So giving feedback and constructive criticism is rude now? I'm a little baffled that someone would think that. If you think my email was rude I imagine you are simply incapable of making criticism to anything then, which is a shame to developers trying to improve. You're only doing a disservice to them. I merely said he could wait for a fix from a point of view that if he's not dying to play right now, he could wait for a better version in the future. It's not a super hard concept to grasp for people who don't have the urge to play something that just came out. I never implied the game isn't worth it, or at least it wasn't my intention. You said yourself that the game would be more enjoyable to play, so why can't I tell people to wait to play something more enjoyable later? The way some people get defensive over criticism is mindblowing. Thankfully most developers understand that criticism is important. I won't sugar coat anything because "OMG ITS MAXY PAYNE ON MY PHONE".
Now, that was rude. Some folks simply disagree with your specific criticism. Frankly, I wouldn't be surprised of your suggestion was considered and rejected in favor of generous auto-aim. If you put an opinion out there, some people are going to disagree. That's the way the Internet works.
Look, if you honestly tell me I was being rude on my email, I will tell that you can't cope with criticism. Obviously my admittedly rude remark wasn't directed at everyone here. Though I honestly do not see how anyone would disagree with a blatantly obvious omission. You may disagree with it's relevance to the playability (which is your case), but you can't deny it's an issue that will affect some people, and the fixing of the issue will simply make the game generally better to play. Yet some people have the "whaaaat, I don't see the issue, you're trolling" attitude that irk me. I would expect something more in the lines of "ok, I see the problem. It doens't affect me, but I guess it's something they could fix". Though to be fair, Daft Punk did just that, so his opinion is ok in my book except for the parts I already pointed out. I firmly believe it's a glaring omission. And every other recent iOS shooter will back up my point. They all allow me to do what I can't in Max Payne, including it's direct clone. Hell, Mass Effect Infiltrator also uses tap to shoot, but the decelopers were wise enough to make it possible to double tap, hold and keep firing while you move the aim.
Your letter wasn't rude. In fact, it was well stated, clear and polite. I can't speak for everyone here (obviously), but for me it's all about simplification. Managing aiming, shooting, and bullet time at once seems a recipe for awkwardness. But ultimately, as long as it's incorporated as an option, there's nothing wrong with having an aim/shoot system.
I don't think you're being rude, but I do think you're being trolled by folks who disagree with your criticisms. In any case, I would so love to get this game, in spite of any issues, but it's just too big. If it was half the size, I'd nab it in a heartbeat.
I just got the game! I'm testing it on Iphone4s 64gb, and all I can say is that game is not fluid like pc version, in many levels framerate is not 60fps but drops to 20fps, so it's not a good conversion! Audio stutters sometimes!
Not at all. It's not awkward in the PC version and it's not awkward in 9mm, which also uses a bullet time. Being able to aim and shoot at the same time is quite the opposite of awkwardness, it's only intuitive. The awkwardness comes with making aiming and shooting two separate actions. Another problem with the current tap to shoot set up is playing with automatics. If you haven't already, try the lite version of 9mm. The game itself isn't good, but I think you will see that moving, shooting and using bullet time at the same time on a touchscreen isn't a problem at all.
On an iPad 2 or iPhone 4s, I can select a new game and play any of the difficulty levels, even New York Minute. I haven't even finished the first level on the second highest difficulty because my ass gets killed a lot plus I haven't finished the game on any of the difficulty levels. So basically it seems that if you select new game, the option to choose a difficulty level comes up.
Controls Or better yet, just use Gameloft's method in 9mm. There's no shame in cloning the clone that cloned you Wish the install size was much smaller BUT if you want bigger and better games, this may have to be part of the price you pay--those high res textures and extensive voice acting take up a lot of space. I'm happy for this--this is what a lot of us always wanted: big-boy, mature games on our devices.
