Retrospective: Max Payne 2
Let the bodies hit the floor. (Sometimes the ceiling).
When someone says they're not excited about Max Payne 3 my automatic reaction is to screw up my eyes and give them a hard stare. The statement, and often its calm delivery, destabilises me. Who is this person? Why do they have this wrong level of excitement? The balance nubbins in my ears revolve gently while I'm derailed onto a track several degrees asynchronous from reality. Max is the dearest of all my friends. How can he not be yours?
Perhaps it's a PC thing. Max's heyday was certainly seen in with mouse rather than gamepad, so it's entirely possible that he's more fondly remembered in the Keyboard Kingdom. Or maybe it's a symptom of both Payne games being instigators of great movements in gaming, rather than the classics that continued or ended them with a flourish. After all, the only thing our disgraced cop hero ever really ended with a flourish were the lives of gangsters hit by two taps from his sawn-off - in which case Max would tend to pirouette his body round a full 360 degrees while reloading.
'It's Payne! Get him!' 'He's here!' Ah, memories...
At the time of release both games delivered instant hits of novel gameplay that, as other developers caught up, wouldn't remain novel for very long. The first Max Payne saw the beast of bullet-time slouching towards Brooklyn to be born, while the sequel was one of the earliest outings for fully-fledged physics and cartwheeling ragdoll bodies.
Max Payne 2 was a game in love with gravity - willing go to any length to make things twist, tilt and fall over. Shoot your first crim in the opening hospital scenes, for example, and he'd dramatically collapse into hospital shelves (shelves!) while the camera gently span. In the year 2003 jaws were summarily dropped: a replay in 2012 reframes it as pantomime over-emphasis. The sheer amount of flying street furniture now becomes a third person shooter variation on over-enthusiastic writers getting hot and heavy with multiple exclamation marks.
Max Payne really isn't the only one doing the falling here. Wherever you roam there are bits of wood balanced on barrels that just happen to jut out into your path. Where there are explosive barrels, there are stacked tins of paint. When a man tumbles from a building, he does so onto an unlikely and unsteady outcrop of scaffolding and wooden planks. Much later you'll find a room with a fragile ceiling, its only occupants being an explosive crate upon which one enterprising criminal has balanced ten plastic chairs, four tyres and a bucket. It doesn't take a pyrotechnician to work out what happens next...
In this day and age the splayed legs, the flying bodies and the choral cries of "Get him!" don't make for a refined blend but, god damn, I still love it. It's a Valkyr shot that's kept me coming back year after year. I've probably completed the game six or seven times now - with replays of my favourite levels precariously balancing many tens of hours on top. My fanaticism however, doesn't just stem from its idiosyncratic mannerisms and narration (excellently, and tenderly, skewered by John Walker in his previous retro piece on the original game) that worked so well here - but would go on to add a little too much 'OMG, drama!' to renowned self-obsessive Alan Wake. (A shared acquaintance of Remedy's scenery-gnawing twosome is surely the MS Word mantra of 'Fragment. Consider revising.')
'Max! I love you! But we only have fourteen hours to save the Earth!'
No, what brought me back time after time was an undying sensation of pure, mindless and kinetic violence. It's by and large a fanaticism that first came about on the discovery that iTunes would comfortably run behind the scenes - letting me choreograph my own personal action scenes to a playlist of angry rock or (if I was feeling a little bit philosophical) baleful plinky-plonk schmindie-indie.
There is nothing, it turns out, more cathartic than lifting the body of an evil cleaner up and against a wall with sequential slow-mo bullets at the exact point of climax in Limp Bizkit's Break Stuff. Likewise, listening to the Mad World cover from Donnie Darko and lolling your head in time to the arse-cheeks of a cartwheeling Mona Sax before she obliterates two goons (and a stepladder) with dual-uzis really makes you think about life... and stuff... you know?
My primary reason for writing this Max love-in then (aside from dramatically revealing that my musical taste hasn't developed by one iota in ten years) is simply to address the crowd of people I've discovered who are steadfastly refusing to recognise Max Payne 3 as the most exciting game of the year. (Potentially ever!!!). There are plenty of 'gamier-than-thou' types just itching to inform that Payne's third outing looks like nothing more than running around and shooting. My answer to that is simply: when did awesome running around and awesome shooting stop being awesome? It didn't. The clue's in the over-use of the word 'awesome'.
It's true that this looks to be the first Max Payne game that's sat on a bandwagon rather than leading it. It's also true that 'Fat Max'™ doesn't worry my shrivelled, spluttering adrenal glands as much as he perhaps should. Payne remains, however, one of the greatest and most under-appreciated gaming heroes of all time: part pastiche, part serious and part (grudgingly) self-knowing.
Among Max Payne 2's many triumphs was the best 'it's raining outside' sound effect ever produced.
His world is also a fantastic and unique collision of noir desperation and Captain Baseball-bat Boy irreverence. There is no level in gaming as special or unique as the 2D drawings writ large in Mona's Reality Springs funhouse - whether it's on fire, or you're simply there to wander through its halls and wonder just what the hell is going on. Likewise Max Payne and Max Payne 2's fascination with dreams, and their student philosopher approach to the nature of reality, give the series an ethereal spin unmatched elsewhere.
