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Created
by Finnish developer Remedy Entertainment, Max
Payne has been in production for a very long time.
It's a gritty third-person shooter that's clearly
inspired by the stylish cinematography and
choreography of the Hong Kong action movie genre,
particularly the work of director John Woo. Like
many of Woo's films, Max Payne is rife with gunplay
that's almost indescribably beautiful to watch--and
yet actually playing it is even better. Max Payne
does have a few weaknesses, most notably in that it
isn't very long and lacks any multiplayer
features--but these things are hardly detrimental.
After all, it's not often you get an outstanding
and original action game that's not just different
from all other shooters to date, but also in many
ways superior.
You
play as the title character throughout the game.
Max is a modern-day New York undercover cop whose
wife and baby daughter were brutally murdered and
who has since been framed for a heinous crime. Thus
begins his blood-soaked battle to find the
truth--and to get revenge. The game has many
superlative qualities, but one of the best things
about it is how it actually plays. It's very easy
to get into, as the control is smooth, simple, and
responsive. You use the keyboard to make Max run in
any direction and use the mouse to aim your
weapons. The game's third-person camera perspective
trails closely behind Max and gives a good sense of
your surroundings, which is important since you'll
need to move carefully through the game's
enemy-infested environments. By default, the left
mouse button fires your equipped weapons as rapidly
as possible, while the right mouse button triggers
Max's "bullet time" special ability, which
temporarily puts everything in slow motion, as in a
John Woo movie or the 1999 sci-fi hit, The Matrix.
Bullet
time is spectacular. The sounds of gunfire become
muted and distant, and you hear a rush of air and
then the pounding of Max's heart--and you'll
invariably hold your own breath as all this
happens, because the effect is so well done. Bullet
time isn't just for show--it effectively gives Max
superhuman reflexes, as while all the action in the
game is slowed, you can still aim as quickly as you
can move your mouse. Hence, bullet time lets you
perform incredible feats of marksmanship--and, in
combination with the movement keys, deadly
acrobatic leaps in any direction. This particular
technique, called a "shootdodge," is the key to
surviving most of the game's gunfights. As you
launch yourself through the air, you'll actually
see the enemy's bullets (or shotgun pellets) zing
past you, even as you keep your weapons trained and
firing on the enemy as you sail by. Bullet time is
a serious advantage, but you're limited to using it
in small increments and thus can't afford to use it
unless you really need it. Not only does this make
the game seem very well balanced--especially since
taking out bad guys is how you replenish your
bullet time--but it also keeps the effect from
feeling too overused.
Max
will brandish an impressive variety of highly
authentic real-world weapons throughout the game,
including pistols, submachine guns, shotguns,
sniper rifles, grenades, Molotov cocktails, and
more. He can carry as many weapons as he can get
his hands on, though you'll have to keep track of
your ammunition reserves. There will always be
plenty of bad guys around to soak up all your lead,
so you'll have to use your different weapons as
strategically and as conservatively as possible.
Besides, Max is rather vulnerable--a bullet in the
head, let alone a grenade, can kill him. But he can
unflinchingly withstand relatively minor wounds.
You can then completely recover the damage he's
sustained by using painkillers, which you'll find
scattered about in desks and bathrooms and such.
These
sorts of design decisions--the fact that you can
carry an entire arsenal and keep on shootdodging
even if you've been shot, as well as the fact that
painkillers cure lead poisoning--stand in sharp
contrast with the game's incredibly realistic
appearance. But these aspects of the game are what
help make it so much fun. Max Payne isn't about
fumbling for clips and putting tourniquets on
wounds; it's about finesse, style, and fast pacing.
Because of how it plays and how well the settings
of the game are laid out, Max Payne's pacing is
relentless (it really helps that the game's loading
times during missions are almost instantaneous).
Because of how it looks, its sense of style is
extraordinary. And because of how it controls, it's
all about finesse. It's a game of pure, intense
action.
The
game's story is almost as well done as the action
itself--and that's saying a lot to its credit. The
story unfolds partly through noninteractive
sequences in the actual game engine, but mostly by
using still images that look like they came
straight out of a graphic novel. These
great-looking comic-book-style cutscenes--which you
can tell use stylized photographs to depict the
various characters in the game--detail an
over-the-top crime story that's as confounding as
it is engaging. Though you'll see comic book
captions on all the stills, all the dialogue is
spoken as well. Max also speaks quite a bit during
the game itself. You might initially be taken aback
by the rather forced performances of all the
actors, but in time, you'll find that the style is
well suited to the theme of the game and that Max's
deadpan yet melodramatic delivery is particularly
affecting. The distinct look of the graphic novel
imagery, the hammy voice acting, and the
heavy-handed dialogue actually all fit well
together, and the story sequences are interspersed
frequently and consistently enough throughout the
game that the story always remains important and
intact. The story of Max Payne has several
noteworthy highlights and generally just twists and
turns so much or just looks so good that you'll no
doubt enjoy the ride.
For
years, Max Payne has looked great in what few
screenshots Remedy has released of the work in
progress. The good news is that the game's visual
quality completely lives up to the very high
expectations produced by the early press. No game
to date has featured such sharp, starkly realistic
detail in its environments--and the different
environments in Max Payne not only look real, but
they also generally act real. You can manipulate
most scenery objects in the game--flush toilets,
turn on televisions, and so on--and at the very
least, you can shoot everything up real good. The
aftermath of a gun battle in Max Payne is often
quite remarkable, as countless empty shell casings,
empty clips, bullet holes, debris, and dead bodies
cover the scene. Much of the game takes place in
New York City's scummy parts, which have a
deliberately unattractive, gloomy look about them.
You might wish there were more contrast overall,
since the game's few sequences that take place in
more out-of-the-ordinary areas are especially
good-looking and memorable.
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