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)

Style over substance

The Good
Max Payne is a very simple, but fun cinematic shooter that takes genuinely old-fashioned gameplay and updates it with some tricks of its own.

The choice of third-person view, relatively rare for 3D shooters, adds the advantage of allowing the protagonist to perform moves that would be pointless in an FPS, such as rolling. We've seen many times how your FPS opponents were rolling to avoid your shots; but now you can finally do it yourself! Quickly navigating Max to save him from the constant barrage of bullets, madly rolling and jumping out of the way in time is often a life-or-death situation. The action becomes more intense and also more cinematic when you actually see your hero performing all those moves.

The famous "bullet time" effect makes the action even more stylish. Max Payne feels like one of those over-the-top kung-fu movies. Getting rid of your enemies becomes even more impressive when they die in "dramatic" ways, even the simplest kill turning into yet another scene.

The graphics of Max Payne are a sheer beauty; the engine is powerful and smooth, and the levels are quite detailed, filled with Duke Nukem 3D-style interactive environments: you can turn on and off TV sets, flush toilets, and so on.

Max Payne kicks in on a very personal note. The uncomplicated narrative is basically a vigilante quest for revenge. The player is easily able to identify himself with Max, and the following elimination of bad guys becomes more satisfying than ever.

The story is told in still screens with comic-book pages on them, which is an original and stylish idea. The dialogues and, most of all, Max's own comments, are well-written and convincingly spoken. An interesting thing is the usage of humor. At first sight, it seems there's nothing to laugh about here, but the more you advance the story, the more you realize it has a double edge. Its stylistic references to action movies are so obvious that it nearly becomes a self-aware parody.

The Bad
Max Payne is a very simple, linear game, almost to the point of turning into an "on-rails" shooter. You are typically taken to locations that look "explorable", but upon closer inspection it is revealed that there is only one path to proceed. Miraculously locked doors, blocked passages, and other assorted linearity enforcers are everywhere.

The gameplay is very basic, going back to the old days of shooters when problems were solved with blasting everything you see to pieces. Since the game is rather short and there isn't much variety in the enemy design, stylish bullet time kills can get quite monotonous with the time.

The game's heavily scripted AI and its reliance on simplistic setpieces make it feel even more restrictive, filled with situations where you are forced to do things a certain way. The difficulty is very much arcade-like, reflexes and quicksave abuse playing a dominant role; essentially, it's all about resorting to bullet time and frantic rolling over and over again. Max Payne is, in fact, short and repetitive at once.

Max's colorful comments may not fit everyone's taste; some of them try to be too sophisticated, making a strange expression. Also, Max has a permanent silly grin glued to his face, which makes him look like a maniacally-minded dork.

The Bottom Line
If your dream video game is an incarnation of those very uncomplicated action movies with ridiculously tough vigilante heroes who shoot bad guys in spectacular ways, Max Payne is just what you need. However, those looking for deeper, richer, and more varied 3D action might want to pass on this one.

Windows · by Unicorn Lynx (181775) · 2016

One of the greatest disappointments I've ever experienced.

The Good
I admit, I had spectacularly high hopes for this game. There were several reasons: the first is Remedy's first product, the absolutely superb Death Rally; the second is the use of the seemingly revolutionary MAXFX engine in demonstrations such as 3DMark 2000, 3DMark 2001 and XL-R8R from MadOnion. My expectations got only higher when I saw the absolutely fascinating Max Payne E3 demo from 1999; back then I couldn't have imagined anything more spectacular. A game from a company founded on demoscene roots, with music by one of my favorite musicians, Teque? What could be better?

Shift forward a bit: early 2001. Discussing matters with Teque over e-mail revealed that he's been removed from the Max Payne development team. Unfortunately he wouldn't divulge any further information, but something inside me cracked when I realized I wouldn't hear his spectacular music in a game I've been waiting for for so long. Then 3DMark 2001 came out, music also not written by Teque. Still the MaxFX engine, astounding visuals, but the design of the entire demo was lacking. I had a bad feeling about this: these events didn't bode well.

Shift to mid-2001, Max Payne finally comes out. The game I've been waiting for for about three years, something new and innovative. When I finally got around to playing the game, I had mixed feelings about what's coming. I finished it an hour ago, and once again my instincts haven't failed me: I was terribly disappointed. Why? Well lets discuss the good things first.

