Max Payne Video Game

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Max Payne
Developer(s)Remedy Entertainment[a]
Publisher(s)Gathering of Developers[b]
Director(s)Petri Järvilehto
Producer(s)
Programmer(s)Markus Stein
Writer(s)Sam Lake
Composer(s)
  • Kimmo Kajasto
SeriesMax Payne
Platform(s)
Release
  • Microsoft Windows
    • NA: 23 July 2001
    • EU: 27 July 2001
    PlayStation 2Xbox
    • NA: 12 December 2001
    • EU: 14 March 2002
    Mac OS XGame Boy Advance
    • NA: 16 December 2003
    • EU: 19 March 2004
    iOSAndroid
    • WW: 14 June 2012
Genre(s)Third-person shooter
Mode(s)Single-player
  1. Max Payne 2: The Fall of Max Payne came out in 2003, in which Max investigates a highly organized and well-funded group of assassins who are wiping out the powerful syndicate The Inner Circle, while becoming entangled with the Circle's possibly-trustworthy-who-knows hitwoman Mona Sax.
  2. Developed across Rockstar Games Studios Worldwide, Max Payne 3 is now available for the Xbox 360, PlayStation3, Windows® PC, and MAC in North America and Europe.
  3. With James McCaffrey, Julian Rebolledo, Frank Rodriguez, Benedita Pereira. The ex-cop turned private security guard for a wealthy family in Sao Paulo, Brazil finds himself thrown into a new deadly conflict.
  4. 'Funny as hell. It was the most horrible thing I could think of.' Frank Max Payne i's the eponymous protagonist of the Max Payne series and a former wrestler for VGCW. He was part of the tag team Law & Order with Phoenix Wright, which disbanded after only 3 matches when Max Payne left the company.
  5. With James McCaffrey, Haviland Morris, Chris Phillips, Jane Gennaro. A troubled NYPD cop is framed for murder and finds himself being hunted by the police, the mob, and a ruthless corporation.

Max Payne is a third-person shooter video game developed by Remedy Entertainment and published by Gathering of Developers in July 2001 for Microsoft Windows. Ports created later in the year for the PlayStation 2, Xbox and the Game Boy Advance were published by Rockstar Games. A Mac OS port was published on 16 July 2002 by MacSoft in North America and Feral Interactive in the rest of the world.[1] There were plans for a Dreamcast version of Max Payne, but they were canceled due to the discontinuation of the console.[2] The game was re-released on 27 April 2009 as a downloadable game in the Xbox Originals program for the Xbox 360.[3] The game was also re-released in 2012 as a downloadable game in the PlayStation Store for the PlayStation 3 under the PS2 classics banner, iOS, Android, and in April 2016 for the PlayStation 4 as a PS2 emulated downloadable game in the PlayStation Store.[4]

The game centers on former NYPD detective Max Payne, who attempts to solve the horrific murder of his wife and daughter, in connection to a criminal case involving a designer drug named 'Valkyr' and while doing so, is entangled in a larger and complex conspiracy, involving the U.S. military. It features a gritty neo-noir style and uses graphic novel panels (with voice-overs) in place of animated cutscenes to narrate the game, as it draws inspiration from hard-boiled detective novels by authors like Mickey Spillane. The game contains many allusions to Norse mythology, particularly the myth of Ragnarök, and several of the names used in the game are those of the Norse gods and mythos. The gameplay is heavily influenced by the Hong Kong action cinema genre, particularly the work of director John Woo,[5][6][7] and it was one of the first games to feature the bullet time effect popularized by The Matrix.

Max Payne received very positive reviews and was praised for its exciting gunplay and use of noir storytelling devices. The game won a large number of accolades,[8] including the BAFTA Award.[9] As of 2011, the Max Payne series has sold over 7.5 million copies.[10] It also inspired a feature film with the same title.

  • 4Development
  • 5Reception and awards

Gameplay[edit]

Max Payne is a third-person shooter in which the player assumes the role of its titular character, Max Payne. Almost all the gameplay involves bullet time-based gun-fights. Levels are generally straightforward, occasionally incorporating platforming and puzzle-solving elements. The game's storyline is advanced by the player following Max's internal monologue as the character determines what his next steps should be. Several of the game's levels involve Payne's surrealistic nightmares and drug-related hallucinations.

Initially, the player's weapon is a semi-automatic pistol. As the game progresses, other weapons become accessible, including melee and hand-thrown weapons. Some weapons can be dual-wielded. Max regains health by taking painkillers, which can be found throughout the levels. The game's AI is dependent on pre-scripted commands: most of the behavior exhibited by enemies (such as taking cover, retreating from the player, or throwing grenades) is pre-scripted.

