Tag Archives: Remedy Entertainment

Max Payne 2: The Fall of Max Payne (PC, XBox, PS2)

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When we last left off with Max his life had gotten turned upside down by a new drug in New York known as Valkyr. Junkies on the stuff killed his wife and baby daughter and sent him on a revenge fueled trip into the criminal underworld. His undercover investigation into its trafficking led him to a shadow government organization, known only as the Inner Circle, that promised to bail him out if he could bring the whole Valky production and distrubution organization down. Max was able to accomplish this with a little help from local Russian Mob Boss, Vladimir Lem, his pure grit, and a healthy spoonful of angst.

The Inner Circle made good on their word and through coaxing, coercion, and blackmail Max was found not guilty on all charges and even returned to duty as a detective in the NYPD. Despite all of this, Max’s life is still missing something, his life is a generally empty mess. A new rotten filth has arrived in New York city though. A group of hit-men killing with impunity and preparing for some sort of gang war. To make things even more complicated Mona Sax, an assassin Max got chummy with in the last game, is also somehow involved. Max has got to figure out how these assassins are choosing their targets, what their goal is, and who they’re working for in this modern film-noir detective story — by which I mean, less investigating and more shooting.

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Are you ready to get particularly hard-boiled this evening?

 

History

Max Payne 2 was developed by Remedy Entertainment, a studio basically known for making the Max Payne games. Sam Lake wrote the stories for both of the games — and provided the model for the face texture of Max in the first game (In this game, however, his face is modeled after actor Timothy Gibbson’s face). He would make a pure film-noir detective story without anything too crazy in it — I mean, by the end of it almost everyone has literally survived a bullet in the head but that’s par for the course in film noir.

Max Payne 2 comes with a whole new physics engine, a modified Havok engine to be precise. No longer to enemies drop in the same set 30 patterns, they now properly ragdoll. Objects can also be knocked over or used as cover if the situation allows it. INNOVATION!

Max Payne 2: The Fall of Max Payne was released on October 14th, 2003. It’s competition was Jak II (PS2), The Suffering (PC, PS2, and XBox), and Call of Duty (PC).

Experiences

I played Max Payne 1 when I was but a young-un of 16 or so but I didn’t get around to its sequel until around 2012, when Max Payne 3 was announced. I was so curious about whether the latest installment would be good that I wanted proper context about the events of the second game. I’d had it in my Steam Library, I’d bought it on sale forever ago, but I had never felt truly inspired to play it. I thought I’d had enough of Max’s story. When I was finished MP 2 I decided to actually not play Max Payne 3, now satisfied with MP 2’s conclusion to Max’s story — who knows, maybe I’ll play Max Payne 3 when they announce Max Payne 4.

Gameplay

If you’ve read the Gameplay section of Max Payne 1 then you know everything you need to know about Max Payne 2. A quick refresher though, Max Payne 2 is a 3rd person shooter. The camera is tactfully put above Max’s head giving the player good scope of threats in whatever situation Max might be in. Those situations will probably involve guns and the shooting thereof and that’s some degree of fortunate considering Max’s proficiency with fire-arms — and the quantity he keeps tucked into his coat.

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You’ll need to remember the five Ds of gunplay. Dodge, duck, dip, dive, and dodge.

The big mechanical pull for this game lies in Max’s ability to enter bullet time. With a click of the right mouse button Max can initiate a slow motion dive or simply slow down time and give him the edge he needs in a fire-fight. Every enemy that Max kills an enemy while in bullet time slows the world around him even more, giving him, effectively, more time and making him more capable. In addition, killing an enemy outside of bullet time will refill the gauge a little bit in addition to its slow regeneration over time. This is Max’s major edge so don’t be afraid to use it when things get dangerous.

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Spoilers but not spoilers. Mona is actually playable in some missions and has a sweet Sniper Rifle. Mona: 1 Max: 0

I should also mention that, although there are in game cutscenes, most of the story is presented through comic book panels. Narrated wonderfully by James McCaffrey, he brings the story to life and fills the player with a sense of grit.

