Share on Facebook Share on Twitter Email
Answers.com

Max Payne

 
Games: Max Payne
  • Platform: IBM PC Compatible
  • Release Date: July 24, 2001
  • Genre: Shooter
  • Style: Third-Person 3D Shooter
  • Similar Games: Hitman: Codename 47 (IBM PC Compatible), Dead to Rights (IBM PC Compatible)

Game Description

Over four years in the making, the highly anticipated Max Payne adds a new aspect of stylistic storytelling to the action-based 3D shooter. The game was developed solely as a single-player adventure and the designers at Finland's Remedy Entertainment focused on creating an experience that would make players care at least as much about the main character as they would about finish times or frag counts. Tried and true devices of pulp fiction and film noir are employed in this computer game, drawing the player into the dark story through gripping motivations of revenge and self-preservation.

Technically, Max Payne offers its own brand of state-of-the-art graphics and sound. Detailed, high-resolution environments are deformable, as walls become riddled with bullet holes of various sizes and shreds of paper, plastic, plaster, and tile fall to the ground, each in their own distinctly realistic manners. Admittedly inspired by the cinematic works of John Woo and Sam Peckinpah, the game applies stylistic techniques borrowed from action films as well, not only to add to the mood of the story but also to enhance gameplay. The title's signature "bullet time" gunfights can be played out in slow motion to provide a familiar dramatic effect and also to allow the player a chance to better situate himself and pick out prime targets in the chaos of flying lead.

While the storyline still determines the events that need to happen in each mission and level, the Max Payne is designed to allow the player to decide exactly how goals are accomplished. While the game must adhere to the linear nature of a plot-driven experience, it strives to also allow an engaging sense of freedom and control through expansive level design. Large, seamless areas are intended to offer the player a sense of new space to conquer as he sees fit, whether methodically sneaking about to avoid detection or running quickly and violently through a swarm of enemies with both guns blazing.
~ T.J. Deci, All Game Guide

Review: Overall

You find yourself standing on the roof of a New York City skyscraper. It's snowing and a cold wind is blowing -- you've got a sniper rifle in your hand and you hear police sirens somewhere far below. How did you get here and what could have possibly caused you to do such a thing? The camera moves in closer and focuses on your face -- Max Payne, fugitive DEA agent with nothing left to lose. Your only goal is to avenge the murder of your wife and child, killed by crazed drug addicts.

With this introduction, you are plunged headfirst into the dark and sometimes disturbing world of Max Payne, presented in the style of Hong Kong action cinema and modern noir detective movies. The much touted Bullet Time feature gives you the powers of a master assassin and lets you experience all the grizzly action in slow motion. Just like the action star Chow Yun-Fat, you kill with grace and precision, every bullet perfectly aimed and the feeble shots of your enemies dodged with ease.

Max Payne truly captures the moment of every shootout and inspires you to not just kill the bad guys, but to do so in style. Remedy Entertainment recreates the atmosphere of New York City with a combination of authentic, varied sound effects, photo-realistic textures, and excellent lighting and level design -- indeed, other than a complete lack of pedestrians, it seems real. Only the worst blizzard in a hundred years explains the empty streets, and only drug addicts roam the city, no doubt looking for their next fix.

The levels are so well designed and the action so immersive you soon forget about the missing populace. As you fight your way through the snow-covered streets, subways, slums and skyscrapers, you seek answers to the underlying mystery of why your family was executed. Why are the police now seeking you as a notorious criminal? Although the developers attempt to weave the story seamlessly into the game by basing all action around the premise, the result isn't perfect.

The story is, at times, predictable and full of clichés, about the quality of a straight-to-video "B-movie" and seems to miss the mark in terms of fluid gameplay. Unlike Half-Life, where the action is integrated perfectly with its simplistic, yet appropriate story, Max Payne frequently yanks you out of the game and forces you to look at a badly-drawn in-game "graphic novel" and listen to mediocre dialogue. If only Max Payne had NPCs, it would be a masterpiece.

The game does have style, though, and provides several memorable moments and delivers on the promise of movie-like action. The visuals provided by Bullet Time are almost as good as some of the shootouts in The Matrix -- even John Woo didn't make every bullet visible as it flew through the air, something the Max Payne engine manages quite well. The lack of a good story is disappointing, but the game is still enjoyable because of the action and level design alone.

