Max Payne "Clones"

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they were all dead the final gunshot was an exclamation mark to everything that had led to this point i released my finger from the trigger and then it was over [Music] you've probably seen this image before it's pretty funny but as a max payne fan it's also sad because i can't do this i can't satisfy my thirst for more with an all-new game having already done that when i was 15. and since then i've played every max payne game multiple times beaten their highest difficulties even went through the wealth of mods i've gotten max payne 1 on my phone max payne 2 on hand in max payne 3 online i don't know get away from me get away i've exhausted these games and will continue to do so but like burnout halo and fear it's a style of game that stopped being iterated upon it turns out the only thing that bring back max payne was max payne and as excited as i am for remedy's remaster with rockstar's riches there's a certain cynicism to the biggest max payne news in years being to play max payne 1 and 2 again but then i remembered there's something max payne related that i hadn't experienced the clones [Music] total overdose was made by a developer that produced nothing of note released by a publisher which never released anything of note at a time when it wasn't anything of note in 2005 max payne was recent enough that its imitators were written up for what they were imitations meanwhile the next generation of consoles was just over the horizon ones that were about to introduce millions of new players to far more influential third-person shooters yet total overdose has managed to retain a small cult following either for carrying the torch from max payne fans or because it's crazy total overdose isn't the most memorable name but the most accurate one max payne survived experimental drugs freezing temperatures bullets to the head and falling down multi-story buildings but was he ever bull charging people into pace fighting armies of the dead or ramming cars into explosive towers max payne two's fire fights were played to the sound of cellos and flutes total overdoses are accompanied by molotovs max payne dual wields mach 10s ramirodu wields machine gun guitar cases from desperado max payne can shoot dodge ramiro can shoot dodge flip off walls bounce off walls do a 180 shoot dodge and rewind time itself and if that wasn't enough he's given a combo meter that's refilled per kill granting bonus health and power ups every three kills and if that wasn't enough these combos are attached to a scoring system that's tallied at the end of each mission granting further bonuses to weapons in your character and if that wasn't enough there's more of these bonuses to be found within an open world and there's an open world one with side missions vehicles character progression bonus points and multiple zones yeah there's a lot going on here so i'm just going to ask the question do these things improve the game no forcing you to drive vehicles with the physics of tony hawk's underground and mandatory side missions doesn't improve a game about shooting enemies in bullet time something that nobody could have guessed let's run these down one by one the movement abilities okay these are actually the best part it is hard not to smile when you're gunning down an enemy one handing an ak upside down and being able to 180 at any time is genuinely useful in a game where enemies are constantly swarming you from all angles while also in keeping with the game's inspirations it's something i would like to have in a max paying game really the problem with these moves isn't that they're useless if the environments rarely facilitate them over a basic shoot dodge half the time i bounced off the wall it was an accident while the other half was pressing the button combo precisely only to find out that particular wall wasn't compatible so this footage has been every time i used the movement abilities i might have even had to record some extra just now because the rest of my playthrough is just the shoot dodge while playing on the hardest difficulty one might have assumed this game's easy because of the auto aim but actually aiming's the biggest challenge of all this circle is more meant to represent what your character is attempting to shoot while watching them miss now there is some method to this madness the developers made total overdose primarily for consoles during a time when the industry were still hiring scientists to dissect bungie's analog controls so rather than ask players to precisely aim with the input of a curling rock they use auto aim and to stop players from picking off everyone from the moon all guns are given a low range to funnel you into enemies but all the logical explanations in the world cannot address the fact that seeing a character aim worse than you can is really annoying if less so than headshots that require you to time a trigger pull perfectly or else the headshot is cancelled and i swear to god this thing is bugged at first i thought lock on cancelling at different rates might have had to do with playing the game on pc in the game not accounting for high frame rates kind of like max payne but it's the same