To me, Max Payne is a bastion of quality - pure and simple. You wouldn't necessarily trust him with looking after your kids - there's a chequered record on that count - but at the same time you'd know that (after a breakfast of whisky and painkillers) he'd find the time to avenge your inevitable death. After all, everyone Max knows generally perishes.
Above everything else, however, the utter joy to be found in Max Payne is simply through picking up the guns of bad guys, and then feeling compelled to give them back. One bullet at a time.
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Comments (67) Latest comment 4 months ago
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The first thing I saw about 3 was some bald guy in a hawian shirt in a jungle.
My picture of Max was broken completely. I was excited about 3 absolutely before I saw anything of it, now i'm very wary about it.
We will see!
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Personally in my top 10 of all time games. Awesome.
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When I first saw MP3 announced I was fairly nonplussed but now having seen some of the tech vids it is back on my radar. The shooting mechanic whilst on the ground being particularly impressive. Shame the movie completely forgot what MP was all about!
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And I think that's why myself and many others saw those screenshots of a bald Max in a Hawaiian shirt, in a bright Brazilian town and said "What the fuck is this shit?"
But now I've seen more of the game my interest has peaked. You start as the Max Payne we know and love, and it's about what happens to him for him to become old, bald and up to his neck in shit in Brazil. Done right we could have a worthy sequel.
Done right.
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I'm not that excited about 3 because I think under Rockstar it will have a different vibe and lose a lot of what made it great. I hope I'm wrong though.
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Been getting excited about the third one but thought one of the trailers was odd when it was going on about making aiming more precise like in fps. On the pc the little white dot and mouse is all I needed to cause mayhem
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I particularly loved the way the stories were told, twisting and turning. Partly being told in flashback, then in the present. Then all of a sudden you realise your right back where the game started only with some game changing plot point having been revealed. For a while Max certainly was the dearest of all my friends & I loved his brief cameo in Alan Wake
However, I'm not remotely excited by Max's third outing. It's not by Remedy, it's not written by Sam Lake & it appears to feature some Bruce Willis look-a-like in a Hawaiian shirt, in broad daylight in a tropical location. How they ever thought releasing screenshots such as those would get fans of the original excited is beyond me.
Personally, I'll sit this sequel out until I've read a review.
PS. Max Payne didn't bring bullettime to the gaming world, Requiem: Avenging Angel did so before it.
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I was very dismissive of bullet time when i first read about the game before its release, but it was just so a great feature.
I - probably like many others were a little worried when we saw what max payne had changed to, seemingly they want to change him into a fat Bruce Willis, but if the game mechanics are still there intact, this could end up being one of the top 10 gaming experiences ever.
Oh and its great to still hear the classic music
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I trust Rockstar to make a good game with 3, but it does look like they've misunderstood the series. It's not that it's in Brazil, but that it's in what looks like a typically real-worldy Rockstar Brazil. Max Payne's set in a surreal nightmare world with apocalyptic weather and television shows that mirror your life and junkies that speak in riddles. There's a fine narrative line the games tread between, well, stupid and clever, and it seems unlikely Rockstar will care to tread it. Looks like good shooting, though.
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/screws up eyes and gives a hard stare.
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Without that it just will not be the same, and I hope Rockstar is aware of this. However I'm sure they are - the question is just whether they can pull it off. Here's hoping.
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Played through Max Payne 1 & 2 again last year. Still both great fun to play. True classics.
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I'm still looking forward to it though. Especially the slow-mo sequences.
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Not sure I agree. If someone game me those games today, with modern visuals and charged me forty pounds.for pleasure,I would not be happy bunny. I.barely thought the games were worth forty pounds back in day. I breezed through them in about seven hours of play, and wondered where the hell the rest of my game was. They were also very much reliant upon the gimmick of bullet time, which.was fun at first, but got old quick
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The game left me with a lump in my throat. I really wanted Remedy to do Max Payne3 and I hope Rockstar treats the character with respect and don't end up turning him into a Michael Mann movie.
Edit: Btw great article.
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To this day, I think it's one of the most well-written videogames of all time, masterfully toeing the line between noir homage and parody. It's so damn quotable, too. I will play anything that Sam Lake (the writer) has had a hand in. The Max Payne tribute in Alan Wake was amazing.
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Best,
Aki Raula
Senior Level Designer / Max Payne 2
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I will have to pull you up one thing tho, what's "gimmicky" about bullet time? Compared to what, is it a gimmick?
Remedy created it and got the balance just right. Many developers have used it since but have tried to do to much with it always adding more and more.
To disregard the Payne games as past there time, not relevant or a gimmick is I think wrong. Weather you like them or not.
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I'm sorry but it'll take more than simply sticking the cello music over the top of a generic shooter copy-pasted from Kane & Lynch to make a Max Payne game.
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It probably will.
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Not really. Max Payne was never more than that anyway. It had nice graphics, but the rest of it was just typical 3rd person shooter with bullet time. The only thing that made it even slightly interesting, was the pseudo film noir twist that they put on it with him whispering about what's going on. I reckon the majority of people who rave about Max Payne are more attracted to that, than anything else. It's just a shame that with the death of Tex Murphy / Under A Killing Moon games, they have very few alternatives these days.
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