Max Payne

aka: Dark Justice, Max Heat, Max Payne Mobile, Yingxiong Bense
Moby ID: 4529
Windows Specs
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Description official descriptions

Max Payne was a police officer of the New York City police. On one terrible day, his wife and newborn daughter were killed by three junkies, who broke into his apartment after having ingested a new designer drug known as Valkyr. After the tragedy, Max quit the police force and joined the Drug Enforcement Administration. Three years later, during a raid on a mafia compound that was reportedly trafficking Valkyr, his best friend and fellow DEA agent Alex is killed, and he becomes the prime suspect in his murder. Now Max is all alone in the cold, snowy night of New York. The mob is out to get him. The police are out to get him. The only way out is with guns blazing, because he has nothing to lose.

Max Payne is a third person shooter stylistically influenced by film noir, "hardboiled" detective stories, and Hong-Kong action cinema. Max can perform rolls and leaps to try and dodge enemy fire. The weapons at his disposal range from baseball bats to Ingram sub-machine guns, grenades, Molotov cocktails, and others. A unique feature of the game is the usage of the so-called Bullet Time - a time-slowing ability that was popularized by the first Matrix movie. Activating the Bullet Time slows down everything that happens around Max (including his own movements), allowing for slow, but precise performance of moves to take care of his enemies. A special meter indicates how much time the effect will last, and how long Max needs to wait until it can be activated again.

Cutscenes in the game are presented as comic book-style graphical panels accompanied by voice-overs.

Spellings

  • 英雄本色 - Simplified Chinese spelling

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Credits (Windows version)

253 People (181 developers, 72 thanks) · View all

Reviews

Critics

Average score: 88% (based on 75 ratings)

Players

Average score: 4.1 out of 5 (based on 415 ratings with 30 reviews)

Buy this now. You will NOT be disappointed.

The Good
-BULLET TIME!!! -Story -Smooth frame rates -Excellent graphics -Great editor -VERY easy to modify -Gameplay -Weapons -Levels -Theme song -Textures -Details (cloak sways, particle effects, beer leaks) -Auto adjusting difficulty

The Bad
-Some graphic novel sequences could be acted out in the game engine -No gibbing from grenades -Linear -Level editor takes time to learn -Nightmare sequences -How is it possible to Shootdodge in real life without breaking a rib? -Short

The Bottom Line
A great blend of non-stop action, excellent story, and extraordinary music, Max Payne is one of the best games I have played. Ever.

Windows · by Archagon (108) · 2001

Great game? Yes. Innovate? Yes. Blockbuster? No.

The Good
Much of the game is a great success. I'll discuss each aspect in detail.

"MAXFX" - The "MAXFX" is the engine the game uses, and it was built specifically for this game from the ground up. The detail put into this engine really showcases it's graphical prowess. It's visuals are absolutely jaw-dropping, and the "Bullet Time" effect really lives up to the hype.

Story - Very good, and quite original. It is one of the best plots conceived so far, and the only game that has a better story, in my opinion, is Deus Ex.

Controls - Controlling Max is a lesson in excellence, and designers of third-person games should take a cue from Remedy. It's excellent control all throughout, and performing special maneuvers is a cinch.

AI - The enemies are smart for the most part. They'll toss grenades at you and then back up to avoid the blast, they'll duck behind cover to evade your fire, they'll basically do anything a real person would.

The Bad
Gameplay - The game is very linear. For the uninitiated, linear means the game MUST be played out the way the developers intended, with no hope of any side quests or alternate routes. Compared to games like Deus Ex and it's open-ended gameplay, Max Payne really let down in this area. The bit that is really annoying is every door you come across is locked, unless it leads to a room with ammo or is required to advance the storyline.

In-engine cutscenes - These vary from okay to awful. After jumping off a train, Max lands square on his feet, then somehow does this 180 degree spin, without moving his body, and starts walking off. Shown in FMV or a slide screen, this could've been greatly improved.

Dream sequences - Later on in the game, Max has a dream, and you "play" this dream. You are required to maneuever on lines of blood in a pitch black room. What is the point to this? This has no belonging in a straightforward, brainless action game!

AI - Why's it bad? Sometimes, to get to you, the baddies will shoot their own guys. I witnessed, more than once, a shotgun toting thug but a load of buckshot into his friend because I was standing in front of said friend. The logical thing to do would be to stand beside the friend and fire at me together. I guess not a lot of "logical" equations got programmed into the game.

Bullet Time - Although a great feature that will be mimicked for a while to come, it has it's flaws, and the major one is the game relies too heavily on it. It is nigh impossible to fight without it, as you are almost never matched up one on one, making the slow motion very attractive at all times.

