my opinion, people are divided into two groups: some spend their whole lives trying to build their future, others spend their lives trying to correct the past. And I’ve been somewhere in the middle for too long.
© Max Payne

Of course, Houser has noticeably “grown” as a screenwriter after GTA IV, which can be seen in the fifth part of the famous series that soon followed Max. However, having devoted almost all his energy to developing Payne’s character, Houser lost sight of the overall plot.

Max sorely lacks motivation to move on. As the plot progresses, events will occur after which any other person would simply stop and ask himself the question: “Why should I go to the end when there is no point in it anymore?”?“In the end, only an infinitely heightened sense of justice drives Max Payne forward. And this doesn’t work at all in the threequel. Yes, he had tried to find at least something bright in seemingly hopeless life situations before, but then Max was young. He sincerely believed that there was a place for justice in the world, and steadfastly endured the burning pain of disappointment, each time, albeit with difficulty, rising to his feet even after the crushing blows that life dealt him with great, sadistic pleasure.

“We must always remember that https://tripscasino.co.uk/ even the worst situation can become even worse”
© Max Payne

But many years have passed, Payne has aged considerably, both physically and mentally – and does he really still believe in this?? Does Max still feel like that child who, closing his eyes, thinks that the world no longer sees him?? But no, all his monologues about his beloved self and who he has become indicate that Max is disillusioned with life. So why is his sense of justice still itching?? There is simply no soil for this.

Because of this, the hero’s motivation seems lax, not thought through to the end, which is why, towards the end, the player ceases to feel a sense of empathy not only for the people Payne must protect, but also for Max himself. And it will no longer be possible to justify his obviously idiotic actions in the spirit of any state of mind of the protagonist: “Shouldn’t I break into an office filled to the brim with a dozen thugs, having with me only one clip in a pistol and two pills?”?!»

This is where another feature of Max Payne 3 comes into play – complete cinematography. Moreover, in the literal sense of the word. Quite a noticeable amount of time is taken up by not even high-quality videos, but short films on the game engine. And the movie flows so imperceptibly into the gameplay that sometimes you yourself don’t even have time to realize that you started shooting and have already killed a dozen people in a wild rapid fire. There was almost no such harmonious transition from a pre-filmed video to direct gameplay until the third Max. And the quality of the direction of most scenes often literally takes your breath away; you find yourself drawn directly into the thick of things. The player, almost unconsciously starting to control the character, associates himself much better with the hero – and this, in fact, is perhaps the main task of any game designer.

"Wanted" performed by Max

However, there are some tricks. The movie also plays a role as a loading screen. While the viewer crunches on popcorn, the video game simulates a flurry of activity, loading a new level. But not everything is so great: often the game, when showing a movie, does not load anything – it’s just that the developers, calculating the timing of the video, relied on the weak capabilities of the consoles and computers of that time. Nowadays, locations load literally in three or four seconds, and the film lasts a couple of minutes. So, in addition to this, the locations are actually loaded immediately and completely – the engine is from GTA IV, and it’s not the first time to load large spaces – which means that there’s no point in making unskippable videos in the middle of the chapter at all. In short, a good idea – getting rid of loading screens – was not implemented very well. And it would be nice if they would allow you to skip what you have already seen – such an opportunity arises extremely rarely.

“When you’re stuck in a foreign country and don’t know how to say ‘reverse charges’ in their language, when you’re stuck in some squalid hole in the slums without a cent in your pocket because you got robbed, and still call yourself a bodyguard, you clearly realize that you’re a loser.”
© Max Payne

Yes, by the way, the “spectator” who is not too familiar with the English language to perceive it by ear while watching videos will have to endure much more violence to the brain than unskippable cutscenes. Subtitles. Yes, you read that right. If you are unlucky enough to know your language, your eyes will bleed when you read what the monkey who was in charge of subtitles typed on the keyboard, pardon my French. Extra or missing commas, forgotten hyphens in words like “somehow”, “for some reason”, “somewhere”, frankly childish mistakes: for example, “here”, “so much”, “from outside”, “will have to”, “silently”. And the closer the finale gets, the more often this kind of verbal garbage will come across. It’s not even a matter of translation – it would be worth applying medicinal treatment with daily hits of the keyboard on the fingers specifically to the text editor, if this person can even be called an editor without offending the masters of this profession. This may seem like just idiotic nitpicking, and in any other case you would be right! But when in almost every subsequent credit something similar is poured into your eyes, it becomes simply impossible not to notice this violence against language. It’s unlikely that anyone in a nightmare would have thought that it was possible to fail a text translation like that..