The particle and sprite effects in Max Payne set a new standard of quality for the PC. At the time of release, no other game has featured such realistic flame or detailed ballistics effects. The textures are almost all taken from photographs, making the levels and characters appear extremely lifelike, and the lighting is as good as the lighting used in Quake III.

Playing Max Payne is like stepping into an action movie, and most first-person shooter fans will be instantly hooked. The pace is maintained throughout the game and nearly compels you to finish in one sitting, with the occasional awe-inspiring moment driving you to continue. Although the weapons are standard fare, they're effective and made more interesting through the use of Bullet Time effects. If action-packed stories and expending entire clips of ammo from dual Mac-10s in slow motion appeals to you, Max Payne is a sure-fire hit.
~ Alex Kazhdan, All Game Guide

Review: Enjoyment

While the action could have become monotonous, since the enemies are only slight variations of the same basic type, the addition of the Bullet Time feature keeps the game more interesting than many of its contemporaries. In fact, the action is good enough to make one wish the playing experience were a bit longer than the day or two required to complete the story.
~ Alex Kazhdan, All Game Guide

Review: Graphics

Seen in slow motion during Bullet Time, Max Payne provides an amazing, almost jaw-dropping visual experience. It's a game that can grab your attention from across a crowded room. The levels are sometimes immense and, at one point, almost an entire skyscraper is simulated -- you can jump off the roof and fall all the way down to street level.
~ Alex Kazhdan, All Game Guide

Review: Sound

Several soundtracks complement the mood of the game perfectly and play only at key moments to heighten tension, rather than repeat aimlessly as filler. The sound effects are top notch and depict the sounds of New York City accurately while creating a believable environment. The voiceovers and character voices are generally very good.
~ Alex Kazhdan, All Game Guide

Review: Replay Value

The game is extremely short and doesn't offer multiplayer or any significant variation -- nothing to inspire replay. The extra difficulty levels and the "New York Minute" gameplay mode where you are timed to see how fast you can finish offer nothing more than a chance to establish bragging rights. {*Max Payne}, if viewed as an interactive movie, might be worth playing again but not for new action.
~ Alex Kazhdan, All Game Guide

Review: Documentation

The well-written manual loosely resembles a police file, complete with a coffee cup stain on the back. It has an introduction of the story, general instructions, and pictures from the in-game graphic novel and a photo of the development team.
~ Alex Kazhdan, All Game Guide