The gameplay of Max Payne revolves around bullet time, a form of slow-motion — when triggered, the passage of time is slowed down to such extent that the movements of bullets can be seen by the naked eye and enables Max to perform special moves. Although Payne's movement is also slowed, the player is still able to position the aiming reticle and react in real-time, providing an advantage over enemies. Occasionally, when the last character of an enemy group is killed, the viewpoint switches to a third-person view circling a falling body. Likewise, the camera may follow the path of a bullet fired from a sniper rifle.

The 'Dead on Arrival' game mode limits the player to only seven saves per chapter, and the 'New York Minute' mode forces the player to complete each chapter within the allotted time, which is replenished by killing enemies. Upon completing the game on 'Dead on Arrival', the player unlocks 'The Last Challenge' ('End Combat' or 'Final Battle' in the different versions), featuring a fight in perpetual bullet time against the 'Killer Suit' hitmen.

Plot[edit]

Graphic novel panels are used in place of cutscenes as narration, an element common to neo-noir

The story is told in medias res and consists of three volumes: 'The American Dream', 'A Cold Day in Hell', and 'A Bit Closer to Heaven'. The game begins in January 2001, as New York City finishes experiencing the worst blizzard in its history. The intro sequence shows Max Payne (James McCaffrey), a renegade DEA agent and former NYPD officer, standing at the top of a skyscraper building as police units arrive. He experiences a flashback from three years ago. Back in August 1998, Max returned home in New Jersey to find that a trio of apparent junkies had broken into his house while high on a new designer drug called Valkyr. Max rushed to aid his family but was too late: his wife (Haviland Morris) and their newborn daughter had already been brutally murdered, much to his devastation. After their funeral, Payne transferred to the DEA.

Two and a half years later, Max is employed as an undercover operative inside the Punchinello Mafia family responsible for the trafficking of Valkyr. His DEA colleague B.B. gives Max a message asking him to meet Alex Balder (Chris Phillips), his handler and best friend, in a subway station at Roscoe Street. Max's arrival at the subway results in a shoot-out after he encounters mobsters working for Jack Lupino, a Mafia underboss in the Punchinello crime family, attempting a bank robbery by breaking through from the station. Working his way back to the surface, Max encounters Alex, who is killed by an unknown assassin. Payne becomes the prime suspect in Alex's murder because he is still undercover to the media and the fact that he fled the crime scene. Additionally, the Mafia find out that he is a cop and want him dead.

While searching for Lupino in businesses owned by him, Max busts a Valkyr drug deal and discovers that the Russian mobster Vladimir Lem is engaged in a fierce turf war against Punchinello's men. While searching, Max gets a phone call from a man named Alfred Woden, stating that the police have been tipped off as to his location, and he escapes. Max eventually finds Vinnie Gognitti, Lupino's right-hand man; he wounds and chases Gognitti through the city and learns the location of Lupino's hideout, a nightclub named Ragna Rock. After gunning down the insane Lupino, Payne meets Mona Sax (Julia Murney), a contract assassin, who pours him a drink which turns out to be laced with a sedative. In this state, Max is found by the Mafia and is dragged away to be tortured.

Max manages to escape from the Mafia-owned slaughterhouse and enters a brief alliance with Lem. He agrees to kill one of Vladimir's traitors, Boris Dime, and his men aboard the cargo ship Charon at the Brooklyn waterfront. The ship is carrying a shipment of high-powered firearms belonging to the Russian mob, which Max keeps in exchange for the favor. After surviving a bomb ambush at the Mafia restaurant Casa di Angelo, Max uses the Russian weapons to storm the residence of Don Angelo Punchinello. There he finds the body of Lisa Punchinello, Mona's sister, and discovers that the Don is only a puppet in the Valkyr market when the mafioso is killed in front of Payne by agents of Nicole Horne (Jane Gennaro), the ruthless CEO of the Aesir Corporation. Horne injects Max with an overdose of Valkyr and leaves him for dead, as he experiences a drug-induced nightmare and suffers internal torment from his feelings of guilt for not being able to save his family.

After surviving the overdose and awakening, Payne pursues his only lead to a steel foundry located over a hidden underground military research complex. Inside he discovers that Valkyr is the result of the Valhalla Project, an early 1990s U.S. military attempt to improve soldiers' stamina and morale following earlier Ladder experiments; the project was sharply halted due to poor results but was later secretly restarted by Horne through Aesir. He discovers that his wife accidentally found out about the project, and Horne let loose the crazed Valkyr test subjects into his house. Aesir initiates 'Operation Dead Eyes' to get rid of evidence and witnesses, including their scientists. Max escapes the bunker at the last moment just as it self-destructs.