Well, yes, but it doesn’t matter! In the end, we are not here to discuss a movie, but a game. And you will still have to fight here much more often than watch movies. Especially when it comes to high difficulty levels, which, by the way, are recommended to play at. Rockstar wisely decided to leave the basic concept unchanged, since the original Max Payne 1-2 still looks as cinematic as possible.

The game often interrupts gameplay to take the most effective angle

And this is where it’s worth talking about the gameplay, which is no less important for the Max Payne series than the plot. Rockstar didn’t break something that still works properly, so the core of the gameplay is still Bullet Time, which makes any shootout truly exciting. The whole thing is based on a third-person action game, which in itself is not particularly interesting. For example, although there are a lot of weapons here: from revolvers and mini-machine guns, classic for neo-noir films, to killer DMR rifles of various calibers and machine guns, all this splendor has no recoil, ballistics (except for grenade launchers) and, as a result, shooting tactics. The only difference between the guns is the presence of automatic fire in some and the rate of fire. The lethality of the weapon does not play a special role, since the player will quickly get the hang of directing the bullets strictly at the head of the adversaries, and in this case it is not so important whether the enemy is armored or not. Automatic weapons look more convenient, since it is not necessary to aim accurately before firing a shot – its rate of fire will do its dirty work.

In general, it is very difficult to maintain a high pace of gameplay for even ten hours. Therefore, Rockstar, instead of attaching not always working crutches to the base, resorts to more indirect changes to the gameplay: a varied design of locations that allows the director to launch the player into a variety of scrapes, each of which has its own unique feature. Yes, often it all comes down to a certain room or a limited-sized space where the adversaries are hiding, whom Max needs to shoot out of his nose. But the devil, as they say, is in the details. Globally, the places Max will visit vary in both geometry – from literally "vertical" open favelas to the narrow corridors of a football stadium – and artistic style.

“It seemed to me that this place would be quite suitable for taking a breath and thinking things over. Unfortunately, the same thing occurred to other worthy gentlemen."
© Max Payne

Max Payne 3 is one of the few games in which the developers tried to make every scene – or rather, every chapter, of which there are exactly fourteen – memorable. In addition to the favelas and stadium listed above, the player will visit the local swamps, where one of the most spectacular chases takes place, the Brazilian police station, where two “bosses”, so to speak, are waiting for Max. Or, for example, a healthy and detailed airport, which is one of the most difficult locations to pass, and, of course, good old New Jersey, which especially hits the nostalgic calluses of fans of previous projects.

Actually, to emphasize the features of the location and convey the obviously unbearable pain in Max Payne 3, music is played, which puts all its might on the pessimistic callus created by the script and scenery. She is one of the main pillars on which the atmosphere rests. Unknown to anyone both before the release of the game and, in fact, after it, the group Health composed a soundtrack in their own style: electronic rock music, performed close to the noise genre (“noise” in English translation). The result is a moderately dirty, grinding, rattling, industrial sound, which is not at all discordant with the views of Brazilian favelas, filled to the brim with a rusty sun and a copper sea of ​​blood..

Of course, one should not lose sight of the fact that players remember very well what genre the soundtrack was performed in the first two parts, and therefore not everyone may like the immediate musical value of the new tracks. However, it is precisely such gloomy, truly depressive music that skillfully emphasizes the emotional state of the hero and his thoughts at every moment of time. Almost every song is very competently woven into the narrative, and although many players have complaints about the musical design in shootouts, which often feature only drum parts. This is an interesting remark, but it is worth considering that at these moments Max seems to be especially excited – he is aimed at saving, for example, another girl who is about to be killed; his ears are already ringing from the roar of bullets – and these drums begin to take on much more meaning than when they first listened. Although, perhaps, more frequent use of guitar compositions or stunning vocals from the composition on the credits would have looked somewhat more harmonious and darker.