on ps2 so it's often best just to stumble towards enemies tapping the fire button which makes all the extra things ramiro can do essentially worthless i'd say the same for the game's loco moves but that would be a lie using el mariachi on every single boss fight was a big time saver and the golden gun was nice to have when i needed romero to actually hit something i didn't even have to worry about spamming these abilities because of the game's multiplier whenever you chain together a set number of kills you're rewarded with loco moves which given the game's difficulty meant i almost always had two tokens for each of the seven power ups there's not even anything to stop you from using them back to back it would also be a lie to say this isn't fun in the same way modding an ar to fire rockets is fun and it also presents a bit of a catch-22 if you spam these it becomes even easier than it already is but if you ignore them as i did it protracts every firefight that you're rarely in danger of losing oh and that lack of difficulty extends to the score tally not that the rewards from it are so grand i ever strive for the high ratings i got the game's ease doesn't stem from not having enough do wielding weapons or extra bullet time and health bonuses not to mention that in a game that's so short i question its use four hours into max payne i'm due wielding mach 10s because enemies are dropping it in later levels four hours into total overdose i'm due wielding mach 10s because i leveled up my character i'm not saying it's worse i'm asking how it's better what's the difference here apart from the developer not being in complete control of when i have these bullet hoses during the campaign okay not doing so hot then the open world it sucks really bad it's ugly small empty and my legs are longer than this game's draw distance then again that also describes saints row 2 and that's one of my favorite games in fact it also like total overdose requires you to complete side missions before continuing the main story there's a big difference though side missions in saints row 2 involve spraying poo on people's houses throwing yourself in the cars riding atvs and fireproof suits and more hysterical objectives side missions and total overdose involve shooting and driving and shooting and driving i was relieved to find a mission selection menu but it renders this open world completely useless there's no police no unique characters even the side missions aren't integrated into the world you've got a low to each particular level all that's offered are collectibles which given the awful driving platforming and character progression is hardly enticing so yeah the one feature total overdose added that improves the core gameplay is its rewind mechanic from sands of time like that game it does maintain momentum one mistake doesn't set you back though that's also not a compliment it contributes to this game's lack of urgency or even on the verge of death i don't feel any kind of danger for when death occurs i'm right back up anyways with 8 more chances available it's why then i'm not entirely comfortable giving this mechanic a stamp of approval it's more like a band-aid for total overdoses core gameplay consisting of endless lock-on targeting and net enemies with technical difficulties through a chain of shipping containers factories and back alleys with objectives separated by countries and the biggest padding i've witnessed since destiny 1. take this for example ramirez sends a speedboat into the top of a mansion's swimming pool and just when you're torching some rich asshole's estate there's a locked door so you must backtrack to flip a switch and repeat the firefight only to start descending down the man's pier where this level could have just started with the boat you had ascending up to the mansion and it only gets more egregious the objective in this temple is to flip a switch that sends data from a satellite that needs a switch to align it which needs a switch to power its generator a switch for a switch for a switch [Music] i know the options of game writers are often limited to kill a thing defend the thing or press use on a thing but jesus christ if this game were a room it'd be padded solitary it's a five-hour game that feels like 15 and the thought of replaying it makes me sick that's not because it isn't interesting in many ways total overdose was actually an omen of things to come with its open world side missions character progression collectibles and driving there's a whole lot of action games today that very much share this framework but unlike so many games which pave the way for others i don't believe there's anything to pull from total overdose none of its features improve core gameplay which isn't very good in the first place it throws 30 plates in the air and frankly the end result is what i'd expect from the developer of watchmen the end is nine there's really only two things left about this game that distinguish it which i'm not sold on number one it's crazy i remember this game being nominated for gamespot's craziest game of the year award and sure it's got your character flipping off walls with do-wheeled shotguns firing from zip lines and leaping out of moving