Max gets a call from B.B., who arranges a meeting at an underground parking lot. At this point, Max has already figured out that it was B.B. who shot Alex and framed him for his murder. The meeting turns out to be an ambush, and a running gun-fight commences as Max chases B.B. through the garage. After killing the traitor, Max gets another phone call from Woden asking him to come to the Asgard Building. Alfred reveals himself to be part of a powerful secret society called the Inner Circle, which has strong ties to the U.S. government. The Inner Circle members inform Max about Horne's identity but cannot pursue her themselves because 'their hands are tied'. They ask Max to kill Horne in exchange for dropping any criminal charges against him. Suddenly, Asgard is overrun by Aesir gunmen who kill everyone in the meeting room except for Max, who escapes, and Woden, who pretends to be shot. Max has to fight his way out of the building.

Max arrives at the main office of Aesir Corporation and makes his way through the high-tech security building while avoiding strafing runs by a minigun-armed helicopter. Along the way, he runs into Mona again in an elevator, but Horne's men shoot her in the head after she refuses to kill Max; her body vanishes when Max goes back to the elevator. At the top Max confronts Horne, who escapes to the roof and boards the helicopter. Max shoots the guy wires of the building's antenna, which snaps off and crashes into the helicopter, killing Horne. The game's storyline arrives at the point where it first started: the NYPD ESU arrives at the scene, arresting Max and leading him out of the Aesir building, where he sees Woden. Knowing that Woden will ensure his safe passage through the judicial system, Max smiles.

Characters[edit]

Max Payne

Max Payne (voiced by James McCaffrey) is a fugitive DEA agent and former NYPD detective whose wife Michelle and newborn daughter were killed in connection with the Valkyr drug case. Max then goes undercover in the mob and eventually becomes a one-man-army vigilante waging a personal war on crime. Max ends up killing hundreds of gangsters and conspiracy enforcers while on the run from the police determined on stopping his vendetta against all those responsible for his family's death. He uses metaphors and wordplay to describe the world around him within his inner monologues, which often contradict his external responses to characters he speaks with. The game presents the story as retold by Max from his point of view.

Mona Sax

Mona Sax (voiced by Julia Murney): The twin sister of Lisa Punchinello and a contract killer, Mona is the femme fatale of the game. She has a grudge against her sister Lisa's abusive husband, Mafia boss Angelo Punchinello, whom she desires to kill. After Punchinello is killed, she sides with Nicole Horne, who hires her to kill Max. Finding herself unable to do so, she is shot in the head by Horne's henchman and collapses into an elevator.

Development[edit]

Remedy Entertainment developed an idea of a 'third-person action game' in late 1996, after completing Death Rally (their first game), inspired first by Loaded and then by the success of Tomb Raider (although determined to avoid its 'horrid camera system').[11] According to the game's story and scriptwriter Sam Lake, for him 'the starting point was this archetype of the private eye, the hard-boiled cop' that would be used in a game with a 'deeper, more psychological' story.[6] A game prototype and design document of the project, with the working titles Dark Justice and Max Heat (a wordplay on this is a TV show called Dick Justice and a porn film Max Heat, both featured in Max Payne 2), were soon created and shown to 3D Realms, who signed a development deal and production began.[12] In 1999, the designers traveled from Finland to New York to research the city, accompanied by two ex-NYPD bodyguards, to get ideas for environments and take thousands of photographs for mapping.[13]Games for wedding reception printable.

Max Payne's standard outfit on display at the Game On exhibition at the Science Museum in London

For cutscenes, the developers found comic panels (with voice-overs) to be more effective and less costly to use than fully animated cinematics, noting that comic panels forced the player to interpret each panel for themselves and 'the nuances are there in the head of the reader [..] it would be much harder to reach that level with in-game or even pre-rendered cinematics'.[6] They also found it easier to reorganize the comic panels if the plot needed to be changed while developing the game.[6] The in-game engine is used for some cutscenes involving action sequences. The music for the game was composed by Kärtsy Hatakka.