Max himself - Come on! He looks like he's taking a crap and trying to squeeze the rest out! Some facial animations would've been much appreciated.

System requirements - Too steep! Ouch! Pentium II minimum? Sure. Use 640x480 with antialiasing off and all details set to low, and perhaps you could squeeze out a decent performance. If you have anything less than a P3 800 with 256MB RAM, don't expect to get decent framerates or a smooth experience without sacrificing large amounts of eye candy.

Length - I beat this game in twelve hours, seventeen minutes, and thirty three seconds (timed it with a stopwatch). That is NOT long enough for a game lacking multiplayer.

Multiplayer - Fact: Multiplayer extends the life of a game. Max Payne has no multiplayer. You figure the rest out.

The Bottom Line
It's a good game that's worth your money, but after you beat it, it'll collect dust on your shelf. My advice to you is buy this game from Electronics Boutique on a Friday, play it over the weekend, and return it on Monday for a refund.

Windows · by JPaterson (9502) · 2001

[v1.2] Maximize the Payne!

The Good
Review Version: v1.2 - Minor paragraphs added. My grammar sucks.
Game Version: v1.0
Tech Specs Used: Intel Dual Core 2 1.86 Ghz Processor, 1GB Memory, 256MB NVIDIA 7300 LE Video Card.
Difficulty Setting Used: Renegade (finished).
Finished: Yes. Friday, June 6, 2008. 3.52 AM.

Technical Note: Game must be installed in default path to function properly, installing in a different location may cause the game to crash at the start of gameplay.

I first played this game decades ago, when I was still a freshman in university, barely a few hours…and it seems I missed out on something really dang good. Better late than never, I suppose. Ironically, I just figured out Max Payne ie. Max Pain. Doh. Sometimes your brain is slow, sometimes it’s non-existent. Really.

Anyway, about the game.

Now and again, you really need one of those games where you can just…shoot stuff and blow things up. Great stress reliever…a simple outlet for violent instinctual drives, to some of us. Moving on, the only difference between Max Payne as an action-shooter with every other action-shooter on the planet is two things: Style and story.

Style
Style is called Bullet-time™, and you’d think that Matrix really wasn’t that long ago. With Bullet-time, everything comes into slow motion. There are 2 options of “slow-motion” available. The “jump-role”, which is something every action-hero should do at least 1,000 times per second of their lifetime (hehe), or simply stand still and aim and shoot at your hearts leisure. The later isn’t really fun, but the Bullet-time sequence lasts much longer than the jump roll, which only lasts as long as the “jump.”

For people like me who sometimes have really bad reflex instincts: the brain does identify that there’s a really ugly big-ass motherf**ker with an equally ugly big-ass shot gun aiming at your possibly equally ugly face, despite mental commands zoning-in to your fingers, they don’t seem to respond (if they do respond at all) and prefer to shoot the wall, the floors, that flowerpot on the right hand corner of the screen, but not that bloke carrying the shotgun.

With a simple right-click of the mouse to a certain direction (jump-shoot), you have an extra few seconds, to actually aim and start shooting at the dude, or shoot at an uglier big-ass mother**fucker, with an even bigger gun, behind the previous bloke.

Blood splattered on the wall, bullet holes creating new windows in the ceiling…you even hit that flowerpot on the right hand corner of the screen. At this point, the life of an action-shooter is pretty much utopia.

Story
What makes Max Payne – Max Payne, however is not the Bullet-time action (though it's pretty much a trademark). It’s the story: How it is portrayed and how it unravels. The story teller is May Payne himself, using a comic-book portrayal of the unfolding events. Personally for me, on an artistic level as well as on a personal level, this is sooo much-much better than those crappy animations. Even more so, as many of the dialogs within the comic book are well written, as cliché’s in comics are almost always appropriate.

The story itself, well…it’s a simple matter of vengeance, up-close and personal. Max’s wife and newborn child are gunned down. The plot thickens, and Max ends up practically killing everyone. Yay! Despite that shallow synopsis of the story I just wrote, the writers do seem to try to bring the player to a same personal emotional level with Max…to emphasize the “pain” that Max is feeling. The loss, the unbalancing of reality…or in Max’s words: ”The end of the world is only a cliché unless your actually experiencing it…,” which are words II can unfortunately, very much relate with.

