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Max Payne 2: The Fall of Max Payne

Moby ID: 10708
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Description official descriptions

Two years have passed since Max Payne first embarked on his desperate quest for revenge. Returning to his former position as a detective in the New York City Police Department, Max is assigned to investigate a series of murders carried out by group of contract killers known as the Cleaners. Unexpectedly, Max encounters the enigmatic Mona Sax, whom he assumed dead. People from his past begin to return one by one, and Max gradually realizes that he did not know everything about the mysterious Circle and those who were involved in the murder of his family. Somebody out there is trying to kill Max, and he must find the answers before they succeed.

Max Payne 2: The Fall of Max Payne is a direct sequel to Max Payne. The game is very similar to its predecessor in gameplay concept and presentation, bringing back noir detective atmosphere, cinematic John Woo-style action, and cutscenes shaped like comic book panels.

The game is built on the same engine as the predecessor, with several additional special effects and enhancements, such as dynamic shadows and lighting, cubic mapped reflections, and high resolution textures. The Havok engine with ragdoll physics is used to enhance the interactivity with the game world: objects can be moved and destroyed, physically responding to the actions of the player character and opponents.

A new feature in the sequel is the possibility to use secondary weapons alongside regulars guns, namely melee strikes, grenades and Molotov cocktails. Certain characters will join Max and fight on his side from time to time. The player also controls Mona Sax during a few stages. The Bullet Time feature from the previous game has been upgraded to version 2.0, in which Max's speed in bullet time increases as he gets more kills consecutively.

During the first playthrough the game only offers one difficulty level. If the player struggles to succeed, the game will automatically lower the difficulty, reducing the effectiveness of enemy fire and increasing the amount of painkillers. Additional difficulty levels are unlocked when the player completes the game, as well as two new modes: New York Minute and Dead Man Walking. The first awards the player with a score for completing a level as quickly as possible, while the second has Max fighting endlessly respawning enemies.

Spellings

  • è‹±é›„æœŹè‰Č2ïŒšé©Źć…‹æ€é…æ©äč‹ç§‹ - Simplified Chinese spelling

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Credits (Windows version)

324 People (272 developers, 52 thanks) · View all

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Lead Game Design
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Technology Programming Lead
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Art Direction
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Additional Programming
Level Design - Gameplay
Level Design - Art
Additional Level Design
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[ full credits ]

Reviews

Critics

Average score: 86% (based on 59 ratings)

Players

Average score: 4.0 out of 5 (based on 263 ratings with 12 reviews)

Some guys just shouldn't bother with the dames...

The Good
The original Max Payne was easily one of my favorite early Xbox titles. With a combination of film noir and graphic novel styles, it was easy to get sucked in, especially after you'd mastered the use of Bullet Time. Max Payne 2 easily surpassed it in almost all categories.

The first thing you'll notice is the change in the appearance of the characters. Models are more complex than in the previous game, especially in regards to the heads. Gone are the static photographic faces, which have been replaced with softer, more convincing textures, mapped to heads that feature mouths that move during speech. The effect was characters who felt more real, making it easier to become attached to the characters and story this time around. I’d originally been opposed to the aging up and conversion of Max into a stereotypical late-30s tragic badass in a trenchcoat, but it works well here and I actually prefer him to the younger Max. The entire world, even familiar places, feature better modeling, lighting, and textures as well. It's fitting that you'll revisit an area from the first game that's in the middle of renovation in the second. It may not be up to the PC version’s standards, but it’s still a beautiful game.

Bullet Time has also been changed up. As you take out enemies, your Bullet Time meter fills up. Once you’ve filled it up completely and keep pumping the baddies full of lead, the meter will begin to turn yellow. At this point, Max’s reactions become closer to real-time while everything is slowed down. Send an enemy flying and shoot a nearby exploding object to send him spiraling somewhere else. This becomes especially fun when you turn a group of bad guys into a midair corpse ballet. Another addition when in the yellow is the spin reload, in which Max spins while dumping clips, with the camera following him. On one hand, it may seem like a needless bit of animation, but in the case of a large firefight, it gives you a quick 360 view of the scene. It’s a great effect when you’ve just sent the last of three guys into the air. Once you’ve mastered the altered Bullet Time, you’ll find the real meat of the game and quite possibly lose yourself in a Zen-like trance.

