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 416 ratings with 30 reviews)

As close as you will come to "play" an action movie

The Good
The style is evident, from the over-the-top dialogue ("the sun went down with false bravado...") to over-the-top gunplay (everything from Striker auto-shotgun to grenade launchers). The graphics novel interludes gives that stylized art that calls attention to itself. The plot... completely over-the-top as well... From shooting crime bosses all the way up to government conspiracy, even has a few elements of X-files and Twin Peaks... And boy, is bullet-time fun...

The Bad
The style can be too over-the-top for people. There's plenty of blood (heck, EVERYBODY you shoot leaves a puddle of blood, some more than others). The plot is also full of cliches (government conspiracy, Mafia "wiseguys", etc.), even has an evil twin thrown in the mix! In the final levels, the game becomes quite difficult (and that was on the LOWEST level of difficulty!) when you're assaulted by guys in bullet-proof vests armed with the latest weapons. There's usually no room for you to hang-back and pick them off one at a time. It's usually full-speed ahead guns blazing. No saved-replays of your "best" shots.

The Bottom Line
Max Payne is about as close as you will come to "play" an action movie. It may be short (but then, so are most action movies), it may be a bit trite and cliche (but then, so are action movies), and it may be over-the-top (again, like action movies) but it sure is fun.

Bullet-time effect as implemented in the game is a brilliant innovation in action gaming. As you're still able to aim (in real-time), if you have a good mouse or controller you can pull off action-hero style diving shots with side-dives (shoot-dodges) or just "plain" bullet-time like the way Neo went through the lobby in the Matrix. Of course, BT is limited and you can't keep using it (you get more by killing more bad guys).

Being third-person, this game lets you admire your own moves while evaluating the enemy shots. As each bullet IS modelled individually, this can be very important to decide which way to dodge. However, the viewpoint sometimes makes it impossible to see what you actually want to shoot, esp. in constrained spaces like in a doorway or against the wall. Still, it is possible to see "around" corners and that's part of the gameplay.

The game has a way to "leading" you through this one-way maze without making it too evident. There LOOKS like plenty of doors, but only a few of them are functional, and even the doors that seems to lead to alternate paths actually just provide a few more goodies (pain killers, ammo, etc.) for you, and you'd have to backtrack to the main path.

Occasionally when you come to an important dramatic point (come across TV or radio or paper on desk) you get a graphic novel update of your situation, like the police has joined the chase after you, and so on. While it adds to the atmosphere, it also breaks up the rhythm of the action.

The game is quite user-friendly. There are unlimited save slots, as well as a quick-save and quick-load buttons. When you die, you get a choice to reload from the most recent save, and you only need to press one key to load it. This makes you want to retry that part of game again immediately... Wish all games can do that.

The game runs tolerably on older computers, but if you can crank it up to maximum eye-candy, you're in for a full cinematic experience... Shoot a group of bad guys and sometimes that last guy's death will be replayed in slo-mo... Too bad you can't save that to savor over-and-over again... Expect to see realistic shadows, rag-doll physics (not REALLY implemented, but pretty close), and more.

There are occasional situational puzzles that forces you to figure out what to do next, but usually they aren't very hard, as mostly they involve jumping from one to another, or in some cases, shooting things. The solution for the final takedown was pretty ingenious as well.

Overall the game is short, about 10 hours at most. Still, it's one INTENSE 10-hour ride, and one you'd likely to savor over-and-over by going back for the higher-difficulty levels, as well as discover the secrets that lies within... There are quite a few hidden rooms and such for you to find.

And it's NOT really possible to describe the elation you feel when you pull off that perfect diving shot... Just imagine that you noticed 3 bad guys talking around the corner. You arm the grenade launcher... And you did a diving jump... Lobbing a grenade into their midst... They go "what the..." then the grenade goes boom, tossing them in all directions... You take a breath, then shots bounce off the wall behind you... Another group of bad guys to shoot...

This is one heck of a ride, so enjoy it.

Windows · by Kasey Chang (4598) · 2003

Max Payne is one of the greatest action titles of our time.

The Good
Max Payne was an innovative and unique action title for its time. Sadly, its gameplay draws such as bullet time have been worn and torn so bad that if you describe Max Payne to a modern gamer who missed it first time around they'll simply go 'meh, its been done.' Even I for awhile was so worn out from games with bullet time and "John Woo style" gameplay mechanics that I dismissed Max Payne as dated. But a recent playthrough proved to me that this game is just as good as it ever has been.

For the year 2001, Max Payne was an absolutely eye popping game. These were the early days of full 3D acceleration, yet MP actually looked better than almost every other game on the market, better than Unreal, better than Quake 3, and so on. The detail and animations were exquisite, and high poly character models and environments were used to great effect. Its still satisfying to tear a room apart with bullets and as the dust settles make out piles of bodies lying in blood and brass bullet casings.