This pain, this sorrow, may only be done so with equally supportive dialogs and emotion from Max. Though Max, most of the time while storytelling, does not portray any emotion at all….which only occurs when the pain is “max-ed out” (something no one should experience). Only bits and pieces of rage and despair are frequently reminded to the player when Max remembers his memories of that fateful day. More or less, almost all of the voice-overs, especially the cool-rough voice of Max Payne (voiced by one Mr. James McCaffrey are state-of-the art acting...well maybe just Max. However, one exception: Mrs. Max Payne sounds like some drunk in a sleazy hill-billy town in middle-America. Her voice acting was a constant irritation (even more so than the sound of the baby crying).

The writer also had a lovely sense of humor, despite all those cheesy (but totally appropriate) clichés. One of the best lines for a gamer to read in the game, has something to do about Payne (under the influence of a drug) discovers that:
[1] He is part of a graphical comic; [2] He is part of an computer game.
I intentionally left out the punch-line...something you really have to experience yourself. But as far as the writing goes...it's basically a masterpiece...as far as computer games go, at least.

One minor addition...loved the music during combat.

The Bad
Most of the game mechanics were standard enough. There is however, one very annoying feature that I’m flabbergasted someone didn’t notice when developing this game.

My style of play isn’t like the average teenager who usually shoots first and aims later like Rambo. I conserve my bullets and that means using the U.S. Marine Corp. (I think) slogan: One shot, one kill. Well, since that doesn’t really happen very often, at least every damn bullet should actually hit the target. Thus, I usually take things slow, baiting the enemy and finding myself a nice place to crouch and shoot.

Now this is where you find that annoying little feature. You find out that, Max’s head, his hands, or his gun is blocking the sight between you (the player, not Max Payne) and the enemy target. So you really can’t see very well. Now this is really stupid, especially when you start thinking that you’d rather blow Max Payne’s head off so you can actually see the enemy.

<hr />

I recently remembered something equally annoying...which is something that all action-shooter developers should notice. Though this feature may not be a big deal for everyone, mind you. Do you know is the most irritating thing about opening a door and piling the place into a new ammo dump? Having that stupid door slam right in front of your face - WHAM! Next thing you know, your spelling your name on the door in some unknown Klingon tribal dialect.

This has happened one too many times...the only way to avoid this, is to stand right beside the opened door, so it doesn't close on you (but it tries really really hard mind you). Now when your a action-shooting hero that is more concerned about keeping that door open than actually dodging bullets and shooting the living daylights out of everything in the room...you know you have priority issues.

Last time I checked in the real world, doors don't usually shut by themselves. My mental commands to my room door don't seem to be responding well, so why does every god-damn door in this game (and a lot of action-shooter games) have an automatic closing system? If I was the enemy AI, I would probably be equally pissed. :p

<hr />

Many people claim that the game is too short. Thankfully, I didn’t notice it that much. What I did notice is that the level design isn’t really top notch. A lot of it is going around in circles, and pretty much shallow if not for the story. There aren’t many instances where you can't actually use the sniper rifle with leisure, as using those dual Beretta’s mostly finishes the job, as most of the levels are corridors with enemies just behind the corner.

<hr />

To my disappointment as a “bullet-conserving” psychopath, the number of bullets in this game is a bit over-stocked. There are simply too much bullets to pick up and not enough enemies to kill. Unless you’d prefer the Rambo style of shooting first and aiming later, the overwhelming supply of ammunition in the game, killed most forms of tactical approaches to kill an enemy. No need to use my sub-machine gun when I already have 10 grenades in my arsenal waiting to be used up...and after getting those heavy guns...who uses the simple shot gun again?

I thought this may had to do with the game difficulty, which unfortunately for me was a bit too easy. I really don't understand why I can't play the hardest level...but apparently, after finishing the game and curiously playing the next level difficulty, again I was bullet overstocked... sigh

<hr />

Lastly, there was one part of the game I really loathed. It's the part where Payne is either doped up, or having nightmares. In this setting, Payne enters a dream-world, trying to find a way out. This is obviously story-based...in a bad way. The voice of the baby crying and Mrs. Payne is equally annoying as is moving around and getting lost half of the time. If they made it shorter, I probably wouldn't whine too much about it. It really does get annoying when you play the game a second time around.

<hr />

This combination of story vs. game play strikes me as quite odd. The story is very much mature for a standard action-shooter, however, the game mechanics i.e. ammunition, level design... was seemingly designed for the average doorknob who doesn’t plan out his/her combat tactics (shoot first, aim later). But then again, I probably shouldn’t expect more from a game where the purpose is to shoot things. :p

The Bottom Line
Is it playable? Yes.
Is it playable 10 years from now? Yes.
Do you have to play it? Hell, yeah! Bring on the Pain!