100% agree with you there. Played 9mm and thought the shooting/bullet time mechanics were quite good. I think it only works well here if you have aim assist on full but I'm not a fan of aim assist in the first place. In saying that I'm still glad the game is out on iOS and has a hell of a lot of atmosphere. The challenge I suppose is probably to pop in and out of bullet time between aiming at new targets but that ain't easy. It would be nice though to see a similar system to 9mm where you can re aim while shooting. I also thought the controls of GTA 3 were a bit awkward at the beginning but I got used to them in the end. And it most certainly is nice to have a game like this, not half as cartoony as the rest of the shooters on ios. I also have to say that to me the graphics are very cool. Textures may not be great but some of the little details are really great.
Out of curiosity, what is your new arrangement? I'm trying to find a comfortable place for the buttons, but every time I get it just a little bit wrong?
Wait...what happened to the bullet-trails I remember from the original PC version? You know, actually seeing the bullets fly by in mid-air? Nooooooooooooooooooo!
I'll try to do a screenshot tonight. But basically it gets everything out of the way and opens up a ton of real estate for camera control. And yes, I've played through 9mm. The controls are good, but I do wonder how they would work with the more complex level design on MP.
No problem at all with large games (although I will admit 2GB+ for Rage seems excessive), but I have a big problem with games not supporting the built-in iCloud features that would allow us to delete and re-install games at will without losing all our data. (Not to mention its cross-device benefits.) iCloud has been out a long time now, and is touted as a major feature, not just for iOS, but for Apple. Where is the support?
I'm on an iPhone 4 and I'm getting bullet trails. I only notice them, however, when I'm in a running bullet time and not one of the diving actions. Tap to shoot = the way to play. There's really not much of a learning curve involved, although for some reason the gun button doesn't disappear onscreen when tap to shoot is enabled. I may have a go with the button arrangement and try to make get it off the screen or something. Wit tap to shoot enabled, I'm reliving a lot of great gun fights I remember back on the PC
Considering that they give me more control and precision, I assume it would fare batter than the current MP set up in any situation. Not that I think there's anything particularly complex in Max Payne's level design. Nothing that would prevent better controls to make your life better anyway. In fact, I would say 9mm offers harder situations to handle, control wise, since they can throw dozens of enemies at you at the same time while MP usually gives you 2 or 3 to handle at a time. Now, I finished 9mm back when it launched. Out of curiosity I downloaded the lite version and played right after a MP session. Wow. The difference was night and day to me. Refreshing my memory on the controls just made the difference that much jarring.
You just need to persevere with the controls in Max Payne Mobile. Like any game you need to play a while. It wasn't easy using a keyboard and mouse on the PC, or the PS2 analogue controller at first. But you get used to it. The controls were a bit better in 9mm but it was a terrible game imho. Too short, no challenge, poor story, cliched villains, hideous and profane voice acting, annoying mini games, boring level design and horrible music. Complete stinker. But that's just my opinion.
No offense Heringer, but I've followed all your posts since you began your crusade with control scheme you prefer and I'm starting to think you're being a little melodramatic about it now. I've played MP with both control schemes, and Tap to Shoot is clearly the way to play. I'm not sure what difficulty you're experiencing that is so traumatic as to stop you from playing, or hamper your overall experience to the point of continually feeling the need to post on the matter. Is it simply because you cannot hold down the fire button and spray the room with bullets as you look round? Try to understand the logic in not having a sticky fire button for this reason: you're wasting ammunition painting the walls with bullet holes as you move your aim to the next target. If you put half as much energy into playing with Tap to shoot as you do posting on the "deficiency" in the game's aiming setup, perhaps you'd come to like what the devs have come up with. #imjustsayin
Well, if you think I'm traumatized or being melodramatic, then pehaps you should go back and read all my posts again? I'm not going to repeat myself when I already addressed all of your points, including the tap to shoot argument. Have fun using automatics with the tap to shoot setup. And quit assuming I don't know the ins and outs of the current control scheme. I'm at Part 3 now and I played with the tap to shoot option on and off. I know my stuff when it comes to iOS shooter controls, so please don't patronize me because I'm bringing a legitimate criticism here.