As I was playing Max Payne 3 (and to a lesser extent and more recently, Resistance: Burning Skies), I started wondering about something. When did everything get a cover system?
The original two Max Paynes had nothing like that. You got your kills being a whirling dervish of dual-wielding, slow motion, bullet ballerina death. You were like a Greek epic hero. With Berettas. I mean, you could duck, but it wasn’t necessary half the time. You really felt like you were the invincible star of a John Woo film.
Real men slide down banisters in the middle of gunfights. They also smoke and walk away from explosions undaunted.
Max Payne 3 was going for realism, I guess. No longer could I spend half the game in Bullet Time, pumping round after round into my hapless foes while they barely had time to aim. I had to hide, pop out from cover, rinse, repeat, and occasionally cry for my mommy (she was busy making dinner, unfortunately).
This is a trend It seems I’m seeing more of in video games, and for the most part, I’m alright with it. Lends a sense of realism to the proceedings, gives you a nice, tense feeling of cat-and-mouse. But sometimes I miss feeling like a superhuman. The cover system in Max Payne 3 works well for it, of course, but I wish the game wasn’t so reliant on it. There are other potential ways to lengthen the game and retain the god-like feel you had from the first two games.
First person shooters seem to be jumping on making some sort of cover system. the Call of Juarez’s had one, this new Resistance has one. Deus Ex: Human Revolution added one where you pop out to third person when you take cover. I know some games had a leaning mechanic in place as far back as Goldeneye. It’s just odd to me this is starting to become a standard for certain games.
I want a cover system for Street Fighter. I’m tired of eating chip damage from Hadoukens.