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Max Payne 2: The Fall of Max Payne Review
Game: Max Payne 2: The Fall of Max Payne System: Xbox
Game page  News  Review  Preview  Screenshots    
GamersMark Ratings Screenshots
Overall   8.7/10
Gameplay   8.0
Presentation   9.0
Value   9.0
Graphics   7.0
Sound   8.5


All Media (8)

By Elias Dounis on December 11th, 2003

Genre: Action
Developer: Remedy Entertainment (XBOX version by Rockstar Vienna)
Publisher: Rockstar Games
# of Players: 1
Memory: N/A
ERSB: Mature
Released On: November 25, 2003
Features: 5.1 Dolby Digital Surround Sound, 480p
MSRP: $49.99
Also On: PlayStation 2, PC
Website: http://www.rockstargames.com/maxpayne2/


Reading a novel or going to the movies once seemed to be the only way to experience a good story. While many refuse to see it, video games have always been a great alternative. With the rapid growth of the industry over the past few years, story-driven games such as the original Max Payne have made a huge impact on the public. Because of this, the demand for sequels and more games of the same nature have become a game developer’s number one priority.

While many will argue with me on this, the original Max Payne didn’t feature gameplay that was all too enthralling. In my eyes, it seemed to be a game consumed by gimmicks and trivial gameplay features that many once dubbed “revolutionary.” However, I cannot, nor anyone else, deny the fact that the game provided an epic story of revenge and hate that rivals most novels, movies, or any other medium used for storytelling.

Max Payne’s original release on the PC was very successful, enough to warrant a PlayStation 2 and XBOX release months after, which also sold very well. Anyone who knows this business, or any other line of entertainment, could have bet on a sequel to Max Payne and roughly two years after the release of the original Max Payne 2: The Fall of Max Payne has arrived.

New Game, Same Look…
With Remedy’s sequel to Max Payne, it doesn’t seem as if much has changed. Everything is done with the same style as the first and although the game’s menus and the comic book-like cinemas used for the game’s storytelling are all nothing unseen of for those who spent some time with the original, they suit the game’s atmosphere well.

While I’m not necessarily bothered by the game looking the same in terms of menus, cutscenes, etc… the game’s visuals also share a similar look to the original Max Payne, and as a second generation XBOX title, it’s a shame. Not that Max Payne 2 necessarily looks bad, in fact, it’s a decent looking game, but when compared to games such as Splinter Cell, HALO, and The Lord of the Rings: Return of the King it just doesn’t make the grade.

No matter what you’ve read previously about the game, these highly touted facial expressions aren’t as great looking as RockStar’s propaganda have made us imagine them to be. Partly, due to the fact that the in-game models of the game’s main characters aren’t too detailed in the first place. Also, a handful of the animations (for instance, jumping) are a bit too stiff-like for my liking. However, thanks to the game’s ragdoll physics (explained later on), decent use of textures, solid framerate, and passable use of particle effects (in particular when destroying Max’s surroundings), The Fall of Max Payne doesn’t take quite the fall in the visual territory, despite what its title may suggest.

*Compared to its the visually superior PC counterpart, the XBOX version of Max Payne 2 is absent of a few lighting and particle effects.

A Gripping Story…
As I mentioned earlier, the original Max Payne features a great story, one that would definitely be hard to top with a sequel. Call it genius at work or even a second stroke of luck, but either way Max Payne 2: The Fall of Max Payne is another amazing piece of storytelling. Better than the first even. It’s a drama; one about love, betrayal, and the human nature to act with our heart first, head second. Progressed by Max’s poetic monologues and beautifully oil painted comic book like strips, The Fall of Max Payne’s story keeps you on the edge of your seat at all times. It’s definitely something I wouldn’t want to spoil for anyone, something that gives gamers the urge to continue playing the game for hours straight. However, what I will say is this… familiar faces from the first game, including Mona Sax and Vladimir Lem take center stage along with Max for Remedy’s excellent tale.

The Magic Bullet in My Head
Max Payne 2 is a linear 3rd person shooter. There are no puzzles to solve, no blocks to push. All you do in the game is find an unlocked door, open it up to reveal some bad guys, kill ‘em, go to the next unlocked door, rinse and repeat. This may sound a bit familiar to a few readers, and there’s a reason for it… Max Payne 2’s gameplay isn’t anything we haven’t seen and experienced many times before.

The game’s levels, often, only have one real objective, and that’s to kill everyone in your path. However, thanks to the placement of enemies, tolerable level design, interesting scenarios, and well placed key events in the game’s story -- where most games of this nature tend become tedious and repetitive, Max Payne 2 manages to feel fresh throughout its entire course, which admittedly is only around the six hour mark.

The “Dream” stages also make their return in Max Payne 2, but this time around they aren’t impossible to escape mazes filled with seemingly unnecessary platforming scenarios. This time, Dream stages are used to convey messages to the gamer, helping them understand the game’s plot, which all comes into fruition upon completion of the game, not necessarily the first time thru, but perhaps on a second or third. Seeing how the game is enjoyable enough, you’ll find yourself playing it over and over again as well.

Adding to the game’s enjoyment is a gameplay feature coming in thanks of the Havok2 physics engine. With the use of Havok2, almost everything in Max’s environment can be interacted with, from the kicking of a box down a corridor, to glasses and other destructible objects shattering in the midst of gunfire.