Remedy used their game engine, which they dubbed MaxFX[14] (or MAX-FX, in development since early 1997). The only games that used this engine were Max Payne and its sequel, while a MaxFX level editor was also included in the release. MAX-FX was licensed to Futuremark, who used it for their 3DMarkbenchmark series with the last one being 3DMark2001 Second Edition.[15][16]

The first trailer showcasing an early version of the game's story and gameplay was shown at 1998 E3, attracting considerable interest due to its innovative content and effects (especially the MaxFX's 3D particle-based system for smoke and muzzle flashes), although 3D Realms producers later claimed they deliberately avoided overhyping the game.[17]Max Payne was initially scheduled to be released in the summer of 1999; however, it was repeatedly delayed and got heavily revamped in 2000. In particular, the game's graphics were improved to feature much more realistic textures and lighting, while the multiplayer mode was dropped. The game was eventually released for Windows on 23 July 2001.

As a result of the inevitable comparisons to The Matrix, the designers have included several homages to the film in order to capitalize on the hype: for instance, the detonation of the subway tunnel door to gain access to the bank vault is similar to the cartwheeling elevator door in the movie, while the introduction 'Nothing to Lose' level is similar to the lobby shootout scene in the film. Reinforced concrete design handbook pdf. Futuremark, which licensed the MAX-FX graphics for their 3DMark benchmark series, included a Matrix-like lobby shootout as a game test in the 2001 edition.[15]

Game Boy Advance version[edit]

The GBA version of the game was developed in 2003 by Möbius Entertainment (later Rockstar Leeds).[18][19] Since it was developed on a far less powerful platform, this version differs significantly from the PC versions and its Xbox and PlayStation 2 ports: instead of a 3D shooter, the game is based on sprite graphics and is shown from an isometric perspective. However, the other gameplay features have remained very similar to the original, including the use of polygonal graphics for the characters. The story also remained the same as in PC and console versions, though some levels from the original are omitted, and the game still features many of the original's graphic novel sections, complete with some of the voice-overs. The music was composed by Tom Kingsley.

Max Payne Mobile[edit]

On 6 April 2012, Max Payne was announced for Android and iOS, titled as Max Payne Mobile a port of the PC version of the original Max Payne.[20] The game was released for iOS on 13 April 2012, while the Android version was delayed until 14 June 2012. No major changes were made to the game apart from the HD overhaul.[21] A new version 1.3 was released on 18 March 2013 that fixes a bug that prevents users from accessing their cloud saves.[22]

Reception and awards[edit]

Sales[edit]

In its debut month, sales of Max Payne reached roughly 82,000 copies.[23] It became the United States' 19th-best-selling computer game of 2001,[24] with domestic sales of 300,782 units and revenues of $13.8 million.[25]

In the United States, May Payne's computer and PlayStation 2 versions respectively sold 430,000 copies ($16.9 million in revenue) and 1.6 million copies ($56 million in revenue) by 2006. According to Edge and Next Generation, this made Max Payne the country's 33rd-highest-selling computer game released between 2000 and 2006, and the 26th-highest-selling game launched for the PlayStation 2, Xbox or GameCube between those dates.[26][27]

The Entertainment and Leisure Software Publishers Association (ELSPA) awarded Max Payne's computer version a 'Silver' sales award,[28] and its PlayStation 2 version a 'Gold' award,[29] indicating respective sales of at least 100,000 and 200,000 copies in the United Kingdom.[30] The game ultimately totaled four million sales.[31]

Critical reviews[edit]

Reception
Aggregate score
AggregatorScore
Metacritic(PC) 89/100[32]
(PS2) 80/100[33]
(XBOX) 89/100[34]
(GBA) 78/100[35]
(iOS) 75/100[36]
Review scores
PublicationScore
AllGame(PC) [37]
(PS2) [38]
(XBOX) [39]
Edge6/10[43]
GamePro[40]
GameSpot9.2/10[41]
GameZone9.2/10[42]
IGN9.5/10[44]
TouchArcade(iOS) [45]
Awards
PublicationAward
BAFTABest PC Game of 2001[9]
IGNReaders Choice Action Game of the Year,[46] 2001 Readers' Choice Best Story,[47] Best Graphics,[48] Best Sound[49]
GameSpotBest of E3 2000,[50] The Top Games of E3 2001,[51] Readers' Choice Game of 2001,[52] Readers' Choice Single-Player Action Game of 2001,[53] two 2001 Game of the Year nominations [54][55]

Max Payne was released to very positive reviews. AllGame praised the game's atmosphere, level and sound design while noting that the 'story is, at times, predictable and full of clichés' and that '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.'[37] The review also noted a lack of replay value or multiplayer modes.[37] In a mixed review, Edge praised Max Payne for successfully integrating the bullet time mechanic into its core but criticized its linear and shallow level design.[43] While the graphics were generally praised for high-resolution textures, the character models lacked animated facial expressions (IGN criticized the titular character's 'grimace on his face that makes him look constipated').[56]

