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Max Payne 3 | Chapter 7: A Hangover Sent Direct From Mother Nature
Hello! This is the 7th Max Payne 3 playthrough video. It features Chapter 7: A hangover sent direct from mother nature. This episode is *mostly without commentary.
* I decided to briefly include my voice in this video to let the viewers know that a cutscene in this episode is censored (if you've played this chapter before, you'll probably understand why right away) to avoid any problems with the platform. This is the first time I've ever recorded my voice for a youtube channel, so I hope this doesn't make your watching experience too... terrible. It seemed like a great opportunity to train for future voiced videos. For those who prefer non commentary videos: unless something similar happens in a future video in this playthrough, the following episodes will remain voiceless. Any feedback is welcome.
Playlist link: https://www.youtube.com/playlist?list=PLg5clM9-ewObuOJaRKh74QQi8JiCTqVaP
Note: this is not a walkthrough, so I won't be actively searching for collectibles.
Thank you for watching!
In case you are interested in how the editing was made:
- recording: obs studio
- editing: shotcut
The editing on those videos consists mostly of cuts, trims and transitions, used for a few different purposes:
- choosing the best moments from many different tries so you get to see what I considered to be the most entertaining parts of the recorded footage. In the case of this game, I try as much as possible to remove scenes showing that "last man standing" moment. Another use for this is trying to play an action segment in a flashier way or with more precision (trying to miss less shots).
- removing segments where I die or take too much time wandering through the level, improving the pacing of the videos. This is to avoid having the viewer become bored or even irritated by watching me die too often or take too long trying to find where to go next. As a result, it also saves considerable time.
- trying to make the removal of footage or the addition of it as less apparent as possible, sometimes missing by just a few frames. When not possible, a simple transition is used to give the idea of the gameplay moving foward.
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