Windows · by Indra was here (20756) · 2008

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Discussion

Subject By Date
XP SP2 Indra was here (20756) Jun 4, 2008

Trivia

1001 Video Games

The PC version of Max Payne appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Advertisement

In England, the game was advertised on hydrants covered with actual yellow police lines with the game's name and slogan on it ("Max Payne - A Man With Nothing to Lose" etc...), just like the game box's cover art.

Bullet time

The origins of bullet time, made famous in the movie The Matrix and as a playable effect in Max Payne, are attributed to Eadweard Muybridge (April 9, 1830 – May 8, 1904), who used still cameras placed along a racetrack to take pictures of a galloping horse.

Cancelled Dreamcast version

Max Payne was initially in development for the Dreamcast up to the point that Remedy demoed the game at E3 in 1998. Despite some more refined character models, the game looks and plays almost identically to the PS2 and Xbox versions of the game.

Development

  • Early on the V drug was not only a mind-warping drug, but also body-warping. It fact it made its users grow into hulking giants with glowing green eyes. In fact, early script drafts deal with super soldiers. There were even work in progress screenshots which shows Max fighting these super soldiers. All this was scrapped as it looked silly and was too similar to Sin.
  • In order to create the game, the developers from Remedy traveled from Finland to New York to photograph the buildings and streets. You can read about their adventure at the 3D Realms website: http://www.3drealms.com/max/newyork.html

German index

This game was put on the German index on 29.09.2001. A short time afterwards, according to a Take 2 salesman, the planned to publish a "toned down" version of Max Payne. It would be cut so it could get a "12+" rating and they wanted to do a German translation including voiceovers. This would allow them to sell it again since it isn't the same as the banned game and even more, it's localized so more people could enjoy it.

The new box art had a yellow "police line" over or under the MAX PAYNE title on the box which stated it was a toned down version. However, this version got canned.

The ban on the game was eventually lifted.

Inaccuracies

Despite all the "realism" put into the game... The "code numbers" given by NYPD officers are completely wrong, according to an ex-NYPD officer (Rich Laporte of gonegold.com)

Music

The music for the game was made by Kärtsy Hatakka, who is also the singer and bass player for a band called Waltari.

References

  • The game features some humourous moments. In one of the earlier levels, there is a room off one of the ledges outside a building. Inside is a guy lying on the ground with a stake in his back, and the letters "BUFF" (with obvious reference to Buffy the Vampire Slayer) scrawled in blood next to him. Max passes a comment along the lines off "I don't even want to know what happened here."
  • In another level, you need a password to get into a laundry room. After finding a low-life to help you out, stand off to the side while he tries to get you in. He's given a first name and asked to give the full name before they'll open the door. The name he has to give is "John Woo", director and king of slow-motion action sequences in movies, an obvious inspiration for the developers of Max Payne.
  • At one point in the game, Max comes across a television show speaking about the Aesir Corporation, and how they are becoming another monopoly like Microsoft. However, because Microsoft is a copyrighted name, the television gives a bit of static when Microsoft is spoken, and the graphic novel displays "*static*" instead of Microsoft.
  • The Dopefish (an enemy from Commander Keen 4, the Dopefish is usually put into games as an easter egg) appears in Max Payne.
  • In the room immediately after Alfred Woden's office, if you shoot a picture off the wall, you'll find a switch. Pressing it will open a secret passage to a room with a Star Trek parody.
  • At some point you will pass by a TV in which the images show a familiar red-curtained room and a flamingo, and the accompanying dialog is all in Twin Peaks style. The music has that hip TP jazzy sound. A man's voice talks about his "evil twin," which of course ties in with the dopplegangers of Twin Peaks. The flamingo's speaking style sounds much like the Little Man in Twin Peaks dream sequences. The flamingo may be a reference to Wild Palms, which included flamingos and is sometimes compared to Twin Peaks. Elsewhere, another TV shows a soap opera with events that closely parallel events in the game; this 'soap opera device' was used often on Twin Peaks. During the Twin Peaks parody portion, the flamingo’s speech is distorted and it is impossible to understand what it’s saying except its final line: “The Flesh of Fallen Angels”, a sort of recurrent motif along the game.
  • Of all the various pop culture references found throughout the game, there is one that probably escapes the notice of most players. In the tutorial level, take a look at the Tar Cafe signs. Their address is listed as "604 All Your Base Are", a reference to the poorly-translated intro of Zero Wing.
  • In the Ragnarock club there are references to the supernatural horror literature of H. P. Lovecraft - the so called Cthulhu Mythos. One of Jack Lupino's books is titled Necronomicon, and one of his personal "spells" mention the name "Cthulhu" as one of the dark gods that he invokes.
  • In Part I, Chapter Six, Max Payne enters a small flat. There is a gun lying on the counter, and a gangster can be heard whistling in the toilet. The toilet doors are locked tight, unless the player picks up the gun, which makes the adversary flush the toilet and come out. This is a reference to Quentin Tarantino's cult movie Pulp Fiction: (Pulp Fiction spoiler) This area closely resembles the scene of Vincent Vega's death, when Butch sneaks into his apartment and shoots Vic with his own gun which he left on the counter in the kitchen.
  • In the first level, Roscoe Street Station, Max overhears two thugs talking. After a moment of conversation or two, a phone rings. The ring tone is The Ecstasy of Gold from the film The Good, the Bad and the Ugly, composed by Ennio Morricone.