The game won many annual awards for the year 2001, including Best PC Game by the British Academy of Film and Television Arts; Golden Joystick Award by Dennis Publishing; Visitors Award Best PC Game at the European Computer Trade Show; Best Game of 2001, Best Graphics in a PC Game, and Best PC Action Game by The Electric Playground; Readers Choice Best Game and Best PC Game by Pelit; Computer Game of the Year by The Augusta Chronicle; Best PC Game of 2001 by Amazon.com; PC Game of the Year by Shacknews and by GameZone; The Best of 2001 - PC and Editor's Choice by Game Revolution; Reader's Choice Game, Best Single Player Action Game, and Best Xbox Game by GameSpot; Readers' Choice Game of the Year, Best Storyline, Best Graphics and Best of Use of Sound, and Best Adventure Game (Xbox) and Editor's Choice by IGN; Gamers Choice Award (Xbox) by Games Domain; Best Gimmick by GameSpy (runner-up in the Best Ingame Cinematics and Best Movie Trailer categories); and Editor's Choice and Best Innovation Destined for Overuse by Computer Gaming World.[8] The staff of IGN wrote: 'This game garnered so many votes from the readers that we almost decided to create a new Best Max Payne Game of 2001 category.'[46] The site also called it the 96th best PlayStation 2 game. They claimed that gamers thought of Max Payne instead of The Matrix when they thought of bullet time.[57]PC Gamer US presented Max Payne with its 2001 'Best Action Game' and 'Best Graphics' awards and the editors summarized the game as 'spine-chilling, exhilarating, and surreal'.[58]

The PlayStation 2 version suffered from reduced detail and occasional slowdowns, as the game stressed the limits of the console's power. Also, the levels were broken up into smaller parts so it would not tax the PlayStation 2's 32 MB of RAM, which according to IGN caused 'heavy disruption to the flow and tension of the story'. Otherwise, it was a faithful port that retained all of the content from the PC original. GameSpot awarded it an 8.0/10.0, (compared to the 9.2 ratings awarded to the PC and Xbox versions), saying 'If you can't play this intense, original action game on any platform except the PS2, then that's where you should play it--but only by default.'[59][60]

An early version of Max Payne was also a runner-up for the Best of Show award at the E3 in 1998. The finished game received several Game of the Month-type awards in various video game outlets (and a Seal of Excellence at Adrenaline Vault) and was included in the 2005 list of 50 best games of all time, as well as in the 2011 list of 100 top PC games of all time.[61] In 2007, bit-tech included the game and its sequel on the list of the top five most moddable games.[62] It received two awards from Eurogamer, Best Game Cinematography Award and Best Game Character Award of 2001.[63]

Max Payne Mobile received mixed to positive reviews. Some praised the HD graphics overhaul, although pointed out the game's age and the issues with the touchscreen controls.[64]

Sequels and film[edit]

A sequel, Max Payne 2: The Fall of Max Payne, was released in 2003.[65] The third game, Max Payne 3, was developed by Rockstar Games and released in 2012. Max Payne, a film loosely based on the video game, was released in 2008, starring Mark Wahlberg as Max and Mila Kunis as Mona.

Notes[edit]

  1. ^Ported to PlayStation 2 by Rockstar Canada, to Xbox by Neo Software, to Mac OS X by Westlake Interactive, to Game Boy Advance by Möbius Entertainment, and to iOS and Android by War Drum Studios.
  2. ^The PlayStation 2, Xbox, iOS and Android versions were published by Rockstar Games; the Mac OS X version was published by MacSoft in North America and Feral Interactive in Europe.

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  60. ^var authorId = ' by Doug Perry. '.Max Payne - PlayStation 2 Review at IGN'. Ps2.ign.com. Archived from the original on 21 May 2012. Retrieved 31 July 2012.
  61. ^'The 100 best PC games of all time'. PC Gamer. 16 February 2011. Archived from the original on 17 September 2013. Retrieved 16 September 2013.
  62. ^Brett Thomas (22 September 2016). 'Feature - The Top 5 Most Moddable Games bit-gamer.net'. Bit-tech.net. Archived from the original on 11 September 2016. Retrieved 26 September 2016.
  63. ^'3D Realms Max Payne Game Awards'. 3drealms.com. Archived from the original on 10 November 2014. Retrieved 16 September 2013.
  64. ^Andrew Koziara (12 April 2012). 'iPhone App Video Review: Max Payne Mobile - iPhone app article - Andrew Koziara Appolicious ™ iPhone and iPad App Directory'. Appolicious.com. Archived from the original on 8 August 2012. Retrieved 31 July 2012.
  65. ^Ivan Sulic (22 May 2002). 'E3 2002: Max Payne 2 announced'. Archived from the original on 17 May 2012. Retrieved 7 June 2007.