Max Payne 3, while loading the main menu or before continuing the game from it, periodically spoils us with pretentious and brutal screenshots – as if we didn’t have enough entertainment in the game itself, hehe!

Let’s go back a little: at each location there are some unique situations. More precisely, they are special not for the genre as a whole – we have seen all these chases and shootouts between two trains before – the trick of the scenes in Max Payne 3 is that they are all made with high quality and there are really a lot of them for a short duration. You’ve just shot a hundred bandits when you take off on a springboard in an almost completely dead boat and in Bullet Time you calmly deliver nine headshots in three seconds to the assholes who stole another socialite that Max should be protecting. The main feature of the third Max Payne is connected with VT: the main character falls down from a water tower, flies up on a metal chain, is thrown out from the second floor of the club only in order to shoot unsuspecting enemies from a particularly colorful angle in slow-mo. The description may sound boring – but in the game itself, these events acquire exceptional grace. And since the director often resorts to this technique, this, as they say, is good.

“If someone had told me six months ago what my life would become, I would have ordered a double of what they were drinking, drank it, and then put a bullet in my forehead.”
© Max Payne

From the above, it becomes obvious that the degree of dynamics in the game is off the charts, and not least thanks to the AI, which does a good job of supporting the high complexity of shootings. Yes, enemies very rarely try to get around you, preferring to sit behind cover, which Payne, by the way, also learned to use for the first time in the series, but enemies love to throw grenades and try to attack you at the same time. The more than once mentioned Bullet Time helps a lot against their joint actions. As before, it serves to “slow down” the flow of time (more precisely, to speed it up furiously, but we won’t go into the physics of the process), so that the player can eliminate the always obviously inadequately large number of opponents in the most cinematic setting. It is this feature that is the most recognizable symbol of the series – not even the main character himself, who has a new look in each game, even though the voice is still the same. And it is with VT that the standard and not very remarkable gameplay of just a third-person action movie turns into the gameplay of one of the best third-person action games. Feel what is called the difference.

The developers do not shy away from showing violence without embellishment. Despite the fact that Max shot a thousand Brazilians in the head, such footage still looks terrifying. It is impossible to get used to human cruelty

It is clear that for balance, Bullet Time cannot be infinite, but it accumulates at the expense of destroyed enemies. However, at any moment, even if the VT scale is not yet full, the player can slow down time and nail a couple of enemies to the wall in slow-mo. However, the higher the difficulty level, the less time is given for Bullet Time, so it is much more profitable to use Max’s famous jumps. During their operation, the VT scale is not consumed, and it turns on automatically. It’s worth experiencing once how Payne throws himself from the top row of the stadium and flies down, simultaneously spinning in the air like a top, distributing one headshot after another. It may not sound very exciting, but in the game this effect looks simply stunning. And the current level of animation also very reliably shows all these steps that Payne gives out, which is a bit old for this. For example, if at the end of his long flight he flies head first into a wall, the game will almost always show a fairly realistic ragdoll animation of Max falling.

“Perhaps I wanted to die there – among the empty bottles. But even if you turn your life into a tragedy, the world does not always play along with you.”
© Max Payne

Of course, the player can skip all these elements altogether, except for pre-set scenes – then he will be left with a completely ordinary third-person action movie. The plot, of course, will not please all players, since its quality is noticeably lower than in the original. And of all the characters, you will most likely remember only the main character. Yes, even if you perceive the threequel as just an action movie, you will most likely be disappointed by the huge number of videos, the vast majority of which are not skippable. Yes, the above text most likely described an idyll, but it’s still not true. Despite the objective advantages, which hardly make sense to send to the scaffold, the game has many obvious and subjective shortcomings. However, let everyone determine them for themselves. After all, if you want to see an ultra-cinematic action movie with excellent direction, then you can’t recommend anything better than Max Payne in general and its third and final part in particular.