Production Credits

REMEDY ENTERTAINMENT Project Lead: Petri Jarvilehto; Story and Screenplay: Sam Lake; Programming Lead: Markus Stein; Graphic Design Lead: Sami Vanhatalo; Level Design Lead: Samuli Viikinen; Programming: Jaakko Lehtinen, Jussi Rasanen, Kim Salo, Olli Tervo, Petteri Salo; Level Design: Aki Maatta, Anssi Hyytiainen, Marty Howe, Saku Lehtinen; Modeling: Henri Blafield; Animation: Peter Hajba; Texture Art: Aki Maatta, Marko Leinonen, Peter Hajba, Saku Lehtinen, Teemu Heinilehto; Particle Art: Peter Hajba; Cinematics: Anssi Hyytiainen, Saku Lehtinen; Menu and HUD Art: Marko Leinonen; Sound and Voice Tracks: Peter Hajba; Graphic Novel Art: Kiia Kallio, Sami Saramaki; Startup Movie: Marko Leinonen; Skybox Art: Eetu Martola; Business and Finance Director: Matias Myllyrinne; Chairman of the Board: Markus Maki; Office Manager: Mika Reini; IT Support: Petri Ljungberg; Additional Level Design: Tero Tolsa; Additional Art: Matti Kamula; Management: Samuli Syvahuoko, Anuj Desai; Weapons Consultant: Osi Turpeinen; Additional Sounds: Tero Kostermaa; Programming: Mika Tammenkoski, Jani Kajala; Additional Programming: Timo Aila; Produced by: George Broussard, Scott Miller; 3D Realms Strike Team: Scott Alden, John Anderson, Allen H. Blum III. Steven Blackburn, George Broussard, Stephen Cole, Scott Miller, Brandon Reinhart, Keith Schuler, Joe Siegler, Charlie Wiederhold, Tim Wilson, Matt Wood; ROCKSTAR GAMES NYC PRODUCTION TEAM Executive Producer: Sam Houser; Director of Development: Jamie King; Producer: Jeremy Pope; Technical Producer: Gary J. Foreman; Technical Coordinator: Brandon Rose; QA Manager: Jeff Rosa; Lead Analyst: Adam Davidson; MUSIC Composed, Arranged, Performed: Kartsy Hatakka, Kimmo Kajasto; Music Management: Pauli Saastamoinen; VOICE ACTING TALENT Max Payne: James McCaffrey; Michelle Payne: Haviland Morris; Alex Balder: Chris Phillips; Nicole Horne: Jane Gennaro; B.B.: Adam Gruper; Jim Bravura: Peter Appel; Joey Finito: Tye Reign; Virgilio Finito: Tye Reign; Vinnie Gognitti: Joe Dallo; Kyra Silver: Chelsea Altman; Angelo Punchinello: Joe Ragno; Candy Dawn: Joanie Ellen; Captain Baseballbat-Boy: Ricky Ashley; Bicyclehelmet-Girl: Victoria Pontecorvo; Rico Muerte: Joe Maruzzo; Alfred Woden: John Randolph Jones; Jack Lupino: Jeff Gurner; Noma Sax: Julia Murney; Frankie Niagara: Bruce Kronenberg; Vladimir: Dominic Hawksley; Dispatcher: Julia Murney; Announcer: Peter Appel; Butler: John Randolph Jones; Lady Amelia: Julia Murney; Marouis Valentine: Dominic Hawksley; Boris Dime: Peter Appel; Joe Salem: Joe Maruzzo; Vince Mugnaio: Bruce Kronenberg; Computer: Jane Gennaro; Pilot: Joe Dallo; Transit Police: Joe Maruzzo; Chemists: Joe Dallo, Bruce Kronenberg; Junkies: Dominic Hawksley, Jeff Gurner; Mobsters: Joe Maruzzo, Bruce Kronenberg, Joe Ragno, Tye Reign, Navid Khonsari; Policemen: Adam Gruper, Bruce Kronenberg, Dominic Hawksley; Mercenaries: Adam Gruper, Jeff Gurner, Chris Phillips, Renaud Sebbane; Killer Suits: Jeff Gurner, Chris Phillips; Booze Hounds: Renaud Sebbane, Navid Khonsari; VOICE OVER PRODUCTION Directed by: Navid Khonsari; Production by: Renaud Sebbane; Engineered by: Brandon Rose; Executive Producer: Jamie King; Production Assistant: Stefan Pearson; "Address Unknown" and "The Void" Voice Acting: Marko Saaresto; Captain Baseballbat-Boy Comic Strip Art: Marko Saaresto; Additional Graphic Novel Photography: Jonne Reijonen; Text Editing: Navid Khonsari, William Haskins, Aki Saariaho; Graphic Novel Models: Sam Lake, Jani Nipola, Tuuli