External links[edit]

Wikiquote has quotations related to: Max Payne (video game)
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  • Max Payne on IMDb
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Max Payne
Offical Boxart
Release Date:2001
Developer:Remedy Entertainment
Publisher:Rockstar Games
Series:Max Payne
Platforms:Xbox
Playstation
PC
Nintendo Gameboy
Genre:Third-Person Shooter


For the movie, see Max Payne (2008)

The first entry in the best-selling Max Payne series of video games, this game revolves around the story of the eponymous NYPD cop whose wife and daughter are murdered by junkies high on a then-unknown drug called Valkyr or V, a hallucinogenic substance that also makes its users prone to extreme violence. Vowing revenge on the one who sent the junkies, Max Payne joins the DEA and goes undercover in the New York criminal underground. Three years later, Valkyr is more prevalent than ever, but Max finally gets a break in the case, only to be framed for the murder of his partner Alex Balder. Now a fugitive wanted dead by all sides, Max must carve a shell-casing-strewn and blood-soaked path through the unrelentingly violent night in order to clear his name, uncover the purveyor of the drug, and find some measure of absolution for his tormented soul.


The following weapons appear in the video game Max Payne:

  • 2Handguns
  • 3Submachine Guns
  • 4Shotguns
  • 5Rifles / Carbines
  • 6Launchers
  • 7Hand Grenades
  • 8Cut Weapons


WARNING! THIS PAGE CONTAINS SPOILERS!


The game unashamedly borrows many cinematic and action elements from the films of John Woo, notably Hard Boiled (an ingame difficulty setting is even named after the film), in the way it uses slow-motion 'bullet time' gameplay, the widespread use of dual-wielded guns, and the slow-motion 'shoot-dodge' moves Max can use to simultaneously dodge and return fire. These elements would later turn up in the sequels and other unrelated video games, such as the F.E.A.R. series, the Red Dead Revolver series, the John Woo-directed Stranglehold, etc. Incidentally, it does NOT borrow from The Matrix, a film that would reignite interest in slow-motion action sequences, despite being released after the first movie in that series, as the first game was in development since 1996 and was supposed to be released in 1999, before being pulled back for a revamp and release in 2001.

In order to give the bullet-time mechanic more use and to make gameplay more cinematic, many of the fully-automatic weapons in this game have unrealistically low rates of fire. One major gimmick in Max Payne is that rather than the weapons using instantaneous 'hitscan' traces where the impact is calculated in the same instant the shot is fired, all weapons fire modelled projectiles with defined muzzle velocities. However, all ingame muzzle velocities are unrealistically slow, to the point that Max can dodge most gunfire just by moving slightly to the left or right in bullet-time mode despite not gaining any movement speed in that mode. It is likely that this was a conscious choice on the part of the developers for gameplay purposes, since realistic muzzle velocities would leave no room for dodging, even with the bullet-time mechanic; it is rather like the unrealistically slow gunfire in 'bullet hell' shooters in this regard.

With no budget to hire actors, the character textures in the first game are digitised from photographs of the dev team, their families, and even random people who walked past Remedy's offices during development. Most famously, Max Payne is Sam Lake, the lead writer, while Nicole Horne is Lake's mother.

Beretta 92FS

Max Payne Video Game Ps2

The Beretta 92FS is Max Payne's signature weapon (they are used in any cutscenes he shoots in), and is used by all NPC factions in the game. It is one of the two weapons in this game that can be dual wielded. The textures used in the game reveal that the actual model of Beretta 92FS was a West German 'Miami' model from Reck International (A blank-firing only type, which is indicated by the PtB, or Physikalisch technische Bundesanstalt sign, that is required in Germany for legal sale). The in-game Beretta 92FS has an 18-round magazine capacity instead of the correct 15. It is worth noting that the Beretta 92FS isn't an authorized service weapon of the real-life NYPD or DEA: mostly likely it comes from the influence of John Woo movies on the game, as the 92FS is well-known to be Woo's favourite handgun.

