Max Payne 2: The Fall of Max Payne Review
The fall of the PS2 port.
Version tested: PlayStation 2
It's usually pretty pointless looking at the same game across multiple formats; most of the time it's a uniform experience no matter which platform you're reviewing the game on - but not so with the PS2 version of Max Payne 2. If games came with cigarette-style health warnings on them, Rockstar's latest would state boldly: SLOW LOADING TIMES IMPAIR YOUR ENJOYMENT.
Not since Stuntman creaked out onto the PS2 last summer have we encountered a game that the PS2's creaking DVD drive struggles so hard to cope with. You can always hear it grunting in pain as yet another elaborately rendered area is spooled off the disk and into its tiny memory banks. Initially, the only real irritation is waiting for the next area to load, and if you just keep seamlessly moving from one area to the next without dying you'll be aware that the game has to stop to load a lot, but not so much that it's particularly annoying. The most notable occasions when things get a bit jarring are when the many cinematic sequence fires up - there'll always be a jarring pause before the animation gets underway, but other than that the game stays as faithful to the PC original as anyone could have reasonably expected.
Put the kettle on

But what will get on your nerves in the end is the way reloading is handled after a death. For example, on the fourth chapter of part one, Max has to duck gunfire by going from one window to the next via narrow ledges. For some reason it's a far more precarious experience than it ever was on the PC and easy to plunge to your doom. We're grateful for the ability to save anywhere to get around issues such as this, but on the PS2 version you're looking at a 45 second wait every time you reload - and on fiddly sections like this you're maybe looking at a cumulative delay of several minutes if you keep screwing up. Also, the game never automatically saves your progress even when you've completed a level, so if you're feeling a bit cocky - or just absent minded - and find yourself having to replay the last three levels, you'll not be feeling too chuffed. Not only that, such frustration inevitably leads to more mistakes, more reloads, and the longing for the quicksave function of the PC and Xbox.
Inevitably the visuals have taken a significant hit on the PS2 as well. On a smaller TV this degradation might not be so noticeable, but anyone with a big screen monster will be quite astonished at how much better it looks on the Xbox. Not only is the resolution appreciably lower on the PS2, but the intricate texturing that brought the whole thing to life has been toned down, while the moody palette of the original is a murky mess by comparison.
That's not to say the PS2 version looks a disgrace by any means: it'd still be an impressive spectacle if you'd never seen any other version, with impressive character models and Havok 2 physics helping to ensure superbly realistic rag doll animation and a level of interactivity with scenery items not seen before in a PS2 title. I suppose the upshot is that the other versions are just that much better looking, with very swift loading times. It would have been commercial madness not to port this game to the PS2 with its 60 odd million installed base, but Remedy must be wincing at the compromises Rockstar Vienna made in squeezing it onto Sony's console. Presumably wincing at the same time as counting a large pile of cash!
Ignorance is bliss
Completely ignoring the technical issues, the gameplay experience remains intact. The controls map perfectly to the PS2 pad, and pulling off the required bullet time ballet becomes second nature almost immediately. Apart from the aforementioned inability to jump out of a window onto a narrow ledge successfully, the gameplay felt smooth, satisfying and as good an action game as you'll play all year, complemented by a typically over-serious Film Noir tale. But the numerous self-mocking TV interludes featuring Dick Justice, Lords & Ladies and Captain Baseball Bat Boy make it fairly clear that Remedy made the game with its tongue firmly in its cheek.
Like anyone who has spent numerous hours slugging it out with the PC or Xbox version it's obvious we've been spoiled, but the point is that Max Payne 2 is an action title that relies on keeping the player immersed and focused on the game as much as possible. But if you're asked to spend literally 20 per cent of your playing time staring at a loading screen, then that sense of excitement and immersion quickly ebbs away. If it were not for this crippling issue, then we'd probably overlook the scratchy visual compromises as it still looks good enough and plays well - even if it has been made much easier than the PC original (as with the Xbox version). But the bottom line is, if you have the choice go for the Xbox or PC version over this.
7 / 10
You may also like...
-
Mass Effect 3 Demo: The First 20 Minutes
-
Face-Off: Final Fantasy 13-2
-
Retrospective: Star Wars Episode I Racer
-
Why Devs Owe You Nothing
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Game of the Week: Catherine
-
Who Killed Rare?
-
Gotham City Impostors Review
-
App of the Day: Ascension: Chronicle of the Godslayer
-
Face-Off: The Darkness 2
-
Kingdoms of Amalur: Reckoning Review
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
The Darkness 2 Review
-
Grand Slam Tennis 2 Review
-
EA evaluating FIFA Street features for FIFA 13
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
One Piece: Unlimited Cruise SP Review
-
App of the Day: Sir Benfro's Brilliant Balloon
-
Catherine Review
-
King Arthur 2 Review
-
Sony admits "dropping the ball" with Demon's Souls
-
Skyrim patch 1.4 now live for Xbox 360
-
Metal Gear Solid: The "Lost" HD Remasters
-
Mass Effect 3 FemShep trailer debuts
-
Skyrim patch 1.4 performance tip: make a new manual save









Comments (25) Latest comment 8 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
On which, I shall be getting it 1st \0/
Comment below viewing threshold Show
time for a new console.....