And yet, it’s impossible not to admire these slow flights of the bullet that will hit the last enemy in the location

However, I would like to hope that Rockstar will act wisely and not send Payne to fight his own demons for the fourth time. Yes, Max doesn’t need continuations, and by the end of the game you will most likely agree with this thesis. In the end, already now the main character lacked properly functioning motivation – and solely on a sense of justice you can only leave once. The ending of Max Payne 3 is exactly the ending that Max himself deserved as a person. Perhaps, after everything he went through, some expected something different, but… no. This is exactly how the story of a simple New York cop should have ended. Fortunately or unfortunately, old Max deserved to retire..

Perhaps it’s time to call it a day. What rating should this game be given?? Most likely some amazing. Max Payne 3 really knows how to amaze. Have a nice game, friend!

Best comments

I wrote everything down powerfully. In a word, goodness! In my opinion, there is too much SPGS 🙂 You either beat the game several times in a row, or just got into it 🙂

I dug up my old comment. Don’t take it to heart 😉

Despite all the limited budgets of the first “Max Payne”, the Finns managed to show the depth of the plot, characters, situations, etc.d. A third-person shooter was suddenly a story-based game – a shock for its time. A huge number of techniques and cutscenes of “Max Payne 3” are completely inferior to the voiced comics from the first games. Where in the first part there was an internal monologue, now the usual grumbling, nightmares have been replaced by hangover flashbacks, etc.d. In a good way, Payne, brought to the edge and sank, was that homeless man with a shotgun who did not run away to sunny countries, but simply pulled the bandits along with him.

Hmm, it’s strange that you scold me for exactly what readers usually praised me for, but from the outside you can see it much better. True, I still don’t understand why in the end you evaluate the text positively – not for being “moved by the same thing”. Well, oh well, thanks for the criticism anyway, I’ll take it into account in future work!

Yes, I can’t help but agree that I was pretty blown away when analyzing Max. But I’m too interested in characters who have lost everything or think, what have you lost. And I tried to do everything possible so that the reader would also become curious, so that he would discover Max from the other side – not as a hero of a crazy action movie, but as a person. I hope it worked out as planned =)

As for your comment that you quoted, I shake your hand and don’t take it to heart 😀 Although I can’t say how to cut it off, they say, everything is bad, but I perfectly understand people who don’t like the threequel. It’s a shame, of course, because the game still gave me a lot of pleasure (except for the general plot, and even if you don’t compare it with the previous parts). But this also has its advantages – after all, if a video game, film, book, album or, for example, a performance that is obviously not trash does not leave people indifferent, then this project was not born in vain. Isn’t that the main thing?? 😉

The author apparently played Max a lot and read a fair amount of subtitles. So much so that I became infected with errors myself. A few typos, commas, and added my own. Repeats some thoughts a couple of times. And if in correct reviews those thoughts are used as reinforcement of theses, then here they are repetitions, as if they forgot what they had already said before. For example, the emphasis on the cinematic nature of the game could have been less, the emphasis was on the screenwriter Hauser, but therefore without mentioning the names of the screenwriters of past games, there was a double reference to dissatisfaction with the music, but this could have been omitted altogether, just talked about it. And in general, the story is not very literary, it is written in a rather simple language, which means it is not interesting enough. And also SPGS, of course. Quotes are inserted randomly, without reference to the text. I still have to work and work on my presentation.
Fortunately, overall the review is commendable, clearly and far from the worst example among user works, it’s a pleasure to read. Many important topics are actually touched upon and not just listed. I can thank you and wish you good luck with a clear conscience.

It turned out really well 🙂 Just, how can I explain it… As a fan, you know what Max had to go through in the previous parts. But the developers themselves removed Max’s bodyguard too much from Max from the duology. In order not to incur fan wrath, they periodically throw in greetings from the past. We mainly see this in the phrases and the cemetery location you indicated. And for me this is not enough, considering that the game has the number “3”.