vehicles but not only is this pretty unremarkable in a post-just cause world it's not even that remarkable for the standards of the time matrix path of neo had a fourth wall breaking narration from 8-bit avatars of the wachowskis explaining to the player directly why the matrix revolutions is now ending with a smith made out of the earth and amp 3 is well and three number two it's uh mexican i'm sorry but this game's about as mexican as i am blasting molotov wearing a sombrero in every enemy screeching pendejo isn't mexican it's what mexico is to a bunch of europeans living in copenhagen because that's where the game's developers were next game one of max payne's obvious influences were hong kong action films from the diving slow motion camera shots and max payne himself name dropping john woo's most famous lead actor so it only makes sense to present a max payne game with chao yun fat himself directed by john woo and that's exactly what midway chicago better known today as netherrealm did just coming off as psyops the mind gate conspiracy a game i really need to cover sometime midway wanted to attach their overtly talented developers with a name that could get them the attention they deserved and just happened to have the connections to ask john wu for assistance the result is a game that's not just impressive for 2007 but even today max payne 3's combat presentation is superb from its bullet trails to the amount of micro destruction in its environment so it says something that a game released when max payne 3 started development is even more destructive midway chicago spent heaps of resources and time to modifying unreal engine 3 in all of their assets to react to the player's fire not just in triggering scripted objects like lamp posts and pieces of construction but chips in the wood wall stack shelves and even concrete floors in certain stages it's overwhelming even to the point of causing the game's visuals to glitch on pc now admittedly i had played this game before on 360 for another video and kind of hated it the framerate couldn't hold steady at 30 to save its life and the fov was disgustingly low i felt like the tv was taped to my forehead but having fixed both of those issues on pc link in the description it makes sense why the xbox struggled midway through everything at this game every level really is like the hospital shootout in hard-boiled there isn't a firefight without some kind of debris dust smoke or particle in the air it is fantastic and the game actively facilitates this chaos and not just its level design but through one of the simplest yet most notable changes this game makes to the usual third person shooter formula there's no reloading yes there's that animation which we'll get to but during normal play every weapon you pick up the pistol shotgun smg rifle deagle lng and rocket launcher don't have a reload and it doesn't come at the cost of immersion because look at this is not reloading really the most ridiculous thing going on and guns still have limited ammo with a two weapon limit so you're actively swapping between whichever tool is most useful in a given fight while letting you hold down the trigger in the most intense fights creating that action movie spectacle dynamically i'm not somebody who is actively against reloading in video games but here it was absolutely the right call and in games like stranglehold it's something more designers should consider you can have contemporary weapons that don't reload it's not a sin what is are quick time events they're not called as such midway gave them the moniker standoffs where you lean left and right to dodge bullets it's dumb to look at slow to play and kills the game's entire pace every time it happens though the reason standoffs exist is because the game has nothing else everything you've seen is stranglehold it's the opposite of total overdose thankfully there are at least a variety of objectives and locations that our previous game sorely lacked while stranglehold's not very impressive in its raw textures and animations the spectacle makes up for it and the different backdrops do present a changing atmosphere and soundscape with you fighting out in hong kong back alleyways and rocky islands along with penthouses and museums in chicago the most notable objective variety are things like strategically placing guitar cases of ammo before each battle blowing up shipping boats in whatever order you choose dodging laser grids in the middle of firefights and best of all biting an army of goons while a jazz band is ordered to keep playing which might be one of the best objectives ever put into a video game unfortunately it's not enough to keep the ceaseless barrage from growing stale it's not that there isn't any flexibility in this sandbox the levels aren't just destructible they're interactable allowing you to swing across light fixtures sliding down staircases run up railings and land on a moving cart controlling its direction that last one was even a scripted set piece in max payne 3 that's completely dynamic here it's also not that stranglehold doesn't keep introducing new things it's that the developer stretches this game harder than quan chi those weapons i mentioned earlier that's