Beretta 92FS - 9x19mm
Reck Miami 92F - 9mm P.A.K. blanks
Max fires his Beretta 92FS. Note the markings on the slide, which match those of the Reck Miami 92F (Although some letters appear to have been changed or omitted, probably for legal reasons).
'Give a guy a gun and he's Superman. Give him two and he's God!'
Max fires at a fleeing Vinnie Gognitti with his Beretta 92FS'. Incidentally John Woo and Chow Yun-Fat are mentioned by name in this game.
'Do you have any idea why this is called Operation Dead Eyes?'
Two Killer Suits executing an uncooperative Mercenary.

Desert Eagle Mark VII

Another major weapon in the game is a chrome or nickel plated Desert Eagle Mark VII. The gun first shows up in the hands of the very first gangsters that Max faces at the Roscoe Street Station, and is the weapon that B.B. uses to murder Alex Balder, Max's only contact while undercover. In addition to many bad guys, several named characters also use the gun, among them Vinnie Gognitti and Mona Sax, who plays a more prominent role in the next game. Unlike the next game, this weapon cannot be dual-wielded, though several game mods exist that allow Max to do so. Nicole Horne uses one to try to shoot Max when he comes halfway up the stairs in the last level. The Desert Eagle in the game is noted as .44 Magnum caliber and unrealistically holds 12 rounds in its 8-round magazines.

MRI Desert Eagle Mark VII with nickel finish - .44 Magnum
Max's Desert Eagle cycles. Note the shorter cocking serrations as well as the lack of scope rails, indicating the Desert Eagle is likely modeled after a Mark VII variant.
Max Payne:'I don't know about angels, but it's fear that gives men wings.'
Vinnie Gognitti aims his Desert Eagle at a pursuing Max Payne.
Mona Sax and Max Payne aim at each other with their weapons. Mona Sax is a character who only appears in the graphic novel sequences in this installment of the series, so she is never seen using her weapon in-game.

Max Payne Video Game Music

Cobray M11/9

Incorrectly referred to as an 'Ingram' in-game, this machine pistol is not a Gordon Ingram-designed MAC-10 but its well known stand-in, the Cobray M11/9. This can be seen by the elongated back receiver and disk-shaped cocking handle. Max first obtains the Cobray M11/9 in the shootout with Rico Muerte the assassin in Jack Lupino's hotel early on in the game. It's the only weapon other than the Beretta that can be dual-wielded, and often shows up being wielded this way by enemies, including Frankie 'the Bat' Niagara during the second major bar shootout at Lupino's hotel. The Cobray M11/9 in-game has a 50-round magazine capacity and is restricted to fully-automatic fire--even the lightest presses of the 'fire' button will spray no less than 4 rounds per press if the ammunition is available.

Cobray M11/9 - 9x19mm
Many of the thugs who use only one Cobray M11/9 fire it while holding it sideways, and Rico Muerte is no different while trying to gun down a dodging Max. Rico's pants are around his ankles courtesy of the hooker Candy Dawn, seen in an earlier graphic novel sequence.
A good side view of the M11/9 as it lays on a table.
Max blazes away with two M11/9s while shoot-dodging. This angle gives a clear view of the M11/9's cocking handle, elongated rear receiver and sights.

Uzi

Jack Lupino, Nicole Horne, and Horne's bodyguards carry full-size Uzis in the graphic novel cutscenes. Neither they or Max Payne actually use them in the game.

IMI Uzi with buttstock collapsed - 9x19mm
Jack Lupino with an Uzi in a graphic novel sequence. As seen below, he uses a Sawed-Off double shotgun as soon as the shooting actually starts.
Nicole Horne with an Uzi as Max confronts her on the top floor of the Aesir Corporation tower.

Winchester 1300 Defender

Max's primary shotgun is the Winchester 1300 Defender. It is first seen ingame in a first-floor closet in his New Jersey home in the Prologue level. It is a powerful but slow-firing weapon used by all NPC factions, but loses effectiveness in the third act where Max faces many enemies wearing body armor and packing assault rifles. Boris Dime, the captain of the gunrunning cargo ship Charon, also uses one when you fight him. It has a correct 7-round tube magazine capacity, but no front sight due to the limitations of the game engine.

Winchester 1300 with extended tube & rubber butt pad - 12 gauge
Payne with his Winchester 1300 Defender at the ready.
Rico Muerte rigged his motel room's door with a shotgun booby trap, essentially a weight attached to the trigger via a rope that would drop when someone opened the door.
'Tell the Devil that Dime sent you.'
Boris Dime with his Winchester 1300, taunting Max before his boss battle.