The Gush

This game feels overall much smoother than its predecessor. Reloading during bullet time in MP 1 would take Max out of bullet time and into a potentially deadly situation. In MP 2 Max’s reloads in bullet time are replaced by an incredibly slick and equally implausible duck and twirl motion — it’s visually impressive, incredibly stylish, and totally useless but it works and looks cool. In addition, Max simply controls better, making the rare platforming much easier — and dodging bullets… that’s easier too.

The music in this game seemingly took the direction of, “The same. But more and kinda different.” Max’s theme has more polish and the music overall no longer has that sense of deep darkness of the criminal underworld. It presents music depicting a world of much more upper class obliviousness and corruption in its greater production values and more varied instrumentation. In short, I dig it.

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Everything in this game is kind of “The same. But more and kinda different,” including Max’s injuries.

The Kvetch

The whole game Max obsesses about cracking the case. I know that he’s a film noir detective and by that virtue he must solve the mystery and beat up the bad guy but they could have given him a clear reason to crack the case. I guess I can dig it that Max takes this upon himself. But even when he’s figured out what’s going he doesn’t appeal to authority, he goes to solve the problem himself. I know that’s film noir as well but they never present a clear reason why Max can’t appeal to a higher authority or has to shoot, like, hundreds of dudes.

The Verdict

If you’re even remotely interested in a power fantasy in which you can take the law into your own hands, slipp into slow motion, and wipe out a squad of guys without reloading then this game is probably up your alley. It’s available in most locations for $10 or less and I’d say that’s a fair price for a delicious slice of film-noir action. My only caveat is that I would suggest that you play the original game before diving into this one but it generally runs for a mere $5 or less. Although they’re both a little dated, they still contain a mighty shine of that mysterious man who comes from the shadows and will put the night right with naught by his fast fists and his gun.

Next Week: Battle Realms

Max Payne (PC)

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Introduction

Max Payne is a NYPD detective– though not a loose cannon cop who doesn’t play by the rules– who’s wife and daughter are brutally slain at the hands of men strung out on a hitherto unknown substance, codenamed Valkyr. With nothing left to lose Max takes a job at the DEA to take revenge against Valkyr and its distributors, which had been conveniently offered to him only hours earlier– citing the existence of his wife and daughter as reason not to join no less. Framed for a murder he didn’t commit and with his cover blown, he must cut a bloody swath through New York in order to crack the case and regain his innocence. (I like how the developers couldn’t choose just one cop cliche so they went with all of them)

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He knows how to make an entrance.

History

Max Payne was developed by Remedy Entertainment, only the second game they had developed, and was published and distributed by Take-Two Interactive. Development started in 1996, almost just after Tomb Raider’s release. The game is born of “how could we do it better and cheaper” the developers wanted to make Tomb Raider with a better camera, use the 3-D but not let it eat the budget. These desires created a better and more responsive control scheme and the use of comic panels to relay the narrative instead of full cut-scenes.

Fun Fact: Remedy developers shadowed some undercover New York agents (with their permission of course) in order to see what it was really like and take hundreds of photos to help them map areas.

Additional Fun Facts: People think that this game was influenced by the Matrix but since this game was in development in 1996 and intended to use slow motion as a mechanic that is untrue. Although the popularity of The Matrix probably made acclimating to the idea of slowing down time smooth.

Even more Funnerer Facts: Max Payne is loosely modeled after script writer, Sam Lake.

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I wouldn’t call the resemblance uncanny but I will say they both have similar interests in Hawaiian shirts.

Max Payne was released in July 21, 2001 for PC and later on Playstation 2 and Xbox. It’s competition was Baldur’s Gate II: The Throne of Baal (PC), Final Fantasy X (PS2), and Devil May Cry (PS2)– what a golden year for gaming.