every single one of them in three of those the golden pistol lmg and rocket launcher are so rare the game effectively tops at 4 guns a pistol smg shotgun and rifle the most basic firearms in his shooter now that perhaps wouldn't matter as much if these weapons were more satisfying to shoot but really the levels do the heavy lifting and making this game fun because the core shooting is underwhelming not only do the four guns sound kind of weak they're also very inaccurate obviously it's meant to aid the environmental destruction this team puts so much effort into but when the game starts throwing more bullet sponge enemies at you in the latter half rolling the dice with these automatic weapons becomes increasingly annoying especially when the gameplay loop itself isn't evolving in an interesting way the only tactics i developed over hours of playtime was cherishing every golden pistol to clear the worst enemies and learning to spam this game's final distinguishing feature and gameplay tequila bombs a meter filled through stylish kills to power up one of four abilities healing on the fly a long range shot 30 seconds of unlimited ammo and invulnerability and a spin that kills any in the vicinity all of them are useful in the right circumstances and the game's increasing difficulty greatly encourages their use with barrage being the most obvious fun it encapsulates all of this game's strength into one 30 second romp as does the fourth which looks particularly goofy with a shotgun but no more than the jazz band the problem are these abilities like the rest of the game seem very one note we're bullet times an ability that can be used aggressively defensively when you're diving through the air running along or trying to hit that particular explosive these powers are rigid healing save for the brink of death long range takes care of snipers barrage is to grin like a kid with fireworks and the spin is done to skip an annoying firefight there's not much expression personalization or flexibility in the tequila bombs not like there was in chicago's previous game this is particularly apparent later on where the game's method of difficulty and hard is throwing more enemies at you than can be killed in bullet time and because there's no damage resistance when you're low at health like there secretly is in a lot of games an average player must rely on these bombs to win there's also lots of annoying quirks about this game which become apparent at higher difficulties just like total overdose enemies will spawn at a thin air but this time due to poor scripting and placement rather than technical errors and there's times when cutscenes are played for both entire armies and a duo making it possible to waste a tequila bomb for a battle that doesn't exist also this ai oh [Music] it's not good and this is a small thing i know but years ago i complained about max payne 3's clunky footsteps and often used it as an example from whenever i'm talking about unwieldy controls this is the exact opposite tequila moves so quickly it's visually repugnant when you're forced to adjust your movement constantly the guns in doom have more animated frames than your character does i understand it's meant to give me flexibility and movement but all it does is take me back to alpha protocol all in all stranglehold was ahead of its time midway chicago discussed all of this game's unique qualities being paired with open-ended sandbox levels vehicles and their publisher mandating a full multiplayer component up to eight players but the effort in making john woo spectacle interactive was so grand it absorbed the game's entire development the sandbox levels and vehicle segments were never implemented and the multiplayer had to stop being iterated upon mid development to ensure its release date was met it had to sacrifice visual fidelity mechanical depth variety of gameplay and online features to recreate this one scene and they mostly pulled it off but now imagine this game being made today imagine if this game had the fidelity budget and development time of max payne 3. imagine this game's levels and reactivity with modern tools it would be insane unfortunately stranglehold isn't the product of an ideal world but the desperation of a triple a company in its final days and at the very least what they produced is worth playing for the attention to detail alone [Music] the humble developer trend of this video continues with a game by artificial mind and movement now behavior leading up to september 2009 the company made happy feet drake and josh the golden compass diaz lord of the rings conquest yes seen it bright lights big screen and what yeah i don't get it either whether this game's the product of a company going postal after years of movie license ports or a secret passion project brewing underneath the surface there's no information to know all that can be known is what the quebec developer made a grindhouse cosplay now grindhouse is two things a style of low-budget theater home to exploitation films and a 2007 double feature by robert rodriguez and quentin tarantino made as a tribute to them with two exploitation films of their own complete with sex and violence damage film reels and fake intermissions