The sound engineer is to be applauded, especially when it comes to vocal effects. Besides the standard face-to-face conversations, you’ll hear characters through doors, over speaker phone, over an intercom, etc., and each sample is convincingly muffled, echoed, distorted and spacially-placed. Explosions, gunfire, and environmental sounds are in the same league, as is the effect applied to them when Bullet Time is kicked in. When the world slows down with a full-auto machine gun, you can even hear the parts of the gun moving. And mind you, this is just using a stereo setup. The soundtrack features some nice arrangements of the original music, and everything fits the mood very well. The track by band Poets of the Fall, which plays at the credits, was a welcome addition that truly capped off the movie-like experience.

The Bad
The only real issue that I had with the game was the short length, which also seemed to be the main complaint by most. For anyone who bought the game at $50, it was likely a disappointment. At $20 or less, maybe not. I’d rented it, beating it quickly and blazing through in half the time on my second attempt.

I do wonder about the addition of the melee attack though. Not once did I need to resort to it out of a lack of ammo, nor did it seem all that effective when I did use it. Perhaps more experienced players can go on a pistol whipping frenzy when Bullet Time has gone into the yellow, but I was so trigger happy that I'd never thought to try. Most likely, they just decided to have Max able to do something when the button was pressed while he wasn't carrying grenades.

The Bottom Line
Where many could easily dismiss Max Payne 2 as being little more than a short expansion disguised as a sequel, I found a game that improved upon the original’s strengths while tightening the design overall to help match the pace of a film. Not every story needs fifteen to eighty hours to tell. Besides, any game you can blaze through but still get sucked into and enjoy can’t be all that bad, can it?

Xbox · by DarkBubble (342) · 2007

One of my favorites!

The Good
The graphics are very stylish, with the slow motion (bullet-time) effect. It is cool the viewing distance is so long, I particularly liked one of the last levels where you should snipe from far away. The way Max holds his weapon and moves around is also very cool.

The story: that was really great in the game. I haven't played the first Max Payne (yet), but I loved the way the story was presented in "Max Payne 2" through the comic-book sequences. The love story between Max and Mona was great.

The gameplay is just what I need: to shoot down bad guys, and nothing more. Of course, bullet-time effect is excellent: it is great to see how Max falls down, and while doing that shoots at his enemies.

The Bad
It was a bit too short. I think it was possible to develop more the love story between Max and Mona.

The Bottom Line
I recommend this to anyone who loves action, love, and shooting bad guys!

Windows · by reeZe Risowisch (11) · 2004

The fall of Max Payne, indeed.

The Good
The first thing they do is ridicule the first game, as if to say that the game is real serious now, honest, we're going to keep the humor tightly packed into these TV sets. Which is true, unfortunately. The "constipated grin stuck to my face," as the TV calls it, is gone from Max; he's undergone plastic surgery to resemble Harrison Ford. As if anything was ever improved by involving Harrison Ford with it.

Payne 2 wants to be a "film noir love story," yet not enough attention is given to developing the story, in or out of the action. At least the unashamedly two-dimensional story of the first game did the job; here, the feeling that the shooting is just more of the same is amplified by the bumbling attempt to craft a real story like wot they have in the movies, man.

More things are now told with longer in-game cutscenes, which lack the attitude and style of the comic book panels; relegated to playing second violin, the graphic novel stumbles and feels more bolted-on than a feature of the game.

The Trainspotting-style establishing characters with a freeze-frame, zoom and name tag doesn't work either, probably because most of the time they introduce a character who will then promptly get shot before a minute has passed, or say hello goodbye. Or first the one and then the other. Though not the other and then the first- um, you get the picture.

The Bad
The fatal flaw is the modification to bullet time: Now it only gives you a slight slowdown, not enough to be useful for much. Killing a lot of people quickly will make the hourglass turn yellow and give you the slow-motion you're used to, as well as faster reloading, but this is fun only when you get to take on a large crowd of thugs with a sawed-off shotgun; it makes everything else dreary.

Diving through a door with Ingrams used to be great, but now it'll get you shot three times out of four, as Max doesn't automatically stand up; you have to release the fire button for a second. I mean, what's this, I have to release the trigger and think for a second in a shoot'em-up, now? Where's the fun in that?

Adding insult to injury, the manual talks about how bullet-time 2.0 urges you to press forward, but the level design doesn't really take it into consideration, rarely giving you more than three enemies at a time and a lot of empty space between groups. Meaning you find yourself running around with an hourglass all yellow and no one to kill far too often. Maybe it could have worked if more slowdown was awarded for shooting someone at close range, or something: As it is, it's a feature that obviously wasn't given enough consideration or playtesting, giving the game a rushed feel. Damn this technology that goes out of fashion after half a year.

