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Max Payne 2:The Fall of Max PayneScore: 7.7 / 10
Max Payne is back, right on time, with another tale of sad, lonely vengeance in the night. Only, this time he’s not so lonely, what with his sexy love interest, and he’s not so sad, what with time being a healer and all. It’s still a bleak game though, without a shaft of daylight running through it.
Max Payne 2 is a straight sequel, with an improved engine, but little else changed. Ergo, if you liked the first Payne, you’ll be hard put to find fault with the second. But here’s one right now: It’s too damn short. It’s not that it’s too short to be a satisfying experience, you understand. It’s just that it’s too short to cost what it does. You can play it from start to finish in a few hours and, whilst there are some imaginative difficulty levels that open up after the first run through, there’s not all that much replay value. If you’ve played the first Max Payne as well, you’ll probably be tired of the formula by the time the closing credits role, even given the game’s short span.
The dark humor of the first game has been maintained, and there’s a ton more in-jokes, where Remedy laugh at themselves without having to force it. Good on them. The awful metaphors have been cut right out, as well. They gave me a few cheap laughs in the first game, but I credit their dismissal as a good move, because it does keep the atmosphere consistent. The comic strips are back, with merging game-engine cut scenes. Both are integrated perfectly throughout the game, with top grade voice acting.
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The
graphics are lovely – particularly the character models, and the
filthy, dirty hotels and apartments of Payne’s world, which are
rendered beautifully. Notably, it runs with all the options turned up on
a machine that’s hardly entry level, and it doesn’t slow down until
you push the bullet time button and kick some ass in ethereal slow
motion, where everything is slightly browner and filthier, as if Payne
has been infused with the ghost of the original Quake.
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The
storyline itself is a mess, which is roughly as expected; Max Payne is a
pretty strong character, and he’s
a damn mess, so why not? The problem is that this time round, the
storyline seems more like a contrived
mess. Everything’s a MacGuffin or a fresh excuse to shoot up some
place, and there’s no resolution to about half of the plot directions.
The various self-deprecating TV miniseries that you’ll catch episodes
of through screams, falling cartridges, and the blast of gunfire are
sadly more coherent. Yes,
even the one with the flamingos.
MP2
has a pretty decent villain, I’ll say that much, and the love interest
is not handled badly. It’s not handled particularly well, either, but
it’s all in character and there’s better chemistry there than in a
ream of recent blockbuster movies, which is novel for a video game. But
without the story to back up the characters, all Payne can fall back on
is the atmosphere, which has also lost some of its impact. Max Payne’s
quest for fiery retribution has somewhat deflated over the last two
years, and I’d now place him on the Thirst-For-Vengeance chart at
‘somewhat irked’. In short, it feels like Max is on less of a quest,
altogether.
So
how does it play? Solidly, at least. There’s not a lot of clipping
(just a bit with Max), and it seemed pretty stable on my machine, with
no crash outs or other screw-ups. Load times were a bit longer than I
would have liked, but nothing hair-pulling. The levels are, for the most
part, more imaginative than in the first game, and there are tons of
scripted events with deforming levels and landscapes – whether you
like that sort of thing is a matter of opinion, but it’s certainly
done quite well in MP2. The
sound effects are consistent, with nice booms and gunshots, and the
transitions to and from bullet time are atmospheric and involving; they
seem immediately realistic, which is an achievement, given that
there’s no such thing. But, then, we said the same thing about lens
flares, and they became a gaming staple.
Despite
all the good points, Max Payne 2
doesn’t feel like the game it could have been. It’s a game that
fatigues quickly. There’s nothing wrong with the gameplay, per se; it
just feels a little bit empty. Try playing through the game without
using the bullet time feature, and you’ll see how bland it really is.
Don’t get me wrong; in a world of gimmicks, bullet time remains a
strong favourite, and it has probably never been used to better effect.
But it’s still a gimmick and, for all the attention to detail, the
game wouldn’t hold up without it.
Max
still runs everywhere, and seems more glued on to his environments than
a fluid part of them. Even with the introduction of some neat physics in
the engine, that doesn’t change too much. It’s sometimes wonderful
to watch a chair bouncing downstairs, or a pile of boxes tipping over,
and don’t even get me started
on the rag-doll effects - but you can never escape the conviction that
somehow everything’s weighted wrong, relative to Max. The ill-fated
game Trespasser remains my
personal benchmark in pretty physics, and only the Source engine seems
likely to challenge it in the near future. Trespasser
was a bad game, that had something about it, some quality that drove me
on. Max Payne 2 is a good
game, but it just doesn’t seem to have that magic. That’s a real
shame, because the level of detail in MP2
is out of this world – Remedy have poured themselves into the game
heart and soul – but it just doesn’t carry them over the finish
line, this time around.
Oh,
and Max gets in the way. That’s often a problem with 3rd
person games, but I never noticed it to such an extent in the first
Payne game. Try shooting upwards during a slo-mo dodge move, and
you’ll see only Max, obscuring all possibility of aiming at the bad
guys above. It’s a frustrating experience because, once you’ve
launched into a dodge, you’re basically stuck in it until after
you’ve landed, recovered, and probably been shot half to death in the
process. There’s more than one occasion that shooting at balconies is
necessary, and I found myself using the dodge button less and less, and
sticking to plain digestive bullet time. That’s a shame, because the
dodge has been improved – to make it more useful, you can now shoot
off a few rounds from your prone position, after the move has finished.
That’s still no good, if all you can see is the inside of Max’s
coat.
There
are moments in the game, great ideas that shine through and captivate,
but even in a game so short, they’re just too far and few between. I
know that a lot of reviewers are probably going to wail on how often
levels are repeated during the game. They are. Although I’m pretty
sure that I never want to see that damned funhouse again, I don’t
count myself amongst the crowd. I admired the diversity in the reused
areas, in fact. What you got were different levels, different
crisscrossing routes, that played in different ways, but were set in
exactly the same part of the game universe. That’s a nice angle. It
wasn’t often a matter of simply retracing all your old steps, Halo
fashion. Sometimes the differences were as simple as following a
different path of unlocked doors, which is a little bit trite, I
suppose, but sometimes there were some great scripted events to waltz
through. The levels where Mona is with Max are particularly interesting
in this respect; not groundbreaking, you understand, but interesting,
certainly.
So this game works, but not as well as you might have expected. It does what it says on the box, however, and you can’t fault Remedy for trying. It has to be said that if more developers thought like Remedy, I’d probably be doubling my videogames budget and cutting back on the already trifling quality time that I spend with the outdoors. Max Payne 2 is a dark, gritty game, mature without gratuity, like a good novel or a classic film, it’s made with all the right intentions and most of the right attitude. Next time it might be perfect.
- Matt BLB (October 26, 2003)
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