brought to you from your friends at the weinstein company wet thankfully doesn't have that but it's got almost everything else and absolutely nails the grindhouse aesthetic with the grainy filters character designs and portraits as a concept art book wet succeeds with flying colors but as an actual game let's start with a nitpick this is a stock sound effect that's been used for decades it's heard in everything from american movies to open world games and hip-hop albums this ubiquity makes it hard to take seriously but typically games use it as a sidearm now frankly the audio in all these games aren't great littered with shooters that sound more like somebody imitating a gun but what goes above and beyond not only using this sound for your primary weapon it's the only to have decent range high accuracy and infinite ammo with the most useful upgrades including an increased fire rate meaning 90 of the game sounds like this but wait it gets worse wet soundtrack is mostly comprised of licensed music with a big emphasis on rockabilly and punk fast-paced repetitive choruses of distorted guitars in reverb screaming the exact thing that doesn't really mesh with and these aren't instrumentals you're forced to hear the same lyrics in a five minute battle over and over and over and over and over and over and over making me feel like kurt russell and death proof and my issue isn't that the music is too aggressive my favorite band recently have been a british duo called wargasm [Music] [Music] another is an american noise rock group called [ __ ] [Music] i love aggressive distorted overtly edgy music i even enjoy many of wet songs in their original context but as 30 second combat loops with infinite ammo stock sound effect guns i'd rather hear dsync's webcam now it could be part of the grindhouse aesthetic as the rest of this game's sound library is made up of iconic stock effects too but considering the game's dozens of licensed songs and cast of established voice actors it's just as likely the developers were broke and what fuels that theory from me are the areas between these ear bleeding arenas there are gary's mod conversions with more ambience than this there are dev rooms with more ambience than this for annoyed by the stock sound effects as i am i'd rather use them than have no sound at all yet for the environment it is so often not the case and all of that being just about sound sets the tone for the rest of this game's construction but the most evident being that this game doesn't feel good at all max payne 3's curling rock has been replaced with a boulder it's yet another 2000s victim of poor aim acceleration even more so than goldeneye rogue agent where the turning speed varies so much over the tiniest adjustments made to the analog stick you're either over or undershooting a target it's a style of aiming that rewards you for relying on the auto aim that pulls you like a leash especially when enemies are packed together it was understandable during the early days of those men in lab coats camping outside bungie but by 2009 there were no more excuses the only way a company in the ps3 era released with ps2 aiming was if they never made a shooter alright that inexperience is apparent in more ways than one during firefights you're given a multiplier in score tally these points net you currency to spend on upgrading weapons or unlocking abilities such as firing when climbing and swinging personally i don't see the point in locking away your game's unique traits but it's the late 2000s and skill trees are all the rage so i don't really care that much what's baffling is this upgrade screen comes up at the end of every firefight even those ending the stage meaning you'll be prompted for an upgrade go back to the game walk 10 feet and be prompted for the same upgrades after a cutscene has wrapped i didn't edit this footage it's resident evil 6 levels of pacing in fact it might be worse because that game didn't have challenges attached to weapons which you have to complete for the story to progress these flashbacks have nothing to do with the story they're just training for smgs and shotguns they don't even have an alternate firing mode or different ammunition the shotgun is just a shotgun a really bad one at that requiring upgrades to be in any way decent which then deters you from ever touching the other weapons until you upgrade those as well which isn't until hours into the game wet isn't lacking for good ideas that should work on paper combining max payne and devil may cry seems like a match made in heaven but the boring sword combat combined with endless slow motion revolvers evokes those games like this name evokes respect for women if there's anything that should be impossible to mess up in a max payne clone it's bullet time and yet what achieves this rather than being attached to a meter like every game wet attaches bullet time to ruby's acrobatics whenever she's jumping while running or sliding the game slows down built for chaining moves against enemies with no ability to react bullet time was already too powerful in max payne's sequel so for a game to grant infinite slow motion is completely insane yet paradoxically the game seems aware of its own questionable