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)

The first of a kind. Max Payne is just a must-have.

The Good
The worst snow storm of the century punishes the city of New York.
Suddenly, sirens start to howl in the night. Police cars, vans, choppers; every last law enforcement resource seems to have been summoned to attend an emergency at the Aesir Corp. magnificent headquarters building.
At the top of the building, a man stands with a heavy piece of weapon in his hands. His eyes stare into the sky. He looks like the man who finally reached his long-searched goal.
It's over. They are all dead. <center></center> Three years ago, Max Payne was an example of a detective in the NYPD. His life was good. He had a job he was proud of, a good group of tuesday poker friends, a beautiful recently-born baby girl, a lovingly caring wife... He even decided to quit smoking. "It's bad for the baby" he said to his best friend, Alex.
Max Payne was a happy man. His life was the American Dream come true.
But dreams tend to get ruined when you less expect it.
<center>
</center> One day, Max came back home, as usual, only to be greeted by a haunting silence. On the wall at the receiver, a foul graffitti, the icon of the junkies to the latest designer drug, Valkyr.
The house looked like a tornado just went over it.
The phone rang. Max picked up. A woman asked "Max Payne?". Max desperately asked for help, but the woman hung up.
Max rifled upstairs, hearing his wife screaming. He entered the baby bedroom —she was laying on the ground, covered with a bloodstained sheet... dead.
Two junkies attacked him, he got rid of them, and bursted into his bedroom. One more junkie he quickly disposed of... and then he saw her. His wife. On the bed. Dead.
Everything shattered in a New York minute.
<center>***</center> Max left the NYPD and joined the DEA. He went undercover inside one of the biggest mafia families of New York.
His goal: to uncover the ones behind the Valkyr drug manufacturing and dealing.
His only motivation: revenge.

So, what's the good about Max Payne, you ask? Well, let me think... —EVERYTHING!!

Hum. OK, let's bring it down a notch.

In the first place, I will have to say: the GAMEPLAY.
Max Payne is a 3rd-person perspective shooter. This is just like a FPS (namely, DOOM, QUAKE, HALF-LIFE, et cetera), but you get to see your own character on-screen too, which allows you to have a much more complete control over your character's actions.
I've been involved in endless arguements with friends after playing Max Payne, and I just keep stating that FPS's are dead: Max Payne is the first of a kind, as WOLFENSTEIN 3D was in its time. To me, Max Payne represents the logical evolution of the FPS. Period.

If not for the bullet-time feature (which I'll get to in a second, stay on me), the game develops a whole new level in character control interface. Getting into a crossfire won't be the same after having the Max Payne shootdodge feature. Regular FPS's will just give you the sad and obsolete strafe move, which seems to be stone-age old , now I've seen —and played— Max throwing himself to the ground in slow-motion, dodging enemy fire while still able to shoot, and even turn in any direction.
I remember I played NO ONE LIVES FOREVER after playing Max Payne, and every time I saw an enemy rolling on the floor dodging my bullets, and I was bound to the stupid strafe and nothing more, I couldn´t help but thinking 'Hey! I want to do that thing too! I was able to do it in Max Payne!!'

Now, bullet-time.
This is one of those cool features one could call gameplay-candy
While it's not strictly necessary to master it in order to beat the game, bullet-time adds a lot to the gameplay, making an otherwise quite linear experience into something full of possibilities.
But what IS bullet-time?
OK. Did you ever see the movie The Matrix? Or any recent John Woo movie? Or any action movies released after 1999?
If so, you might be familiar with that thing where the pace in action sequences is slowed down, and the camera makes a lot of fancy pans all over the place... Well, that's it. When you activate bullet-time, the world is slowed down, and you get to play the whole scene in slow motion, becoming able to perform all kinds of fancy acrobacies, including dodging bullets.
No matter how many fights I got into, I just wouldn't get tired of getting surrounded by these thugs and experimenting new ways of performing groovy action scenes with the help of the shootdodging and bullet-time.

The STORY of the game is very good. It doesn't exactly innovate, or surprise (come on, we all saw those plot twists coming), or anything for the like, but it makes its job fine. It could become an action-driven-police-thriller movie any day of the week.
The main events of the story are told through comic strips which fill the space between stages, and by short interventions of Max himself as a V.O. during gameplay, a la film noir. The drawings in the comic strips are great, and dialogues are cleverly written, with lots of beautiful film noir cliches including dark metaphors and some black humor.
One thing to note —in case you didn't notice it with that intro above— is how CRUDE the story is. From the intro sequence where you know this can't end up in anything good, to the shocking murder of Max's family and his best friend, the developers won't save resources to make sure you'll fell so desperate and impotent, that you will want revenge as much as Max does.
Some of the stages are actually nightmare sequences, full of dark surrealism, adding even more interest to the storytelling, and making sure not even asleep will Max have a moment of rest.

