
The Fall of Max Payne
Developer: Remedy Publisher: Rockstar Games
Reviewed by Irony
on 11/6/03
Article
Discussion Forum
First
Impressions:
One
thing is extremely clear in my mind as I write this, still a little
melancholy after finishing Max Payne 2: The Fall of Max Payne: this
game represents everything a sequel strives to be. Created by Remedy,
a Finnish studio with only one game under its belt at the time,
the original Max Payne was years in development, a circumstance
which almost inevitably leads to a poor game. Defying all expectations,
Max Payne was a spectacular success. With its gritty noir storyline,
its graphic novel cutscenes and ground-breaking Bullet Time feature
which allowed you to instantly slow down the action for increased
accuracy, Max Payne delivered on every level, and was critically
acclaimed as a result.
Now Remedy has brought us a sequel which is a more than worthy successor
to the first. Max Payne 2 is an improvement on every level. Remedy
seems to have truly listened to fans of the first game, removing
the onerous jumping puzzles in dream sequences, but keeping and
improving everything that was good about the original.
The only fault I found with Max Payne (full disclosure: I adore
story-driven shooters, whether they be first-person or third-person,
like Max Payne) was its length. It felt far too short, and for every
chapter I played, a little part of me grew sad knowing the end was
near. That flaw mars Max Payne 2 as well, but I think of it this
way (to console myself): when we enjoy a graphic novel, we understand
that its combination of pictures and story will be shorter than
reading a traditional novel. Max Payne 2 is a game soaked in story,
wallowing in the torment of its characters, and the game, like their
lives, always seems too short.
If you're a newcomer to Max Payne 2, I'd suggest you play the first
game. If you don't want to wait, then a short graphic novel is included
under "Previously" in the game's main menu. This fills
you in on the backstory. You play Max Payne, once a DEA agent whose
wife and child were murdered to cover up drug smuggling. In your
single-minded quest to avenge your family, you seek the aid of some
despicable characters, including mobsters Vladimir Lem and Vinnie
Gognitti. You also run into Mona Sax, a hired killer who's after
the murderer of her twin sister. You end that game believing Mona
is dead, shot in the head after helping you. In this sequel, you
discover early on that Mona survived, and is now a murder suspect.
Max has left the DEA for the NYPD, and is leading a desperately
lonely existence into which Mona brings the first signs of passion.
It would be irresponsible of me not to say something about the game's
ESRB rating. Max Payne 2 is a game made by adults for adults. It
is not suitable in any way for children. Set in a noir version of
New York City, the game portrays all the conventions of that genre,
from crude language and sexual situations to unpunished murder and
psychotic rampages. The main character is himself a murderer, guilty
of hundreds of vigilante killings in the original game, yet it is
with him that you identify throughout. This is not to say that Max
Payne 2 is a GTA: Vice City clone; the subject matter is completely
different. Think of it this way: if you wouldn't want your child
to watch Al Pacino's blood-soaked performance in Scarface, you most
certainly wouldn't want them to play this game. That doesn't, of
course, preclude you from enjoying Scarface.
Graphics:
This
is the most beautiful and technologically innovative game available
on the market today. The NYC of Max Payne 2 is a sea of yellow
mist, graffiti on brick walls, buzzing streetlamps, and the shadows
that hide the eyes of men. The game is also the first to truly
take advantage of advanced graphics processors' abilities, including
amazing use of pixel shading, and demands a DirectX 9-compliant
video card. Unfortunately, underpowered computers need not apply,
but if you were planning to upgrade in anticipation of Half Life
2 or Doom 3, now is as good a time as any.
The best technology available can't make any difference if artistry
is lacking, and Max Payne 2 delivers on both fronts. Each location
is distinctive and there are virtually no repeated textures. From
luxury penthouses whose terrazzo floors are smeared with the blood
of recent occupants to an abandoned funhouse based on a canceled
TV drama where cardboard psychos mumble recorded insanities, Max
Payne 2 has gorgeous, richly textured levels. I was transfixed,
watching a streetlamp's reflection slide across the hood of a
slowing car; just one small detail in the visual feast this game
offers.