References: Self

  • In the skyscraper mission, in one of the elevators, if you stay and listen, you will hear some guards talking about how it would be cool if you could see your moves in slow motion. The guard concludes by saying that he will name this effect Bullet-Time.
  • In one part of Max Payne, the graphic novel jokes about Max being a game (this happens in one of the nightmare sequences).
  • Another humorous moment... In Part 1, Chapter 2 "Live from the Crime Scene", you finally made your way into the bank vault, and the alarm is blaring. If you shoot the alarm (thus silencing it), Max will thank you.. The same happens at one point in the hotel: you must ride an elevator playing some cheesy elevator music. Shoot out the speaker and Max will thank you.
  • Max Payne features a lot of Remedy employees as characters in the game, including screenwriter Sam Lake as Max Payne himself. This led to a very weird E3 2001 showing of the game, since Sam Lake was at GOD Games´ Promised Lot along other members of Remedy with a demo. Everybody was a bit disoriented by seeing Max Payne on screen and his real-life counterpart talking about the title right next to it.
  • In Part 1, Chapter 6, when you're chasing Vinnie, there is a billboard for Captain Baseball-Bat Boy, the comics you see throughout the game.

Version differences

The PS2 version doesn't allow you to quick save during a level unlike the PC and Xbox versions.

Awards

  • Gamespy
    • 2001 - PC Action Game of the Year (Readers' Vote))
    • 2001 - Best Gimmick of the Year (for bullet time)
  • PC Gamer
    • April 2005 - #41 in the "50 Best Games of All Time" list

Information also contributed by AkibaTechno, Archagon, DarkBubble, dasfatso, David Sky, Dreamweaver, Dr. M. "Schadenfreude" Von Katze, Erik Niklas, festershinetop, Juan Pablo Bouquet, Juguryo, JPaterson, Karthik KANE, Kasey Chang, MasterMegid, PCGamer77, phlux, Samuel James Vince and Scott Monster

Analytics

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Related Sites +

  • 3D Realms Site
    The official 3d Realms/ Apogee Website
  • A Rock-Solid Hero for a Rock-Solid OS
    An Apple Games article about the Macintosh version of Max Payne, with commentary being provided by Art Director Saku Lehtinen (July, 2002).
  • Max Payne
    The official Max Payne website
  • Max Payne
    3D Realms official Max Payne website
  • Max Payne Fan Site
    Tips, cheats, screenshots, modifications and links.
  • Official Webpage (Mac)
    The official product page for the Mac version of Max Payne on the publisher's website, which provides a trailer, character information, a profile of the game itself, and purchasing information, among other such particulars.
  • Payne Reactor
    A fan site dedicated to Max Payne - Mods, Levels, Total Conversions, Tutorials, Forums, Cheats, etc.
  • Sound fix for Max Payne and Vista.
    A clever person fixed a bug with Max Payne not playing music and dialogue in Vista. Vista doesn't support the sound file formats used for the playback.

Identifiers +

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Contributors to this Entry

Game added by Derrick 'Knight' Steele.

Xbox added by Brian Hirt. PlayStation 3 added by Charly2.0. Xbox 360 added by karttu. PlayStation 4, iPad, iPhone added by Sciere. Android, Macintosh added by Kabushi. Xbox One, Xbox Series added by Eufemiano Bullanga.

Additional contributors: Macintrash, Xantheous, Kasey Chang, Unicorn Lynx, Jony Shahar, Jim Fun, Frenkel, Sciere, Scott Monster, Zeppin, Patrick Bregger, FatherJack, 64er.

Game added July 19, 2001. Last modified April 4, 2024.