The rarity of really slow motion also means you seldom get to see the bullets flying; gone is the fun of diving forward and seeing the shotgun pellets graze Max's head. It's most noticeable when you're looking through the scope of the MP5, and there it looks plain ridiculous, as the back of a bullet is the graphically least interesting part of it.

Max himself is far less interesting in his version 2.0; while you could hardly argue that he at any time had a full set of dimensions, here he seems reduced from a cardboard cut-out to a non-person. You get to see his home and the police station he works at, but he doesn't really seem to be there, somehow.

The more interesting person in the game is his femme fatale Mona Sax, who sleeps in a heap of ammunition round the back of a derelict fun fair. Now that's my kinda girl. You get to play her a couple of times, yet this seems intrusive and less fun, even though she has Max's full set of moves and the same damage resistance. And you get to do a lot of sharpshooting with her, which is usually my favorite thing in these games.

Perhaps it's that she's supposed to be a professional assassin, and when you fail to snipe people effectively several times before you get the hang of it, it compromises her believability. Or maybe I just have trouble perceiving a woman's voice as coming from inside my head - it's not for nothing that voiceovers tend to be so deep as if to emanate from inside your skull.

There are on the whole fewer gritty street environments; especially the half-constructed office building is just too samey. Maybe it could have worked if fighting left more blood stains and such, making it graphically interesting, but "ragdoll" is only too descriptive of the game's handling of bodies. In the first game, the bloodlessness and stereotyped way thugs went flying away from an explosion - it felt like a homage to Hong Kong action, something that Payne 2's ragdoll system takes away with its pretensions of realism.

The Bottom Line
I suppose it does the job, barely, of satisfying Max Payne cravings. Just don't expect the full flavor.

Windows · by Ola Sverre Bauge (237) · 2004

[ View all 12 player reviews ]

Discussion

Subject By Date
Need help with retarded ending Indra was here (20756) Jan 29, 2011
Please help to Max Payne Movie! Marex (40) Nov 12, 2007

Trivia

1001 Video Games

Max Payne 2: The Fall of Max Payne appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Max Payne

Max Payne looks very different in comparison to the predecessor because this time a professional actor, Timothy Gibbs' was used as Payne's face instead of writer Sami JĂ€rvi.

References

  • Towards the end of the game, one of the police officers quotes one of Max's first lines from the first game; "They are all dead." In both instances, the police are arriving after the situation has been resolved.
  • If you listen to the messages on Vinnie Gognitti's answering machine, you'll hear a threat from the "God Father." Someone did a an impression of the late Marlon Brando.
  • First time Max walks around the police HQ, there are two cops in basement garage. The cops are modeled and named after 3D Realms leads and co-founders George Broussard and Scott Miller. Pay attention to their dialogue; it makes fun out of the long production time of Duke Nukem Forever, ending with 3D Realms' legendary release date slogan ("When it's done!").
  • In the level "Dearest of All My Friends", Max and Vinnie escape in a delivery van which has the word "Deliverator" written on its side. According to Joe Siegler, it's a reference to Remedy's earlier racing game Death Rally, where "Deliverator" is the most powerful car in the game.

References to the game

May Payne 2: The Fall of Max Payne was parodied in an episode of "Die Redaktion" (The Editorial Team), a monthly comedy video produced by the German gaming magazine GameStar. It was published on the DVD of issue 06/2007.

Awards

  • 4Players
    • 2003 – Best PC Story of the Year
    • 2003 – Best PC Graphics of the Year
    • 2003 – Best PC Successor of the Year
  • GameSpy
    • 2003 – #8 PC Game of the Year
  • GameStar (Germany)
    • February 13, 2004 - Best PC Action Game in 2003 (Readers' Vote)
    • Issue 12/2008 - One of the "10 Coolest Levels" (For "A Linear Sequence of Scares". It is the highlight of the game because it is very different from the rest of the game, represents a silly image of Max' soul and offers many surprising script sequences.)

Information also contributed by Jason Musgrave, Jouni Lahtinen and Scott Monster

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Contributors to this Entry

Game added by kbmb.

Xbox, PlayStation 2 added by Corn Popper. Xbox 360 added by karttu. Xbox One, Xbox Series added by Eufemiano Bullanga.

Additional contributors: Xantheous, Unicorn Lynx, Jeanne, Slug Camargo, Daniel Albu, Havoc Crow, Patrick Bregger, FatherJack.

Game added October 25, 2003. Last modified March 29, 2024.