Reijonen, Aki Saariaho, Teemu Jarvi, Mr. Willie T, Candy Dawn, Marko Saaresto, Jonne Reijonen, Mika Veikkolainen, Rami Lehtimaki, Carol Kiriakos, Jonne Savolainen, Kiia Kallio, Jussi Rissanen, Tuula Jarvi, Aki Jarvilehto, Markku Jarvi, Markus Stein; Also Modeled: Jenny Jannari, Marko Helin, Saku Helin; Additional Models: Michel Schivute, Aki Maatta, Mika Tammenkoski, Ilkka Koho, Ulrik Henriksen, Artturi Tarjanne, Jaakko Lehtinen, Scott Miller, Paul Bonnette, Richard Huddy, Tero Kostermaa, Henri Blafeild, Matti Sihto, Maria Lemmetyinen, Lemmy Kook Jhensen, Odssi Turpeinen, Jussi Rasanen, Anuj Desai, Alojos Hajba, Rick Raymo, Frank Salonius, Thor-Gustaf Wiksten, Tommi Westerberg, Pekka Tapaninen, Kai-Eerik komppa, Jussi Laakkonen, Mika Tuomi, Kaj Tuomi, Arman Alizad, Tim Pressley, Skoll, Janne Sormunen, Ben De Waal, Michael Goddard, Erik Pojar, Harri Leskinen, Micko Iho, Petri Jarvilehto; Test Team: Joe Greene, Joe Howell, Oswald Greene, Lance Williams; Godgames Marketing & PR: Andrea Villareal, Ben Condit, Benjamin Lippert, Bill Nadalini, Chad Lovell, David Eddings, Devin Winterbottom, Dianne Vaughn, Jeff Smith, Jenny Jemison, Jim Bloom, John Gibson, Josh Galloway, Mike Wilson, Russell Hughes, William Haskins; Rockstar Marketing & PR: Adam Tedman, Amy Salzman, Corey Wade, Jennifer Kolbe, Kevin Hopkins, Terry Donovan; THANKS A Huge Thank You to: Scott Miller, George Broussard; Thanks to 3D Realms: Ludwig Neuberger, Tom Rinaldi, Edwin Van Puffelen, Mike Andersen, Jani Penttinen, Tim Sweeney; Hybrid Housemarque, Pro-AV, Plenware: Matti Sihto, Satu Toivonen, Kari Korhonen, Outi Aalto-Wahlstedt; Madonion.com: Aki Jarvilehto, Leena Kuuseniemi, Pertti Kainulainen, Sanna Yliruka, Tanja Meski, Patric Ojala; The 3DMark Team: Ilkka Koho, Jani Joki, Tuukka Taipalvesi; AMD: Michael Goddard, Brad Craig, Mats Petersson, Elias Slater; ATI: Rex Sikora, Jeff Royle; BitBoys: Mika Tuomi, Juha Taipale; Creative: Andrea D'Orta, Daniel Peacock; Imagination Technologies: Mark Butler, John Howson; Intel: Haim Barad, Fracois Piednoel, Yohai Merzel, Ronen Zohar; Microsoft: Chas Boyd, Brian Marshall, Mark Kenworthy; NVidia: Mark Daly, Ben De Waal, Richard Huddy; Via/S3: Raja Koduri; Microelectronics: Joe Kreiner; Elsa: Martin Haufschild, Ewa Kirjavainen; Matrox: Donna StDennis, Juan Guardado, Allan Thiffault, Dan Wood, John Smith, Jason Della Rocca; TSI: Matthew Burton, Lori Mezoff, Andrea Schneider; Security and Guidance in NYC: Mike, Kevin; Furniture Design: Le Corbusier, Alvar Aalto; Source Material: Anne Isomursu, Matti Pyykko, Tuomas Jaaskelainen; Id Software, Inc.: Todd Hollenshead; End License Agreement: Alan Murta
~ Keith Adams, All Game Guide
Search unanswered questions...
Enter a question here...
Search: All sources Community Q&A Reference topics
Wikipedia: Max Payne
Top
Max Payne
Maxpaynebox.jpg
Developer(s) Remedy Entertainment (WIN)
3D Realms (producer)
Rockstar Toronto (PS2)
Rockstar Vienna (Xbox)
Rockstar Leeds (GBA)
MacSoft (Mac)
Publisher(s) Gathering of Developers (WIN)
Rockstar Games (PS2, Xbox, GBA)
Feral (Mac)
Tec Toy (BR)
Capcom (JP)
Valve Corporation (Steam)
MacSoft (Mac)
Series Max Payne
Engine MAX-FX
Version 1.05
Platform(s) Windows, Xbox, PlayStation 2, Game Boy Advance, Mac OS
Release date(s) PC - July 25, 2001
Xbox and PS2 - December 2001
Mac - July 2002
GBA - December 2003
Genre(s) Third-person shooter
Mode(s) Single player
Rating(s) ESRB: M
BBFC: 15
OFLC: MA15+
CERO: Z
Media 1 CD-ROM (WIN)
1 DVD (PS2), (Xbox)
1 cartridge (GBA)
System requirements Windows