Comment below viewing threshold Show
edit: and I even wrote that before your edit
Comment below viewing threshold Show
Comment below viewing threshold Show
And I thought the load times in Tomb Raider 1 were long.
/remembers loading Silent Service from a two-sided tape...
On second thought, perhaps 45 seconds aren't that long
Comment below viewing threshold Show
Comment below viewing threshold Show
I'm talking about Morrowind for the XBox. Not only does the characters look ugly, the animation looks very bad (go arround naked and look to the ground, your torso will disconnect from the legs (not just a little slip neither, I'm talking about very noticeable thing, on the running animation)), but the game is extremely bugged, and, we have the worst loadings ever. I didn't time them, but some can take easly 2 minutes.
That was the most half assed port everyone ever did. I mean, seriously, what is Bethsoft excuse? Why does the game take that long to load? Visuals? Big models and animations? If anything, it might be reading the position of the items you interacted with in the world, but, that is saved on the HDD, so, it can't be that. I honestly think Bethsoft are big jerks. DaggerFall was their best game. Their erratic programming was noticeable with the numerous bugs back then, but I mean, we have Morrowind, which lacks half of the stuff DaggerFall already had (DF had horses; you could climb any wall provided you were good enough; day/night cicles affected merchants (they'd close during the night); you could become a vampires, a werewolf, a wereboard, and there was this HUGE, I MEAN HUUUUGE DRAGON, that took 2 years to be found by a player (since the game was released). The map had also easly 100-500 cities per province, with arround 10 provinces, and 10 times that in dungeons). The clothes in your character could be layered, and they could be pulled up/down
DaggerFall was the roxor. Morrowind is just a small ant on it's shadow. Quite in fact, I'm getting so addicted just by talking to myself that I'll reinstall it today, and play it all night long. URRAH!
Comment below viewing threshold Show
I can put up with long initial loading time (like GTA), but not when they interrupt the flow of the game itself. A 45 second loading wait after you die? That's not funny.
PC version it is then.
Comment below viewing threshold Show
Morrowind was a half decent port of a buggy half finished PC game
Comment below viewing threshold Show
And as for Gauntlet (or indeed any speccy game) - thats always assuming you could actually get it too load. Must have spent more hours trying to load games than actually playing them..and as for the alleged hyperload on Jasper.
Comment below viewing threshold Show
Ah well, ye'd have to be nuts to buy the PS2 version of a cross-format game these days, what's that great british game buying public? You are nuts? Oh well in that case carry on..
Peej
Comment below viewing threshold Show
And the GOTY only hads the 2 expansions, and currects some errors, but it doesn't make a bad engine good. It doesn't make good animations and good player models either... Fable!
Comment below viewing threshold Show
Yes I was thinking of that as I read through the review. other multiload classics were r-type, New Zealand Story and strider. I didnt really have the patience then either! Like Deus Ex on PS2, 45 sec loading times for this really is unacceptable.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
i'm all for the eradication of loading times when they intrude on gameplay, they killed the new broken sword. but that had a +30 second load between each area, and each area was very limited in scope.
that 2 minute intial load was a b1tch, tomorrowind.
Comment below viewing threshold Show
Comment below viewing threshold Show
Come on, get with it or die! Even EA is fed up with your european mess that it dropped online features on several games.
Comment below viewing threshold Show
Oh, and my ATI 9700 Pro has a little bit more grunt than my XBox...win win.
In my oppinion this game is near perfect. I thought the length was right too - I personally have too many games where I have never seen the cool final level...
Comment below viewing threshold Show
Wanna see one example of crapy Bethsoft programming?
In the betas, the game had rain, snow, etc. You might have noticed that we don't have those effects in the final game. They asked why in a interview. They awnsered that the rain would go through houses (simple hit detection), and that stoping the rain from going through houses (once again, simple hit detection), would take much of the processor power. Why would it take that much? I mean, I can make it in 5 code lines tops, provided they have a good hit detection (which they haven't to begin with).
The only thing that looked good in Morrowind was the water. Everything else had been done better and shinier. Look at the main character model, and look at the animations. Enough said. They could at least have tried. Legend of Zelda Ocarina of Time, is much older than Morrowind, and the model is better, and the animations is million times better. This is important in a game like Morrowind, which tries to blend action with exploration (and it fails miserebly in the action side). Look at the animations and flowing hair/clothes and phisics in Fable. Extremly top notch. In a standart strategic RPG (Baldurs Gate for example) animation, and apresentation come after the RPG element. But in a game where you have direct control over the character (Morrowind), the animations become a serious worry (you want to feel good controling the character. Look at Super Mario 64 animation/control - it's perfect, but it only feels that way after much tweaking. And this is important, because we don't want to get bored controling a character)
Comment below viewing threshold Show
Comment below viewing threshold Show