The GRAPHICS have a fairly surprising quality, considering the age of the game. This makes sense once you learn this game was based in the MAX-FX engine, which is the same in which most of the DirectX 8-class 3DMark 2001 benchmarking utility is based. A game based on a benchmarking engine by definition has the potential to stress the current generation video cards to the max.
You can raise the details level in order to bring on bump-mapped background textures, complex particles, lighting effects, and what all not. If you have a powerful video card, Max Payne's visual are nothing short of stunning.

The SOUND of the game doesn't exactly shine, but it tags along fine. You will need a surround system to fully enjoy some of the amusing dialogues that your enemies are constantly having before they notice your presence, because those kind of distant sounds just don't show up in normal speakers.

Regarding REPLAYABILITY VALUE, Max Payne uses a pretty old yet totally valid trick: once you beat the game, several new difficulty modes are unlocked. Instead of just making the exact same ride a little harder, gameplay itself is slightly modified. There is one mode called "Dead On Arrival", in which shots are as lethal as in real life, meaning that one single gunshot takes down a person, even the player. Another mode is called "New York Minute", and it requires every stage to be completed in one minute top, otherwise it's instant Game Over. One more mode, sets Max in a fancy looking lobby, under a constant un-limited bullet-time mode, and with a shitload of weapons and ammunition to pick up. Then a lot —and I mean A LOT— of badguys enter the scene. Guess what comes next.

Finally, even though the game is a linear ride, there are a number of easter eggs scattered throughout the game which add just a little more to a really well rounded up package, and might make worth paying attention to the details. I loved the TV announcement of this 'Adress Unknown' show with a weird dream-like monologue involving a flamingo, a doppelganger, and clear references to the TV series Twin Peaks.



The Bad
I find it hard to say something bad about this one, I just LOVE the game. But let's see.

We could point to the linearity thing.
The game is kind of linear...
OK, it's INSANELY linear. It's as linear as a game can be. It's as linear as a ruler. All you're going to do throughout the whole game is enter a room, kill every last thug you find there, go through the only door that opens, which will get you into another room, where —you guessed it already— you'll need to kill every last thug, so one and only one door opens...

As hungry for revenge as Max (and us) are, one could for sure thank a little more of options. Maybe some adventure, maybe some choose the way, some kind of non-violent interaction with NPCs, maybe at least some secret areas...



The Bottom Line
As simple as the formula is, Max Payne is just two steps from PERFECT. Even its linearity isn't much of an issue with the whole new world that the shootdodging and the bullet-time mean. I just kept asking for more rounds of thugs to come in, just for the sake of reaching new levels in action-packed crossfire scenes.

Max Payne is not only a great game, but a step to note in the developing of action games. I just can't stand another shooting scene without being able to shootdodge a la Max Payne. To my eye, FPS's are dead: Max Payne paved the way to a new era.

In a special note: if you liked the game, be sure to get the Kung Fu mod by Kenneth Yeung ( http://kungfu.maxpayneheadquarters.com/ - [email protected] ); a small 5 MB baby which turns the game into a WHOLE new experience. Like its name implies, Max gets close-hand combat kung-fu abilities —including wall-walking.
Another must.

Windows · by Slug Camargo (583) · 2003

Max Payne is still a great game on the PS2, but technical issues creates some setbacks.

The Good
+ Great soundtrack
+ Great storyline
+ Excellent storytelling
+ Bullet Time works with ease
+ Easy-to-learn level design


The Bad
- Stripped down levels
- No quick-saving abilities
- Rough, unstable framerate


The Bottom Line
Presentation: 95/100
The storyline is told through narration and graphic novel panels, but the panels do not appear one at a time like on the Xbox version; instead, all the panels appear all at once. There's also no DVD player-styled controls for novel cutscenes that appeared on the Xbox and PC versions. The only thing better about the graphic novel panels is the font for the dialogue text, as they appear with more bold letters with upper and lower cases.

Graphics: 74/100
The texture quality is noticeably reduced, and the framerate is unstable. There are times where the framerate is either sharp or nearly unplayable. The framerate on the PS2 version is somewhat jittery in general, and there are only very few times where this can affect the gameplay. If you've played the Xbox/PC version before this, you'll notice that there's a reduced amount of character models, therefore you'll end up killing the same looking guy over and over.

Audio: 90/100
The soundtrack is excellent and most if not all of the dialogue is there. Practically nothing has been stripped down or removed from the PS2 version. The sound quality on the PS2 version seems to be somewhat higher than the Xbox version, or a least that's how I heard.