Mac

  • Mac OS 9.1 or later or, Mac OS X v10.1.4 or later
  • 450 MHz PowerPC G3 processor
  • 900Mb free hard disk space
  • 128Mb RAM (with virtual memory set to 200Mb) (256 MB RAM required for OSX version)
  • 16Mb Open GL compatible graphics card
  • Open GL 1.2
  • CarbonLib 1.4
Input methods Windows and Mac

PlayStation 2 and Xbox

Max Payne is a BAFTA award winning[1] third-person shooter video game developed by Finnish Remedy Entertainment, produced by 3D Realms and published by Gathering of Developers in July 2001 for Windows. Ports later in the year for the Xbox, PlayStation 2 and the GameBoy Advance were published by Rockstar Games. A Macintosh port was published in July 2002 by MacSoft in North America[2] and Feral Interactive in the rest of the World. There were plans for a Dreamcast version of Max Payne, but they were canceled due to the discontinuation of the console.[3] Max Payne was re-released on April 29, 2009 as a downloadable game in the Xbox Originals program for the Xbox 360.[4]

Max Payne is one of the first video games to incorporate "bullet time" into its gameplay, made famous by The Matrix trilogy, as gunplay allows for slowing down of time to dodge bullets. The game features a gritty film noir style and uses graphic novel panels in place of cut scenes to narrate the game. Max Payne is heavily influenced by the Hong Kong action cinema genre, particularly the work of director John Woo, as well as hard-boiled detective novels by authors like Mickey Spillane.[5] Having been developed by the Finnish company Remedy, the game contains many allusions to Norse mythology, particularly Ragnarok, and several of the names used in the game (Alfred Woden, Alex Balder, Aesir Corporation, Asgard Building, Valkyr, Yggdrasil Network, Project Valhalla) are those of the Norse gods and mythos.

Max Payne received very positive reviews from critics and was praised for its exciting gunplay and use of noir storytelling devices. As of March 12, 2008,[6] the Max Payne franchise has sold over 7 million copies according to Take-Two Interactive.[7]

Contents

Gameplay

Max Payne is a third-person shooter, in which the player assumes the role of Max Payne. Initially, the player's only weapon is a 9mm Pistol. As they progress, players access other weapons including handguns, shotguns, sub-machine guns, long-range rifles, and hand-thrown weapons. To move the game along, the player is told what the next objective is through Max's internal monologue, in which Max iterates what his next steps should be. The prime emphasis of the series is on shooting. Almost all of the gameplay involves using bullet time to gun down foe after foe. Levels are generally straightforward, with almost no key-hunting. However, some levels do incorporate platforming elements and puzzle solving. Ammo is in virtually constant supply, as all enemies drop some ammo when killed.

The game's A.I. is heavily dependent on pre-scripted commands. Most of the apparently intelligent behavior exhibited by enemies, such as taking cover behind obstacles, retreating from the player, or throwing grenades, is pre-scripted. Thus, when replaying a level, enemies perform exactly the same behaviors each time. Enemies who dodge and roll are typically the Mercenaries (operatives in black ski-masks), Aesir Security Guards, and Killer Suits (henchmen wearing business suits and sunglasses).

Higher difficulty levels are extremely challenging; the "Dead on Arrival" level limits the player to 7 saves per chapter, and the "New York Minute" level forces the player to complete each chapter before the allotted time — replenished by killing enemies — is exhausted. Upon completing the game on "Dead on Arrival", Max is transported to the "Final Battle", where the player then fights in perpetual bullet time against 20 Killer Suits — each armed with the Pancor Jackhammer automatic shotgun.

On the highest difficulty setting, Max is (from a game perspective) extremely fragile and dies after suffering only 5 pistol bullets, 3 assault rifle bullets, or 1 accurate shotgun blast. Most enemies have more endurance than the player character, with later enemies being able to survive 2 or 3 times as much damage as Max. The player can heal Max by consuming "painkillers", which the player collects and carries, until he/she decides to use them.

Bullet time

The game play of Max Payne revolves heavily around bullet time. When triggered, bullet time slows down the passage of time to such an extent that the movements of bullets can be seen by the naked eye — it is a form of slow motion. Although Payne's movement is also slowed, the player is still able to position the aiming reticle and react in real time, providing a unique advantage over enemies. This makes avoiding being shot easier and enables Max to perform special moves, such as shoot dodges where Max leaps sideways through the air while continuing to fire his weapon. The player is able to combine the use of Shoot-Dodge and Bullet-Time into only one key/button, but in both games, the player can also determine separate keys for both actions, making it possible to remain in Bullet-Time after Shoot-Dodging or using Shoot-Dodge out of an active Bullet-Time.