design as levels begin to swarm you with enemies that are also bullet sponges and you know what that means still could be worse you could be playing a bad tomb raider game instead all the interviews kept calling this game an acrobatic shooter as an effort to distinguish this from the cover shooting craze but it doesn't fit because wet's one of the stiffest games of its generation with its 6th gen animations inability to wall run after jumping or just have ruby reliably grab a ledge it can't even use the camera properly insisting on these cinematic shots that just stop me from seeing if ruby's going to reach the ledge which he often doesn't playing discount tomb raider isn't variety but as far as this game goes that's all there is other than stationary turrets the aforementioned challenges and quick time events man i would have really liked to have played this level like an uncharted 2 for the ps3 or pursuit force for the psp which beyond just being dull i also have to question development there's a hilarious compilation of wet's qte failures online and while sequences like the highway are understandably reusing assets lots of the failures are using completely original sequences that ninety percent of players are never going to see and the ten percent who do will just immediately repeat that cutscene again this trend was such a waste and i can't call this attention to detail because if there's anything this game lacks it's detail i'm not talking about the environments although those are very dreary but the little things these intermissions meant to maintain the game's aesthetic and flow appear just infrequently enough to feel jarring every time they happen and they don't cover up loading screens because those still exist every time ruby dies it plays this damage film reel only to then cut to a loading screen and being these intermissions are real drive-in ads from the 60s an era this game has nothing to do with they're not connected to anything you're just playing the game and then there are words men live by words of strength what does it do it doesn't match the loading it's not funny it's not related to the story it's an interruption from the action not a break and none of these advertisements have any connection with what [Music] consistency doesn't extend to just the ads themselves but their placement they appear in empty hallways after cut scenes even in fire fights and here's what this particular ad leads into [Music] [Music] [Music] it's like they're trying to top this this game hurts me and i i swear to god if they gave ruby a harmonica because revvy had one i'm gonna lose my [ __ ] contrary to popular belief a foul-mouthed dual-wielding mercenary tomboy with a four-letter name starting in the letter r isn't automatically a character i like the secret to edgy material music movies anime video games whatever it may be is they accomplish one of two things they mask a deeper complexion that's even more fascinating because of their original presentation or are so charming you can't help but smile at the absurdity wet is neither of these things ruby doesn't have a charming line of dialogue a hilarious action fascinating contradiction or a deeper layer to how she presents herself she's just a brooding gunslinger making the impersonal nature of this game's story fall completely flat i've wanted more franchises to be comfortable returning to complete stories about a character doing their job rather than a saga of their personal lives but wet's attempt at one shows how badly these stories fall without a compelling lead the first 30 minutes of this game is that piece of [ __ ] isn't the case i'm playing connect the dots on a highway because that piece in fact this speaks to ruby's motivation for so many hours in the campaign that when she expresses compassion it was jarring this character has done nothing to establish who she is or what she enjoys which apparently isn't even killing people based on her expression like max payne broods because he came home to his murdered wife and infant daughter that's a pretty good reason i can empathize with that but here there's nothing to go on she's never challenged physically or emotionally and yet is more notable than anyone else in the cast which tells you everything similar to how the game ending on a quick time event boss fight tells you everything i unfortunately can't see what people see in this game even if i adored the soundtrack editing in characters its gameplay is easily the weakest of the three here though when a friend who enjoyed it said that someone should remake it i'm not entirely opposed to that like titles before it wet has all the promise of a good game it just needed a team with the experience and resources to realize that potential which after making this game artificial mind and movement might have learned as it was their first real original product since 1997. lord knows we've seen other studios make quantum leaps within a single ip i'll say this about ruby her character writing and personality is insultingly awful but her character design is fantastic one that could easily become as iconic as the action heroines that inspired her if put into something more notable the same goes for this game's combination