Controls: 88/100
The controls on the PS2 version are translated well. The L1 button does Bullet Time with Shootdodging, L2 does Bullet Time without Shootdodging, R2 jumps and R1 fires your weapon. X performs actions and zooms on a sniper rifle, Square reloads, and Circle makes you use a painkiller. Painkillers will heal Max, but the healing will take seconds for it to be in full effect. The weapons are divided by classes and can be cycled through using the directional buttons, pressing R1 will equip the weapon that's highlighted. The PS2 version has an extra ability where pressing Triangle will make you switch to your best weapon, which can turn out useful at times. The walking issue is still on the PS2 version, also the PS2's analog sticks are stiff and shifty to work with, meaning that used controllers can end up with Max moving by himself until you wiggle the analog sticks.

Difficulty: Dynamic
The easiest difficulty can feel challenging at first, but after you beat the game, the Fugitive difficulty won't be as difficult. The Hard-Boiled difficulty is described as hard, but it's practically the same, hard at first, but feels easier after. Dead on Arrival is legitimately difficult, even you beat the game. New York Minute is where you have to beat each level in a minute. Ingame cutscenes and graphic novel panels pause the timer and killing bad guys will buy you some more time.

Gameplay: 90/100
The gameplay is different from typical shooters, as it is the first game to use Bullet Time, inspired by the films directed by John Woo and The Matrix. Bullet Time works like this: when triggered, everything slows down, but you can aim in real time, giving you the advantage over your enemies, using the Shootdodge maneuver will help you dodge bullets with ease. The AI's capabilities are prescripted and could put up a fight, but they don't react to hand grenades. Unfortunately, the level designs are shortened down, some even to the point where a size of a level is unreasonably short. The PS2 version does not have quick-saving abilities, the game automatically saves at the beginning of each level.

Overall: 82/100
Max Payne isn't a lengthy game, as there are 24 levels that are divided each. There is no multiplayer, which is forgivable, and also considering about how would Bullet Time work in multiplayer. If you aren't able to get this game on the Xbox or PC, get the PS2 version without too much reluctance.

Score: 82/100

PlayStation 2 · by SamXNE_997 (167) · 2015

Max Payne on the Xbox turns out to be well done with only a few hitches.

The Good
+ Great soundtrack
+ Great storyline
+ Excellent storytelling
+ Bullet Time works with ease
+ Easy-to-learn level design
+ Autosave and quick-saving abilities


The Bad
- Stripped down levels from the PC
- Some visual glitches
- No level selecting


The Bottom Line
Presentation: 95/100 Max Payne is about the title character where he is looking for revenge after the death of his wife and newborn baby daughter. The great film noir storyline is told through graphic novel stylised cutscenes and narration.

Graphics: 90/100 The texture quality looks great with smooth framerate. The character models can look a little blocky. Bullets can also be seen flying through the air in Bullet Time with very high amount of details.

Audio: 90/100 The soundtrack is excellent. Max narrates his story well. Audio transitions while moving from one area to another can be sloppy at times.

Controls: 90/100 The controls work well with the Xbox controller. The left trigger enables Bullet Time and Shootdodging while the right trigger fires your weapon. The directional pad allows you the cycle around your inventory with ease; the left and right buttons switch groups, while up and down switches weapons within a group, and press the right trigger to equip your weapon. The only flaw with the controls is Max's lack of ability to walk, as Max constantly moves at a running pace; and there are also parts in the game where you have to get from one place to another by getting across narrow beams or grounds.

Difficulty: Challenging but just right The easiest difficulty can feel challenging at first, but after you beat the game, the Fugitive difficulty won't be as difficult. The Hard-Boiled difficulty is described as hard, but it's practically the same, hard at first, but feels easier after. Dead on Arrival is legitimately difficult, even you beat the game. New York Minute is where you have to beat each level in a minute. Ingame cutscenes and graphic novel panels pause the timer and killing bad guys will buy you some more time.

Gameplay: 95/100 The gameplay is different from typical shooters, as it is the first game to use Bullet Time, inspired by the films directed by John Woo and The Matrix. Bullet Time works like this: when triggered, everything slows down, but you can aim in real time, giving you the advantage over your enemies, using the Shootdodge maneuver will help you dodge bullets with ease. The AI's capabilities are scripted and could put up a fight, but they don't react to hand grenades. The level designs are shortened down, and some levels are shorter just to make the levels after them longer. This game also has auto-saving and quick-saving abilities, where the game automatically saves at the beginning of each level. You can also use quick-save or normal saving while in a level.

Overall: 91/100 Max Payne isn't a lengthy game, as there are 24 levels that are divided each. There is no multiplayer, which is forgivable, and also considering about how would Bullet Time work in multiplayer. This game is recommended to buy.

Score: 91/100

Xbox · by SamXNE_997 (167) · 2015

[ View all 30 player reviews ]

Discussion

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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

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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 +

  • MobyGames ID: 4529
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Contribute

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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. Macintosh, Android 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.