Occasionally, when the last character of a group is killed, the viewpoint switches to a third-person view of his falling body with the camera circling around it. Likewise, the camera will often follow the path of a bullet fired from the sniper rifle.

Max Payne the character

For Max Payne, the title character was modeled after Sam Lake, the writer of Max Payne. It is often joked that Max had a constipated expression with his uncomfortable half grin/sneer; this joke is even mentioned in the sequel. For Max Payne 2, however, Lake declined the honor, and after extensive casting, Remedy chose the actor Timothy Gibbs to be the model for Max Payne. Actor James McCaffrey provided the voice of Max Payne in both games.

Max Payne is mostly recognised by his complex and off the wall use of metaphor and wordplay to describe his situation and the world around him. When interacting with his colleagues and normal people, he does not use metaphor. His use of metaphor is only "internal" and never externally expressed. This shows Max is speaking from his true feelings (many times Max's internal dialog will contradict his response to a character he spoke to externally). Also, given that the story is "retold" by Max Payne, furthermore shows that Max is telling his side of the story, from his point of view (what he sees of the situation).

Max is also very isolated and has a rather dramatic and stylized sense of reality. At the first game's beginning, a different Max is seen. Max was happily married, smiled and had a 'bright' personality. Also there was no sign of Max having his poetic state of mind. It can be gathered that the murder of Max's family is what triggered Max's obscure view on the world. Whether this was triggered or if Max always did view the world in the poetic manner that he does has yet to be explained.

Plot

Graphic novel panels are used in place of cutscenes to narrate the game and add to the "film noir" feel.

The story is told in medias res. Max Payne, a New York City police officer, is standing at the top of a building as police units and their helicopter arrive. He then has a flashback going back three years ago. Back in 1998, Max is returning home to find that a trio of drug junkies high on a new drug called Valkyr have broken into his house. Max rushes to the aid of his family, but he is too late; his wife and newborn daughter have been murdered. After his family's funeral, he transfers to the DEA.

Three years later, he is an undercover operative inside the Punchinello Mafia family, which is responsible for the trafficking of Valkyr. B.B., a colleague in the DEA, gives Max a message asking him to meet Alex Balder, another DEA agent and Max's best friend, in the Roscoe Street subway station. When Max arrives at the subway, Alex is shot by an unknown assassin. As Alex was the only person that knew that Max was undercover, his death results in Max losing his NYPD identity. As a result, the police consider Max the prime suspect in Alex’s death. Additionally, the Punchinello family finds out that he is a cop and wants him dead.

Max goes after Jack Lupino, who oversees Valkyr distribution for the Punchinello family. After gunning him down, he meets Mona Sax, a hired killer, who laces his drink with Valkyr and leaves him to be found by the Mafia, who proceed to interrogate him.

Max escapes the Mafia and gains access to a shipment of guns belonging to the Russian mob after killing one of their traitors. Max uses these weapons to infiltrate the house of Don Punchinello, the head of the Mafia. Max discovers that the Don is only a puppet in the Valkyr market when the Don is killed by agents of Nicole Horne, CEO of Aesir Corp, in front of Max. Horne herself then injects Max with an overdose of Valkyr and leaves him for dead. Max has a drug-induced nightmare involving his internal torment and guilt for not being able to save his family.

When he awakens, he pursues his only lead, Horne's last words, “Take me to Cold Steel”, heard just before he passed out. It leads him to a steel foundry with an old military bunker beneath it. He discovers that Valkyr was the result of a U.S. military project to improve its soldiers’ stamina and morale; the project was halted shortly after it began due to lackluster results. He also discovers that his wife accidentally found out about the project while working at the District Attorney’s office, so Horne let Valkyr junkies loose in Max's house.

After leaving the bunker, Max gets a call from B.B., who asks Max to meet with him at a garage lot. There, Max realizes that B.B. was the one who shot Alex, framing Max for his murder. A huge running gun-fight begins with Max giving chase through the garage lot. After killing B.B., Max gets a phone call from a man named Alfred Woden asking him to come to the Asgard building. Alfred is part of a secret society called the "Inner Circle". Woden informs Max about who Nicole Horne is and says the Inner Circle cannot pursue Horne because "their hands are tied." They ask Max to kill Horne in exchange for ensuring that any criminal charges against him are dropped. After the meeting, the room is stormed by Horne's agents and mercenaries. They kill every person in the room except for Max, who manages to escape, and Woden, who pretends to be shot.

