MAX PAYNE (XBOX)
A vigilante cop seeking revenge for the murder of his family might seem a bit cliched, but Max Payne proved anything but. Combining a dark, hard-boiled narrative with the outrageous bombast of a Hong Kong action movie, Remedy’s sophomoric effort remains one of the most important action games in the early 2000s. As the Xbox arrived in 2002 for European gamers, Max Payne would serves as one of the standout titles of the launch, sacrificing little in the transition to this console. As a result, it remains one of the best console ports of the time, and ensures Max Payne should be in any Xbox owner’s collection.
Max Payne tells the story of the titular police officer turned DEA agent, who one day returns home to find his wife and baby daughter slaughtered by junkies, high on a newly circulating drug known as Valkyr. Distraught and looking for revenge, Max goes undercover in a criminal family to seek the source of this drug, only to uncover a far greater conspiracy that sees him going on the run. The story is a key component here, with the narrative mostly told through attractive graphic novel-esque panels, often narrated by James McCaffrey who does a great job as the stone-faced vigilante. While some of the other character voicing can be a bit hammy, the story remains strong thanks to some major twists, plenty of noteworthy moments and neo-noir flair. As an ode to hard-boiled detective novellas of the twenties and thirties, Max Payne is excellent.
Max Payne's bullet-time effect was a game-changer, resulting in some spectacular action sequences
Max Payne would prove a noteworthy shooter for a couple of key reasons. The player guides Max through shootouts around the New York area, including some distinct locations like a rundown hotel with accompanying bar and club. Controls and shooting feel tight and precise, with a hint of auto-aim accounting for less accurate aiming, though it can be turned off. Max is pretty fragile, as he can be taken down with just a handful of shots, but non-lethal damage can be healed with painkillers. Max can also acquire a small arsenal of weapons, including pistols, assault rifles, grenades and a couple of melee weapons. Praise also is deserved for the A.I., who often display a good mix of intelligence and aggressiveness, making for a tough enemy to counter. Combat feels weighty and accurate, despite the change in control styles, and gun-play is a great deal of fun.
The game is also significant for its pioneering of the Bullet Time effect in gaming; a slow-motion effect not unlike that which was seen in The Matrix. Basically, a touch of the black button will slow Max’s surroundings, allowing him to dodge bullets and shoot enemies quicker. This can also be triggered with a diving manoeuvre, letting you live out your John Woo power fantasy, minus all the doves. This element is a superb addition, thanks to the sheer detail involved with accurate bullet physics, the whirring sensation of shrapnel shrieking past you and the potential for clever tactics. Some moments have you getting the jump on unsuspecting foes, for example through a window on the roof, and seeing the carnage you can achieve with bullet time adds an extra layer to Max Payne which is equal parts fun and stylish. Standout sequences, such as picking off snipers while you activate a crane which transports you around a dock, stick in the brain long after completion.
The game is also significant for its pioneering of the Bullet Time effect in gaming; a slow-motion effect not unlike that which was seen in The Matrix. Basically, a touch of the black button will slow Max’s surroundings, allowing him to dodge bullets and shoot enemies quicker. This can also be triggered with a diving manoeuvre, letting you live out your John Woo power fantasy, minus all the doves. This element is a superb addition, thanks to the sheer detail involved with accurate bullet physics, the whirring sensation of shrapnel shrieking past you and the potential for clever tactics. Some moments have you getting the jump on unsuspecting foes, for example through a window on the roof, and seeing the carnage you can achieve with bullet time adds an extra layer to Max Payne which is equal parts fun and stylish. Standout sequences, such as picking off snipers while you activate a crane which transports you around a dock, stick in the brain long after completion.
Remedy managed to cram a good ten hours of gameplay into their second effort, and it feels pretty well paced. A slew of unlockable difficulties encourages further playthroughs, a couple of which border on the masochistic. New York Minute is a race against the clock, with kills replenishing time. But with only a minute allotted, it will test your skills to the max. Not everything is perfect though, and the few blemishes stick out a bit more in an otherwise top-notch game. Some trippy sequences, which involve mazes and awkward navigation, stick out like a sore thumb, though luckily the Xbox version retains quick saves. Some cheap instant deaths can also prove frustrating, though again, quick saving can ease the pain of this. But these don’t spoil an otherwise superb campaign, one which begs to be experienced multiple times.
Max Payne would also boast plenty of technological feats, none of which were diminished in the Xbox port. Remedy would travel to New York to take photos, mapping many of these to textures, and this creates a realistic and accurate depiction of a snow-blasted city. Particle effects for bullets, snow and explosions are top notch, animations look decent for the time and everything runs at a smooth clip. Loading times are minimal, making dying less frustrating when you can re-enter the action so quickly. The only sore spot lies with the characters, most of whom are based on Remedy staff. They look blocky and lack facial animation during in-engine cut-scenes. The sound is stellar, with a superb soundtrack fronted by the piano-laden main theme, potent gunfire and decent voice work, especially the internal monologue from Max which drips with wit and cynicism. Some of the dialogue is a bit strange, but to be honest, it adds charm to the strange world of Max Payne.
Max Payne would also boast plenty of technological feats, none of which were diminished in the Xbox port. Remedy would travel to New York to take photos, mapping many of these to textures, and this creates a realistic and accurate depiction of a snow-blasted city. Particle effects for bullets, snow and explosions are top notch, animations look decent for the time and everything runs at a smooth clip. Loading times are minimal, making dying less frustrating when you can re-enter the action so quickly. The only sore spot lies with the characters, most of whom are based on Remedy staff. They look blocky and lack facial animation during in-engine cut-scenes. The sound is stellar, with a superb soundtrack fronted by the piano-laden main theme, potent gunfire and decent voice work, especially the internal monologue from Max which drips with wit and cynicism. Some of the dialogue is a bit strange, but to be honest, it adds charm to the strange world of Max Payne.
Max Payne's uniquely gritty tone and strong storyline were unusual perks for a shoot 'em up of the time
Max Payne remains one of the top shooters to come from the early 2000s, as pioneering as it is appreciative of the influences which helped mould it. Tight gun-play, pulse-racing bullet time mechanics and a hard-boiled story that keeps you hooked, Remedy’s action classic remains a treat. neo Software (later Rockstar Vienna) deserve their share of the praise, for an excellent job of bringing Max Payne to the Xbox. While some minor complaints can be levied here and there, they don’t stop this tale of revenge from being a must-play, and anyone with an Xbox would be remiss to not include this in their collection.
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VERDICT
“Max Payne mixes tight shooting, pulse-racing bullet time mechanics and a hard-boiled story that keeps you hooked, ensuring Remedy’s action classic remains a treat.” OVERALL: 9/10 |