of max payne tomb raider and devil may cry it's ripe with potential for someone to iterate and remedy the error of this game's ways and most importantly be the most unique of the games we've looked at rather than be at best what people called all of them back then an imitation [Music] honestly part of my lack of uploads was willing myself through these games rather than do anything else and writing about them is even more difficult because they're so simplistic painfully so core gameplay consists entirely of holding down the trigger in slow motion with only gimmicks to compensate it's just one thing there's no enemy variety no notable set pieces no memorable levels no evolution and style of play just an endless barrage of gunfights and i know what everybody's thinking i just described max payne and they're correct in the same way they're correct to say burnout and gran turismo are both driving games call of duty and arma are both military shooters and mario and limbo are both platformers you know what none of these games have an equivalent of max's nightmares mona's fun house the police station the cemetery grandma with a shotgun airport shootout matrix lobby nightclub character swap the bar killing tv shows rag dolls good writing or underground kink dungeons which not only connect to the plot but is the secret catalyst to this entire franchise's origin story max payne is an emotional roller coaster it makes you feel more than one thing you're sad for max's grief you're laughing at a sarcasm you're terrified by his nightmares you're grinning at the tv curious about the conspiracies intrigued by mona disgusted by vinnie mocking vinnie pitying vinnie and going through everything regarding vlad even the weakest game narratively still has a strong sense of pathos through its phenomenal voice acting and music these games didn't have the biggest gameplay variety but made up for it through variety of context total overdose stranglehold and wet might all have more mechanics than max payne but in terms of mood they're each a one-trick pony desperately reaching for disconnected systems to make up for a lack of emotional variety and you don't even need to accomplish this through storytelling just altering the colors and changing the music goes a long way to making a sequence memorable you don't need to have more than one thing you don't need to be more than one thing you just have to make the player feel more than one thing because none of us are just one thing [Music] as it turns out total overdose and stranglehold are on sale right now and through my gog link in the description you can buy them while also supporting the channel speaking of which patreon has been overhauled with multiple new bonuses for multiple tiers for just one dollar patrons have early access to videos as well as a following post mortem after launch in addition to weekly recommendations and having your name listed here and for discord i've been hosting multiplayer sessions on saturdays where we've so far played max payne 3 bioshock 2 splinter cell blacklist driver san francisco titanfall 2 doom far cry 3 and ricochet to those who've ever donated and continued to thank you my work genuinely wouldn't be possible without you assisting with the ad rep also speaking of which when will you decide that the ad revenue is better as a pornhub creator and transition your thoughtful gaming analysis there i've seen the comments on pornhub they seem to discuss gaming an awful lot there so it might be a wise investment what kind of animal or creature from any video game would you want as a pet any dog they listen to all commands and i don't have to pick up their poop will you ever play a persona game i've always wanted to try one it's not the systems that stop me it's the time like jesus will you ever be a persona game no will you ever be a person no will you no will no w no question mark no upside down question mark sure what is black lagoon ray i love you right back at ya why are most of your discord members absolute lunatics that put bread in the fridge it's a profitable niche are you a hidden genius yes what do you smell like gamer what are your thoughts on jrpgs they're too long i bet these questions would not be answered stop rey you violated the law that's the wrong [ __ ] guy what's your favorite race car is roller drone the next best thing in the realm of max payne issued yes i should have played that instead of playing these [Music] you
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Channel: Raycevick
Views: 724,431
Rating: undefined out of 5
Keywords: Raycevick, CuHnadian, COG, connected, COGconnected, review, analysis, years, later, max, payne, remedy, rockstar, remake, total overdose, wet, stranglehold, john woo, chow yun fat, hard boiled, rollerdrome, saints row, max payne review, max payne analysis, max payne retrospective, total overdose review, total overdose analysis, total overdose retrospective, uncharted, uncharted review, gears of war, gears of war review, hong, kong, halo, max payne 3, max payne 3 review, retrospective, wet review
Id: vPmr6KgM1OI
Channel Id: undefined
Length: 45min 0sec (2700 seconds)
Published: Sat Sep 03 2022
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