Ragdoll physics, first seen on the XBOX in Tom Clancy’s Rainbow Six 3, are also used to create some realistic and often humorous character deaths. Whether it’s taking a shot to the head, or being blown away by a grenade, characters in Max Payne 2 will react almost as if they are actual made up of human flesh, bouncing off walls, or hanging off ledges like the dead weight that they are.

The Past Is a Gaping Hole…
That which made the first Max Payne so popular was a gameplay feature known as Bullet Time. Bullet Time is a slow-motion Matrix-like gunfight technique that acts as Max’s heightened sense of awareness. With it Payne can easily target enemies, taking them out before they even get a chance to pull the trigger… In Max Payne 2, Bullet Time returns with what Remedy has dubbed Bullet Time 2.0. However, Bullet Time 2.0 isn’t something entirely new, at least not enough to justify a new name. After laying waste to a few enemies when first initiating the Bullet Time feature, with the simple press of a button, you’re Bullet Time meter will change color from white to yellow, indicating an even higher sense of awareness in Max. Meaning, Max almost becomes superhuman. When the meter turns yellow, not only can Max slow down the action around him, but at the same time increase his own speed, allowing him to dodge enemy gunfire, reload quickly (in style), and put to waste dozens of enemies in just seconds. This change in Bullet Time is one of the many reasons why Max Payne 2 is much less difficult than the original.

Less difficult than the original you say?!? Yes, indeed. Many gamers complained about the difficulty of the original Max Payne, and after listening to fans, Remedy decided to tone things down with Max Payne 2.

The first playable difficulty, Detective, isn’t too challenging, at least for those who sweat blood and tears with the original. According to Remedy, in Detective the enemy AI adjusts itself to each player’s performance, however thanks to the Quick Save option, you can save anywhere and anytime in the game that you damn well please. Saving after every enemy you’ve killed and continuing to do so until you’ve gone thru each of the game’s levels pretty much unscathed.

Upon completion of Detective, the Hard Broiled difficulty is unlocked, which puts the enemy AI to its highest level. Upon completion of that Dead on Arrival is unlocked, which is basically the same as Hard Broiled with the only difference being that the amount of Painkillers located on each level are lessened and that the amount of saves that can be done per chapter becomes limited to three.

Other gameplay modes found in the game consist of New York Minute and Dead Man Walking. New York Minute returns from the original Max Payne. This is the hectic mode designed specifically for speed-running. Each map starts out with a timer ticking, but you can take out enemies to reduce the time. The times are saved and you can review your record runs - the faster you are, the better. This has been improved from the original Max Payne. A timer will not run to zero, rather it will count up. This way gamers can objectively compare their reflexes and tactical wits. There’s also no longer a Save option during New York Minute, which makes it a true test of skill and provides a lot more interesting tactical angles for gameplay. As for Dead Man Walking, it’s an intense “survival” gameplay mode where players must kill enemy after enemy with infinite amount of baddies being spawned until Max bites the dust.

Now, is the lowered difficulty a good thing or a bad thing? Well to Max Payne veterans it becomes a bit of a let down, seeing how completing the first (which at times felt impossible) left players with a nice feeling of accomplishment. However, those who will play Max Payne 2 while having no prior experience with the original may find the game more appealing because of its challenging, yet not impossible gameplay. Also, the game’s Auto-Aim feature, implemented because of the dual analog control setup being used for the game, assists the targeting of enemies. Luckily though, it doesn’t take much away from gameplay, just makes things a bit less difficult.

”I’m a Fuckin’ Tough Guy…”
Ah, the words of Italian mobster Vinnie Cognito… While, not the most intelligent of words, that’s just a sample of the dialogue featured in Max Payne 2. However, unlike Activision’s True Crime: Streets of L.A., which just uses foul tongue for a few cheap shits and giggles, in Max Payne 2 it’s used to add to the game’s overall presentation and substance. With that said, the game features some excellent voice acting. Max is as droning as ever and seeing how he’s living in a world of death and suffering, it’s perfectly fitting. Also, other characters such as Vladimir Lem, Mike the Cowboy, and aforementioned Vinnie Cognito, provide some humorous dialogue, mostly due to the stereotypes placed on their nationalities.

As for the other auditory aspects of Max Payne 2… The game’s orchestrated title theme perfectly sets the mood of Remedy’s film-noir action game. However, aside from that little piece and the end credit’s theme “Late Goodbye” by Poets of the Fall, Max Payne 2 isn’t too music heavy. Most of what you’ll hear is the repeated gunshots of firearms, the slow swell of Max going into Bullet Time, or the always entertaining TV programs you’ll see and hear throughout the game, such as Address Unknown and Dick Justice, both which seem to bare a coincidental relation to the plots of both Max Payne games. When everything comes into together, Max Payne 2 delivers a beyond average audio experience.

The Light at the End of the Tunnel
Despite the few problems I have with the game, Max Payne 2: The Fall of Max Payne is easily one of the most enjoyable video games I have ever played. The gameplay may be linear and, in words, the brevity of the game may seem to be something negative, but in truth it’s a blessing in disguise, allowing us gamers to experience Remedy’s enthralling story of love and ill fate over and over again. You need to experience Max Payne 2 for yourself!


  • The GamersMark Network reviewed Max Payne 2: The Fall of Max Payne for the Microsoft XBOX with a copy of the title purchased from retail.

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