Max enters the Aesir Corp. main office, where Horne is located. As he makes his way past security guards, he runs into Mona Sax again. She is shot by Horne's men after refusing to shoot Max; yet her body vanishes. Max confronts Nicole and states that this whole thing started after Max's wife found out about the Valkyr project. Horne runs to the roof of the building, boarding a helicopter. Racing up to the roof, Max shoots the guy wires of the building's antenna; the antenna snaps off the roof and comes crashing down on the helicopter.

The NYPD arrive at the scene, arresting Max. As Max is being led out of the building by the SWAT team, he sees Alfred Woden. Knowing that Woden will ensure his safe passage through the judicial system, Max smiles genuinely.

Reception

Max Payne was well-received by critics with the PC and Xbox versions both scoring 89% on Metacritic.[8][9] A BBC review said the game "is an atmospheric third-person shooter, clearly inspired by the cinematography of John Woo films and The Matrix, with captivating graphics and edgy, action sequences," and praised the graphics, gameplay and detail in the game.[10]

Legacy

A sequel called Max Payne 2: The Fall of Max Payne was released in 2003.[11] In 2008, Max Payne, a film based on the video game, was released, starring Mark Wahlberg and Mila Kunis. In March 2009, Rockstar Games announced Max Payne 3 to be released in Q1 2010. It will be available on PC, PlayStation 3 and Xbox 360.

See also

References

  1. ^ 3D Realms (October 28, 2001). "Max Payne wins prestigious BAFTA Award!". http://www.3drealms.com/press/maxwinsbafta.html. Retrieved 2008-12-23. 
  2. ^ Rick Sanchez (June 14, 2002). "Max Payne Ships to Stores July 16th". http://uk.mac.ign.com/articles/362/362274p1.html. Retrieved 2007-06-07. 
  3. ^ IGN (July 27, 1999). "Max Payne Dreamcast details". http://uk.dreamcast.ign.com/articles/132/132175p1.html. Retrieved 2007-06-07. 
  4. ^ Treit, Ryan (2009-04-24). "Max Payne is an Xbox Original". Xbox.com. http://www.xbox.com/en-US/games/m/maxpayne2/20090424-payneoriginal.htm. Retrieved 2009-08-26. 
  5. ^ "The noir of Max Payne". Examiner.com. http://www.examiner.com/x-1039-Los-Angeles-Game-Culture-Examiner~y2008m10d16-The-noir-of-Max-Payne. Retrieved 2008-12-10. 
  6. ^ Matt Martin (2008-03-12). "Grand Theft Auto series has sold 66 million units to date". GamesIndustry.biz. http://www.gamesindustry.biz/articles/grand-theft-auto-series-has-sold-66-million-units-to-date. Retrieved 2008-04-01. 
  7. ^ "Recommendation of the Board of Directors to Reject Electronic Arts Inc.'s Tender Offer" (PDF). Take-Two Interactive Software, Inc.. 2008-03-26. pp. 15. http://taketwovalue.com/documents/TTWO_Value.pdf#page=15. Retrieved 2008-04-01. 
  8. ^ "Max Payne (PC) on Metacritic". Metacritic. http://www.metacritic.com/games/platforms/pc/maxpayne. Retrieved 2007-10-12. 
  9. ^ "Max Payne (Xbox) on Metacritic". Metacritic. http://www.metacritic.com/games/platforms/xbx/maxpayne. Retrieved 2007-10-12. 
  10. ^ Hermida, Alfred (2001-09-21). "Dark, gritty world of Max Payne". BBC News. BBC. http://news.bbc.co.uk/1/hi/entertainment/reviews/1554350.stm. Retrieved 2007-10-12. 
  11. ^ Ivan Sulic (May 22, 2002). "E3 2002: Max Payne 2 announced". http://uk.pc.ign.com/articles/360/360460p1.html. Retrieved 2007-06-07. 

External links


Shopping: Max Payne
Top
 
 

 

Copyrights:

Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article "Max Payne" Read more