Developers love to use the term "Cinematic gameplay." This term has been around ever since the early days of CD when a fad of "interactive movies" came about. These interactive movies had little gameplay value and were often very poor. One of the only truly good interactive movies was the revolutionary laserdisc title, Dragon's Lair and it still had little 'play' value but it was saved by an entertaining story and visuals. But when the developers at Remedy called Max Payne a cinematic experience, they weren't bullshitting around this time. This is as close as you will get to being in an action movie you can actually interact with. Somewhere between "Sin City" and... well, John Woo movies the game is a third person shooter that allows you to use various weapons as well as the now cliche Bullet Time. But even after the glut of bullet time games, Max Payne is still one of the few games that does it right. It can really save your hide, and it looks cool seeing all the bullets, droplets of blood, pieces of plaster, all in slow motion and the "Shoot dodge" moves, which allows you to do slides, jumps, etc. to dodge while shooting in bullet time is still cool and the tight controls make it intuitive and fun. A sort of trademark of 3D realms, you can interact with most objects in the game whether they are important are not, and it is encouraged as you never know when you will find that extra bullet or the much needed health pack (Or in this game, pain pills. Why do so many games interpret pain medication as health? I suffer from arthritis and have pain pills, and sure it helps the pain but it doesn't heal me) and of course there are various jokes or evidence pieces that will help the story come together.

Speaking of the story, Max Payne tells a good one. It's done in a kitschy Noir style, and while this method of story telling as well as the voice acting can be somewhat silly at times, once you get used to it there's a great story that unfolds gracefully and has many satisfying twists and turns.

Guns sound realistic and are fun to shoot.

The AI isn't a push over. Although they are scripted, they can fight back well and are pretty harsh and brutal at times. Bullet time can sometimes be the only way that you can trump a gaggle of baddies, Remedy definitely realized that even a cop isn't going to be superman even if Bullet Time is a somewhat strange power when taken in or out of context.

The MaxEd tool available for the game is surprisingly easy to use and both my wife and I have made some homebrewed levels and campaigns, and it doesn't require a ton of hard coding knowledge to make a well detailed level.

After beating the game, various new modes are unlocked and they are more than just tougher difficulty levels. They change the game in various ways, and there's even a mode built for speed runners called New York Minute. If you're into speed running, try New York Minute, just prepare for the game to hold your balls in a vice grip because its pretty damn tough. You have to beat every level in only a minute per each one. Its hard as hell, but very rewarding when you can successfully beat a level. These modes give the game plenty of replay value.

The Bad
The game is relatively short. While it may seem lengthy by today's ridiculously short standards, the game will only take you about 11 hours to beat.

The game can be frustratingly hard at times. The box claims to have adaptive difficulty adjustments to make the game easier or harder based on how you are doing, but I have noticed no such thing. Quick save is your best friend here.

As good as the graphics are for the time, they are lacking in one area: Facial animation. It's strange that they wouldn't have it, the game uses skeletal animation, you can tell by various animations and the way fingers realistically move and animate. Yet the characters faces are painted on, and its kinda creepy when they talk and their faces don't move. Remedy could've easily just made .gif files and changed the faces in cinematics if they didn't want to go through the trouble of using their skeletal animation system for full facial animation, and they DO use this effect as Max's face contorts in pain upon death as do the bad guys. Its disappointing, and as I said, kinda creepy how the faces never move and it reminds me of the way people talked on the Nintendo 64.

The voice acting and dialogue can seem hammy and somewhat stupid. "Pain killers: Take away the pain, leave the hurt." What the hell does that mean? Sometimes it uses its "Noir" style a little too much and the descriptions are often silly and sometimes when you'd expect a character to emote realistically, just another cheesy Darth Vader "NOOOO" voice happens. You get used to it eventually, but its still somewhat annoying.

The Bottom Line
Max Payne is still an awesome shoot 'em up and a thrilling third person shooter. It may seem short, but it will keep you in the game at all times and is fun throughout. Its also one of the few games with bullet time that actually still makes it feel fun and unique, but that's most likely because it was the first game to use it. It looks cool and plays cool, and its got a good story despite some silly acting. If you haven't checked this one out yet, definitely give it a look.

Windows · by Kaddy B. (777) · 2009

A fine shooter, but not a masterpiece

The Good
Bullet time, baby.

The presentation and atmosphere of Max Payne is outstanding. A snowy New York night is presented in awesome detail, and the graphic novel interludes do much to add to the atmosphere. The action is fun and easy to get into, and the gun battles can be a blast. Oh, and bullet time, baby. There's nothing like diving into a room in slo-mo, Matrix-style, watching as your bullets slam into your despicable enemies.

The Bad
The game's too damn short. The entire game can be completed in 5-10 hours of effort; many of the levels seem very short. There just isn't enough game here.

The story itself is inconsistent and ultimately very little actually happens.

The Bottom Line
Hey, it's pretty good. But wait until it's cheaper, because there's not enough gameplay here to be worth fifty bucks.

Windows · by Rick Jones (96) · 2001

[ View all 30 player reviews ]

Discussion

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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

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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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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. iPad, iPhone, PlayStation 4 added by Sciere. Android, Macintosh added by Kabushi. Xbox Series, Xbox One 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.