
Max Payne 3
The third-person shooter with bullet time that still hits harder than most modern cover shooters - just don't buy it expecting a live multiplayer scene.
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I came to Max Payne 3 from the shooter side of the fence, and my first few hours were basically a calibration exercise: is the gunplay tight enough to justify sitting through a Rockstar cinematic experience, or is this just GTA with a trench coat? The answer is that the shooting is genuinely excellent. The mix of shoot-dodge, bullet time, and cover-based combat produces moments that feel almost choreographed - diving sideways through a doorway, popping a headshot mid-air, watching the ragdoll finish the story. The RAGE engine physics make every kill feel weighted and specific in a way most third-person shooters still haven't matched. When a leg shot sends an enemy stumbling to the ground, you feel it. The campaign runs you through Brazil and back, with set pieces that range from boat-deck firefights to sniper overwatch sequences and a bus ambush that earns its place in the highlight reel. Max himself is a wreck - painkiller-dependent, self-destructive, and just coherent enough to keep pulling triggers. That character arc is legitimately well-written by action game standards, and the voice work from James McCaffrey holds it together across roughly 11-12 hours of play. The cinematography is ambitious, with kill-cam cutaways and overlapping-subtitle visual glitch effects that frame Max's unreliable mental state. Some players find the cutscene volume oppressive - and they're not wrong. The game never quite trusts you to walk through a door without a four-second camera linger. Checkpointing is also messier than it should be; dying can roll you back across two or three full firefights, which stings on harder difficulty settings. The multiplayer is where I have to be straight with you: in 2025, this is effectively a solo purchase. Back at launch, the Gang Wars mode - narrative-linked PvP missions tied loosely to the campaign's story - and Team Deathmatch with a loadout system of weapons, gear, and adrenaline-fuelled Burst abilities were genuinely interesting additions to a franchise that had never gone online before. The loadout weight system, where heavier armor slows movement and stamina recovery, was a smarter idea than it got credit for. But today the active population is thin, concentrated almost exclusively in soft-lock large Team Deathmatch during weekend hours, and you're likely walking into lobbies full of max-rank players with gear advantages that make entry-level play painful. The peer-to-peer netcode keeps it technically alive, but latency from cross-region matchmaking is noticeable. For PC specifically, the game scales well at higher resolutions and frame rates - it holds up at 4K on modern hardware without major patching effort. There are no quicksaves, which is a deliberate design choice that will frustrate anyone used to modern PC shooter standards. The Arcade modes (Score Attack and New York Minute variants) unlock post-campaign and add meaningful replayability for players chasing leaderboard times, particularly New York Minute Hardcore, which is genuinely brutal and rewarding. Bottom line: this is a single-player third-person shooter first, multiplayer footnote second. The bullet time gunplay is still the best implementation of the mechanic in any shooter, the campaign is a tight, dark ride, and the HEALTH-scored soundtrack hits in ways most game OSTs don't even attempt. Go in for the campaign, treat the Arcade modes as extra content, and adjust your multiplayer expectations accordingly.

Shooters
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Requisitos del sistema
Mínimos
- Processor
- Intel Dual Core 2.4 GHZ - i7 3930K 6 Core x 3.06 GHZ / AMD Dual Core 2.6 GHZ - FX8150 8 Core x 3.6 GHZ
- Memory
- 2GB - 16GB Hard Disk Space: 35 Gigs Video Card: NVIDIA® 8600 GT 51…
DLC y complementos de Max Payne 31
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Información del juego
- Desarrolladora
- Rockstar Studios
- Distribuidora
- Rockstar Games
- Fecha de lanzamiento
- 31 may 2012