Nostalgia

This is one of the first games that had a level I was almost too scared to complete. Each chapter is separated by a dream sequence and these dream sequences are trippy and straight-up terrifying. Most of them are more puzzle than action but they’re all very thematic and make for great interludes to the, otherwise, non-stop action. The scariest part is really the music and sound. Slowed down and pitch altered clips from the game are audible including an infant’s scream that is nearly speaker breaking.

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I’m walking on a trail of blood while it’s raining blood. This is… GREAT!

Gameplay

Max Payne is a third person over the shoulder shooter so it’s all about shooting mobsters, junkies, high grade mercenaries, and shadow government goons and the game does a lot to serve this. The biggest mechanic this game has to offer is Bullet Time. With a simple click of the right mouse button Max can slow down time a bit. This allows him to shoot faster and even dodge bullets. This might sound like it gets old but it doesn’t. The only thing that holds this mechanic back is that the only way to recharge bullet time is to kill enemies and if there aren’t any enemies around then you’ll have to do without until you wax some bad guys.

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Bullet time can also be used to make Max perform slow motion dives, it’s a great way to start a fight or get out of the way of a shotgun blast.

Max moves quickly and responsively so it doesn’t have Tomb Raider’s tank controls. The over the shoulder vision also allows Max to look around corners– this might seem weird but I always assumed that even if Max couldn’t see them then he could still hear them.

When it comes to the killing Max’s arsenal is a little limited. He’s got two different pistols (one of which can be dual wielded and the other of which cannot), a shotgun, an automatic shotgun (But you won’t see those until the end of the game, an assault rifle, some uzis, a grenade launcher, and a sniper rifle, a bat, and some grenades. All of which fit conveniently in his trench coat. It might seem like there’s guns aplenty but they’re all similar.

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Max’s nightmares serve to point these things out.

 

The Gush

The plot in this game is ridiculously good. Pardon me, I mean that it is both ridiculous and good. What starts with a tale of revenge ends with government conspiracies and mad science. It’s rife with betrayals and back stabbing. It’s built like an overblown John Woo movie. Where simple men take matters into their own hands and kill like… 500 guys before the end of the show.

The soundtrack for this game is really good, if scarce. The atmosphere of the brutal winter storm and decrepit buildings make most of the music.

The character’s are wonderfully fleshed out… except for Alex– he dies a little too early. Especially Max, the comic panels really get into his driven head. We hear his doubts, his fears, as well as his grim determination. All of the side characters ooze personality. From Vinnie’s desperate pleas and furious diatribes, to Vlad’s cool demeanor and brash plans. Every once and awhile some of the common thugs will even spout some humorous dialogue.

Those dream sequences. Now that I’m not scared of them any more they still send a chill down my spine. They’re an interesting look into the psyche of a man on the edge.

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Nope, this didn’t get more okay between this one and the last.

The finale is a wonderful test of rudimentary puzzling and gunplay. It’s nice to see a final obstacle that is overcome with the player’s head as well as his weapons.

I love the Ingram weapons. They’re bullet hoses and reload quick. I used to call them the “boss killer” because those things spit out enough lead to keep a boss suspended in his getting hit animation until he’s dead.

 

The Kvetch

This game has a stealth mission. Max gets pummeled and has all of his weapons taken away so he’s got to sneak around until he can find some weapons. I’m all for taking away my arsenal but “sneaking” around when there’s no clear way to do so is confusing. I would get spotted by guys that were back to me because they were turning a corner.

There are a few “plot” holes. Certain characters survive events because the plot says so and that’s sort of weak.

The Verdict

This game is damn good and definitely deserves a purchase on the platform of your choice. It’s 3D shooting at it’s finest and it’s aged remarkably well. I’m not even nostalgia blind for this one, I just see it in my game drawer and think, “alright, let’s give it a go,” and I’m never disappointed.

Next Week: Final Fantasy 8