Two additional elements make the game's visuals a treat: Bullet
Time 2.0, and an unprecedented level of environmental interaction.
I'll talk about these two things in more detail in Gameplay, below,
but in terms of visuals, the improvements made to Bullet Time
are amazing. When your hourglass is full (see below) and yellow,
the Bullet Time effect takes on a different color, more of a sepia
tone, and the artistry of each setting is fully visible, as ejected
shells spill across the ground and bodies pirouette in mid-air.
Your ability to effect the environment lets you tattoo walls and
objects with bullet holes, knock over and destroy incidental objects,
and leave sprays of your enemies' blood across walls. In a word,
the graphics of Max Payne 2 are poetry.
Sound/Music:
The
music, which is incident-sensitive, is flawless. From the sonorous
cello and weeping violin of the main theme to the wonderfully
goofy theme songs for "Captain Baseballbat-Boy" and
"Lords & Ladies" (both TV shows seen throughout
the game), the music is always appropriate, and never an intrusion.
The sound is exquisite. Each weapon has distinctive reloading
and firing noises, objects make noise as they fall over, bodies
slump to the ground with hollow thuds. Every step echoes off the
city's pavement, or clicks across slick bathroom tile.
Let's talk about voice acting: Max Payne 2 proves beyond a shadow
of a doubt that quality professional voice acting is a necessity
in a story-driven game. In order to fully enjoy Max Payne 2, you
have to care about Max and the other characters, which requires
them to be fully fleshed-out by their actors. In both the graphic
novel scenes and the game itself, dialogue and internal monologues
perform this task admirably.
Gameplay:
Those
familiar with third-person shooters like the Tomb Raider franchise
will find Max Payne 2's interface simple, elegant, and effective.
Choosing "How to Play" from the game's main menu displays
the complete keyboard map. Number keys choose classes of weapons,
and you will have both a primary weapon (gun) and secondary weapon
(melee, grenade, or Molotov cocktail) available at all times.
This makes it supremely easy to flush enemies out around the corner
with a well-placed grenade, then pick them off with the pump-action
shotgun as they run screaming from the wreckage.
Bullet Time 2.0 is well integrated with gameplay. You don't need
to learn special tricks to use it; simply press Mouse 2 (default)
to enter Bullet Time, and perform your actions accordingly as
time slows down. You can use Bullet Time for different reasons:
to dodge bullets, to pick multiple enemies off with more accuracy,
or just to look really frickin' cool. Compared to similar "time
manipulation" in other games, most notably Enter the Matrix,
Bullet Time 2.0 is more easily used, flows better within the game,
and enhances the game more. The upgrade from the original Bullet
Time now rewards you for doing well in the game. The better you
do, the faster your hourglass (where you accumulate Bullet Time)
turns yellow. When it's completely yellow, you can do even more
amazing effects, including specific reloading and dodging animations,
in slow-motion.
As mentioned above, character and level design are incredible,
with attention to details like a bobbing ponytail or the flare
of a leather coat as you spin really making the game feel consistent
in tone. Remedy licensed the Havok physics model, which features
"ragdoll" body movement and realistic item manipulation.
Shoot an enemy with a high-powered weapon and watch them slam
back against the wall, or shoot them again in mid-air and watch
their body spin to reflect the impact. Combined with the slow
motion of Bullet Time 2.0, these effects turn the game into a
lyrical ballet of mayhem. Manipulating the items in the environment
means you and other characters bump against boxes, knocking them
over, and signaling your presence to enemies (just as they signal
their presence to you).
The NPC AI is stellar, as it was in the original Max Payne. Enemies
coordinate their attacks, back off when hurt, avoid thrown grenades
(when they can), and use cover to protect themselves. At several
points in the game, NPCs will join you in a coordinated attack,
behaving according to their "personalities". One NPC,
named "The Cowboy", consistently ran into the middle
of firefights like a crazed desperado, while several mobsters
used available cover and shouted obscenities at enemies while
helping Max. The difficulty level is dynamically scalable, too,
at least according to the Remedy website. In other words, rather
than choose from Easy, Medium, and Hard levels of difficulty,
the game adjusts the skill of the enemy AI based on how well you're
doing in the game, how many times you Quick Load, and other criteria.