  • Solid game engine. Not as revolutionary as I expected, not the absolutely astounding visuals I've been promised, but absolutely solid never-the-less. It is also reasonably fast. Ah, and the bullets and fire look absolutely gorgeous.
  • Max Payne features a decent plot. Nothing as complex or involving as Deus Ex or even Half Life for that matter, but enough to keep me interested as I played along. However, the plot has absolutely no bearing on the advancement of the game, which is indeed unfortunate.
  • The absolutely spectacular "bullet-time" effect, as far as I know the first ever to be implemented in a computer game. It really is quite astounding at first, seeing everything in slow motion but retaining decent control over your character. It also makes for some beautiful fight scenes, where for example you jump through a door, ducking a shot fired by a guard behind it, only to spray him with the Colt Commando on your way to the ground. However, the novelty wears thin after a while.
  • Plenty of cute in-jokes (upcoming spoiler), for example the Ingram-near-bathroom-with-bad-guy-coming-out-Pulp-Fiction-style scene, or the Buffy bit.



The Bad
On the contrary, Max Payne has many shortcomings.

  • While the engine is solid, it just doesn't bring anything new to the table. Frankly, I think Serious Sam was more revolutionary, bringing Quake 3-level graphics to the table with detail textures, excellent framerates and no hype.
  • Absolutely linear gameplay. I don't think I've ever played a game this linear before. Unlike most shooters, even the earliest ones where you at least got the chance to explore areas, enter rooms etc., in Max Payne you will frequently find yourself in a tight corridor with five doors, only one of which opens and is the way to the next section of the game. Not only is there only one way past any given obstacle, but there is only one way to proceed in the game! The whole game is built like one giant action sequence. I don't know about you, but for me it means only one thing: fast boredom and claustrophobia.
  • Level design is nothing to be proud of. The scenes are generally grey, dimly lit and spectacularly nondynamic, unlike older games like Alice, Serious Sam or Deus Ex. Nothing changes in the scenery; there are very few things to interact with; environment mapping (used to a great extent in Quake 3 to improve visual dynamic) is scarce at best. Most importantly, the levels are dull, uninspired and very "square" in design (reminiscent of much, much older games like Doom or Blood), despite the ability to use much higher polygon count to improve visual smoothness.
  • The cutscenes that use the game engine are of poor quality, and would befit a game from the era of Half Life (and even that manages better). The worst thing is, you can't skip them (much like Half Life)!
  • Poor, uninspired at best background music. I can't shake the feeling that the music is more an afterthought than intended and fully integrated into the game development (as in Deus Ex, and I believe it shows). I just don't understand what happened to what was supposed to be one of the best game soundtracks ever written.
  • There are several key sections of the game that even a beginner designer, or at least someone properly versed in computer games, would know not to include in the game. Specifically: the first dream sequence (where you have to go through two different sequences of a maze, one of which also incorporates a minor jumping puzzle). Completely pointless, unbelievably frustrating and doesn't improve the game in any way what-so-ever. The other one is the restaurant where you're supposed to meat the Italian guy, and which bursts into flames. Set aside the frustration and the nusance of having to practice your F5/F9 keys (quicksave/load) for a minute; any person in his right mind would immediately exit the restaurant through the main door (locked? no problem; what are you carrying a shotgun for?). Moreover, a touch of fire may give you a nasty burn, but certainly not kill you; a small fact that the designers seemed to have neglected. In short, there are several frustrating scenes in the game, and the worst thing is, you don't have any choice but to go through them! So much for Deus Ex ushering a new era in computer gaming...
  • The problem with the aforementioned beautiful Bullet Time effect is that the game relies on it way too heavily. The novelty will wear off after half an hour, along with the excitement you get from the game. The combats are monotonous, with dumb enemies that never actually change (just pack more and more powerful weapons), and the monotony of the gameplay really gets to you after a while.
  • I couldn't help but be offended by the way Max looks. Quite frankly, he looked far better in the E3 demo (and in the "lobby shooting spree" scene of 3DMark 2001). He has a kind of permanent "sneer" on his face that annoys me every time I see it. I can't help but think of Max as a kind of modern age Leisure Suit Larry. 'nuff said.



The Bottom Line
Overall, a great disappointment and not worth your money.

Windows · by Tomer Gabel (4538) · 2001

Great game the 'cartoon' strips rule.

The Good
Like I said, the 'cartoon' strips rule. I say 'cartoon' they're more like those photo cartoon strips where the action is depicted by really people rather than drawing, you'll see what I mean. But yeah, these photo strips fill in the gaps between the levels and really help move the scene along, rather like in Monty Python movies. The story line is a good one, and it does get a bit trippy (but he is stoned of his face at the time) I'm definitely a fan of "Bullet Time" this is a feature of Max Payne whereby you can slow-mo the action, but aim your weapon in 'real time' plus you can dive out of the way of incoming bullets, very Matrix.

The Bad
The graphics aren't great, more PS2 than X-Box, but that’s probably just a result of the game being rushed through production. It was after all released into a fledgling X-Box community when there where very few games on offer. But I don't hold that against it, adds character.

The Bottom Line
I may be saying this too much in my reviews, but, it is another good game, I would recommend that you buy it if you haven't already.

Xbox · by David Lafferty (11) · 2003

[ View all 30 player reviews ]

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

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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. 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.