30 reviews liked by ParanoiaAgent


Rockstar loves designing highly intricate open worlds and then just trashing them with the worst missions to ever grace a high production value videogame

Fun game with an obnoxious ass story. It's like if Heat was written by Justin Roiland

Plots centered on existentialism never really hit deep for me because I'm very solidified in the fact that I am real considering I've actually been real for quite a few years now.

I enjoyed this game more so than the others, as I felt that I could connect with it on a much deeper level. It’s themes of identity, regarding sexuality if you make the choice, and brotherhood.

I felt many of the choices were impactful on me as a player and definitely left me thinking for a bit.
I also connected with the single parent element and how this effects kids, and in a way, it was therapeutic. I’ve revisited this game a few times now, and it’s never gotten old.

Love it!

This review contains spoilers

i was so prepared to go on a long spiel about how you can never divorce your subjective experience from a piece of art or give it a balanced and objective overview, to explain how i still value a game that i no longer regard as good. but after going through this one again, i can’t honestly say that i feel negatively about it. is it as effective as when i was a young teen? absolutely not; it has a fuckton of issues to be sure. but even if the details are frequently terrible, the broad strokes are there, and they work. this whole thing hinges on max and chloe’s bond being deeply felt by the player. it counts on you yearning for these two to find and hold on to each other no matter how hard fate tries to separate them - and in spite of the stilted dialogue, saccharine plot beats, one-dimensional writing, continuity errors, derivative story structure, it being hopelessly unprepared to explore the psychology of its characters or the ramifications of its premise - my god if it doesn’t get me to that point by the end.

is life is strange great? is it even good? i couldn’t say. but it is mine. it tethers who i am to who i was – a sad, lonely, volatile 14-year-old who saw something of themselves in the cosmic tragedy laid out here; for better or worse, it’s been written into the fabric of my soul. and, i don’t know, maybe only a game as messy, flawed, and frequently misguided as this one could’ve ever managed to speak so powerfully to my inner life at the time. it’s a game with a decidedly teenage sensibility; not just because it tries and fails so sincerely to be cool, but because it’s absolutely mired in melodramatic solipsism – to a point where it’s sort of surprising it was even written by adults at all. and though it strangely claims its characters are early adults, i think it’s crucial to recognize that in appearance and behavior, the age group they actually correspond to are early adolescents.

it's this innate teenage-ness that makes the game work for me. through this lens, even its many missteps can start to seem part of a larger, more meaningful picture. it all culminates in a final choice so utterly, wonderfully psychotic that the only way to coherently understand the catharsis is through the distorted logic of adolescence.

sacrificing arcadia bay, though a morally indefensible, perplexing option to be given on the surface, is the game’s myopic and naïve teenage logic taken to a natural conclusion. the time travel powers, especially early on, serve largely as a mechanism for wish-fulfillment wherein any negative consequence of navigating the messy social dynamics of teenage life is nulled. here, you get to keep them. here, you get to hold on to love, no matter the cost. it’s a twisted sort of happy ending, a beautiful fantasy tinged with the blood of innocents. to defy fate - to ride out from the destruction and carnage forever young. you think you know better than to choose it, but can you really resist the tantalizing pureness of it?

sacrificing chloe is the cold reality. it’s growing up. it’s accepting that the universe has a plan for you, and it’s not always nice. it’s accepting that with life comes tragedy – comes death. it’s unfair. achingly unfair.

As you might expect from the way I constantly play and analyze important games, I try to do the same for albums, and this week I’ve been listening to Enter the Wu-Tang (36 Chambers). This was the first time I sat down to listen to Wu-Tang, and while the name of the group should have been a big hint, what surprised me was how the album was almost… dorky? It’s packed with references and samples from kung fu movies which were getting old even at the time of the album’s release, and you would think they would make the whole thing sound dated, but the reality is just the opposite. These movies were such a huge inspiration for producer/singer/songwriter The RZA that every track shines with the love. If you want to see just how much, check out this amazing interview where he talks about the movies he’s sampled, it’s plain that the enthusiasm hasn’t waned even 1% all these years later. That earnest appreciation has a certain magnetism to it, and it characterizes Max Payne in the same way it does Wu-Tang. You have references to oldschool noir, comic books, John Woo action, a whole slew of disparate influences, but they blend in a way that only fans who deeply understand the material could accomplish. James McCaffrey’s performance of the titular character is a big part of what brings it all to life, giving Max an edge while also establishing him as someone with a genuine sense of humor, but the extreme situation has dulled his ability to tell fantasy from reality. This blur turns the bullet-time mechanic from a simple cinematic homage into something that’s iconically Max Payne; it’s hard to tell whether the slow mo is something he’s imagining, or if his adrenaline is actually giving him the edge. The game’s ability to reuse proven narrative language while injecting it with new personality in this way is what makes the game such a timeless classic, it shines with the love of its influences while also being entirely original. I can only hope the upcoming remake knows how to do the same.

I wish I had something more substantial to say about Max Payne. It's been a week since i finished it. I don't think it was my fave in the series. But as the original, I gotta give it a lot of love. This bizarre pop culture stew, made from chunks of The Matrix, Raymond Chandler, Twin Peaks, John Woo and bad New York accents. It's a combo only Remedy still solely provide. But I think what's been lost over the years is the palpable atmosphere the series has when it's trading in street level crime. The alleys and dirty hallways of dilapidated apartment buildings and hotels. That sense that the snow you're stepping in is covered in piss. The Max Payne games always tend to escalated upwards, until you're having manic shootouts in expensive, lavish high rise buildings, fighting mercenary goons. But few games ever capture and relish in the dirt the way Max Payne games do. Video games so desperately lack Raymond Chandler and John Woo inspirations nowadays too. Max Payne is a reminder that not every game with a gun has to be about aliens or shooting people of colour in various warzones. Shame the memo didn't go out.

It's better than Earthbound in pretty much every way, yet they don't want anyone to actually play it. It plays a lot smoother and the UI is just better in general.

It shows you why capitalism is bad and why we should return to monkey instead.

If you want to play it there is a fan translation out there.

Nonce simulator. You defeat the nonce teacher man so that you can go on to date your homeroom teacher (nonce blast). The fans argue about which underage girl is the best (nonce strike).

Akechi is the worst, most cringe character I have ever seen, they turned Reddit into a person.

Morgana is based and they just slander him for no reason honestly.

It's an okay game I guess.