This all happens behind the scenes, so to speak, so I wasn't really
aware of it, but I was never so frustrated by the difficulty of
the enemies as to become disenchanted with the game.
Once you've won through the game on "Detective" level,
several other modes are unlocked. These include "Dead Man
Walking", an option to play through the game without any
painkillers (without any healing, basically, so the damage you
take is the damage you endure throughout), and "New York
Minute", where speed is of the essence.
Enjoyment:
"Enjoyment"
is such a tough subject with games like Max Payne 2. Did I enjoy
the game? Immensely. I'm heartbroken that it's over, and hoping
there will be many more sequels (although Max has really been
through enough, the poor guy). On the other hand, the game's story
is heart-rending, dark, tortured, and depicts morally ambiguous
characters on the brink of madness. Embodying Max Payne is like
sitting in a tenement bathtub so long that the water is lukewarm
and murky. In a review of No One Lives Forever, I liked the main
character, Cate Archer, so much that I found myself wanting to
do well so I didn't let her down. Max Payne, on the other hand,
is such a lost and lonely man that I wasn't sure doing well in
the game was going to help him; I felt like an enabler. My main
goal, playing him, was to make sure he didn't die. I, like Max
himself, wanted only for him to survive, because I knew there
would be no happy ending. Max Payne 2 is game noir at its finest,
and if you enjoy that genre in film, you will enjoy it just as
much in this medium. The tale told is full of love and betrayal,
loss and pity, and if you immerse yourself in the story of this
game, you might just shed a tear or two, as I did, for the humanity
of it all.
Multiplayer:
There
is no multiplayer feature in Max Payne 2, and given the unique
effects of Bullet Time 2.0, I don't know how multiplayer would
work even if they wanted it.
Overall
Impression:
I've
spoken at length about the game already, so I'll keep my overall
impression short: Max Payne 2 is easily one of the top story-driven
shooters, and in my opinion, one of the best games made to date.
This game has the total package: from the moment you open the
box (DVD-style packaging which should really be the direction
all games go), simple black-and-white art introduces you to the
characters. The graphic novel cutscenes are evocative and stylish.
The levels are well-organized, a good length (I didn't find any
one level tiresome, although I'm particularly bad at sniper levels),
and look absolutely amazing. The camera never became onerous,
and I didn't find myself clipped into a wall or ceiling at any
point. The controls are intuitive and elegant. The writing is
better than some Oscar-winning films of recent years, even though
it's genre-specific so phrases like "It was kissing the mouth
of your dead love, a hole gaping behind her lips ready to swallow
you in darkness," are par for the course. My only lament
is that the game is so short; I finished it in approximately 15
hours. I compare it to being a fan of Alan Moore's graphic novels:
each time you devour one, you feel a little sad because you know
it could be months before there's another. Remedy should consider
complaints about the game's length to be the highest of compliments.
Marketing
Efforts Towards Women:
Max
Payne 2 is that most wonderful of things: a game with a mature
storyline that doesn't emasculate its characters or their emotions.
The game is subtitled "A Film Noir Love Story", and
tells the tail of Max Payne and his attraction to femme fatale
Mona Sax. Much of the art and loading screens in the game show
still shots of Mona and Max in various embraces, usually with
guns prominently held. It's all very much in keeping with the
film noir feel. Mona is a powerfully conflicted character, and
her relationship with Max is never treated cheaply or exploited.
She is formidable in terms of game skill as well, shown as Max's
equal in every respect, and possibly his superior in others (they
both have trouble avoiding getting shot, for some reason). Mona
is beautiful, but her sexual characteristics aren't exaggerated.
She has a body very much in keeping with her profession's athletic
demands, her attire is businesslike. Mona is sexy because the
character is sexy, not because her model is based on a Playboy
Playmate. Seen in that respect, Max Payne 2 might be more refreshing
in its treatment of female characters than many story-driven shooters
to come before it, and its creators didn't sanitize the story's
passion to achieve that.
Official
Site
|