As for my old comment, I should have been more precise. It concerned only the plot, which is weaker than the other components of the game. And then I shake your hand in return 🙂 As you wrote, motivation completely disappears. Max doesn’t seem to drink anymore, but running into a crowd of heavily armed militants is a nice thing. Here, like it or not, you’ll remember “a tough nut to crack”. I really liked Max Payne 3, but these actions cannot be explained. Is it really possible that when creating an ultra-modern, expensive action movie and introducing new mechanics (covers), it was impossible to introduce or expand a couple more for greater realism?. Do we really have to fight until the last adversary as before?. It was possible to do a little stealth (bypass the clusters or swim here and there) or the ability to throw some barrels into the crowd, and then deal with the rest. After all, there were even hints of this (killing by car in the swamps and in a couple of places it was allowed to drop cars or buses on enemies)! Even at the airport, at the very least, that retired cop on vacation could have helped 🙂 But no, we take out the entire airport, and in the end we decide the fate of one of the “bosses”.

In general, if the subject were a reboot or a spin-off (events could take place in the same universe, but the hero would not be Payne), there would be no questions about the plot. And this is the best TPS evor with a fanfic plot, the highest level of development from Rockstar. And at the same time deliberately removed from the duology. A player who does not know the backstory will not really understand why there is so much “Pain” in the threequel in Max. It’s probably a matter of joints 🙂

In fact, it is related. However, since it is obsolete and used in an ironic form, it, according to the rules of the language, requires a space, which I did not have.

Well, in any case, thanks for the comments, although I can’t help but notice that there are a lot more illiterate works on the site that would be worth going through 😉 This is me subtly hinting that my mistakes still need to be looked out for in principle – they are unlikely to be very noticeable.

I recently replayed Max Payne 3 and wanted to look at the reviews on Steam – I see it’s so long, the review is a plus – everything is well written and cool. And so, I’m looking through reviews on stopgame, I see this one, I start reading and I understand that the text is very familiar. Quickly realizing where I saw it, I was about to write a revealing comment (oh-ho-ho), but then I noticed the avatars, read the comments under the review on Steam and the problem was solved by itself =)
Good review, it was nice to read, but I wanted to point out some inconsistencies. I completed the game on the “Hard” difficulty and the enemies, if you like to linger in shelters, very often step on you, forcing you to leave a secluded place – a plus for the AI ​​and the dynamics of the gameplay.
The second point is that shooting while jumping takes up Bullet time, you can simply use it even when it’s at zero.
The third point is that the lethality of weapons is still different and is affected by shootings, I’d rather take some kind of revolver and spend not so many bullets, even if the body has armor. enemy, rather than take a machine gun, accidentally knock down an armored enemy, and fire another 20 rounds, due to the fact that he lies awkwardly (in general, this stuffing of armored opponents was a little annoying, but it’s always better to hit the head, of course).
4th point – there was no analysis of multiplayer (yes, someone else plays it :), which, in my opinion, is not very balanced for a novice player. But judging by your approach to the analysis, you didn’t really consider it, mb, this part would have been superfluous.
In any case, thanks for the material.

I checked, on average, Shoot-dodge also wastes BT and even the first opponents run towards you if you sit out.

Um… I don’t understand the complaints. What’s wrong with the sentence about Lake??
As for the second – in the place you are talking about, a comma is not needed. You can, however, separate it with commas both on the sides the name is Giovanna, so that when reading the eye does not “stumble” – thanks for this clarification. However, if you omit the name "Giovanna", the comma will not be required in any form. Well, or I don’t know something 😀

Of course, my spelling is poor, but I ask the author to correct the sentence “Sam Lake, who is the main screenwriter and also the “face” of the legendary Finnish Remedy Entertainment, did not take a direct part in the work on the threequel – his task was limited to consulting Hauser and his colleagues. "And also put a comma before the surname of the main character in the sentence "And with the rescue of her sister Giovanna, Payne plunges into a rather confusing tangle of events.»

I know there are worse jobs out there. But considering that this is the material of the week, I wanted to point out minor disadvantages so that the work (in my understanding) looked even better.Thanks for understanding.