Sawed-Off Double-Barreled Shotgun

The Sawed-Off Side-by-Side Double Barrel Shotgun first makes its appearance during the 'Live at the Crime Scene' stage, in the hands of a punk who guns down his buddy during an argument over who was supposed to bring a detonator to clear their escape route. Unlike most sawn-off double-barreled shotguns in movies and games, this weapon can only be fired one barrel at a time, but like its movie depictions is always used in a one-handed grip in this game. Jack Lupino uses one during the showdown with him in his inner sanctum at the Ragna Rock nightclub. It fires more quickly than the pump-action shotgun, but is obviously limited to two shots.

Sawed-off Stevens 311R - 12 gauge
Max aims his Sawed-off Double Barreled Shotgun.
'The transparent cylinders glowed green, full of Valkyr.'
Max muses to himself while he looks at some cylinders of Valkyr, a suitcase full of dirty money, and a sawed-off shotgun on the table. For some reason, break-action guns like the sawed-off shotgun are always depicted as open when not held by an in-game character in this video game.
Max Payne guns down a gangster rounding a corner inside the Ragna Rock nightclub. Thanks to the two-shot capacity and long reload time of the weapon, shooting from cover so you can quickly reload in safety is the ideal use of this weapon.
Max reloads his Sawed-Off Shotgun while staring at a poster for Freaking Zombie Demons from Outer Space!, a title that would be combined with Captain Baseball-Bat-Boy for the next game in the series. Unlike the sequel, there is no way to speed up the reloading process, so a bit of tactical discretion is necessary for this weapon's use.
'DIIIEEE! You'll die! You'll die, now, all die! AWWWOOOOO! THE WOLF!'
A high-on-Valkyr Jack Lupino spouts nonsense in the inner sanctum of the Ragna Rock nightclub, sawed-off shotgun in hand, ready to make another blood sacrifice to the imaginary demons in his mind.

Pancor Jackhammer

The last shotgun available in the game is the Pancor Jackhammer. Max doesn't get the Jackhammer until the 'Backstabbing Bastard' chapter where he faces off with B.B., his corrupt former partner in law enforcement, who also wields one of these. It primarily shows up in the hands of Nicole Horne's Killer Suits in the final stages of the game, and is extremely deadly at close range. Unlike the other two shotguns in the game it is capable of fully-automatic fire, and has a detachable drum magazine that incorrectly holds 12 rounds instead of 10 like the real Pancor Jackhammer. For some reason, ammunition for this weapon is not interchangeable with the other shotguns in the game.

Pancor Jackhammer - 12 gauge
'Take him down. Shoot to kill. Let's finish this!'
A Killer Suit with a Pancor Jackhammer, looking to cut Max off at the exit to the Asgard Building with his cronies.
Max Paynes fires his Pancor Jackhammer in the lobby of the Aesir Corporation tower.

Max Payne Video Game Trailer

Colt Model 733

Max first gets ahold of the Colt Model 733 'Commando' when he raids the arsenal of Boris Dime in the aftermath of a shootout with him onboard the gunrunning cargo ship Charon. It's a powerful weapon that is used by many NPCs in the third act 'A Bit Closer to Heaven,' and often shows up in the hands of Nicole Horne's mercenaries and Killer Suits. The muzzle flash is rather inaccurate -- it looks as if it came from an old-style M16 three-prong flash hider, rather than the more modern 6-slotted 'birdcage' flash hider. This ultracompact carbine has a magazine capacity of 30 rounds and is restricted to fully-automatic fire. One brief sequence in the Asgard building level shows a mercenary with a laser-sight-equipped Model 733 emitting a visible beam, but when this particular NPC is seen later no laser sight is visibly mounted on his weapon, nor is there any graphical effect to represent the laser.

Colt Model 733 'M16A2 Commando' - 5.56x45mm NATO
Max with his Colt Model 733 Commando. Note his carbine is modeled exactly after the one in the gun image above, with Canadian-spec A1E1 receiver (Forward assist and shell deflector with full magazine fencing but retaining A1-style sights).
Max stands smug with his newly acquired Colt Commando.
Max runs from the self-destructing Cold Steel foundry, a front building for the Deep Six army bunker, with a Colt Commando in his hands.
Two mercenaries with Colt Commando carbines in the Cold Steel plant discussing the ridiculousness of sleeping with and naming one's rifle, when one of them reveals that he dubbed his 'Dick Justice.' This would later be reused for an in-game television series in the next game.
Max Payne rains lead and shell casings with his Colt Commando in the lobby of the Asgard building, demonstrating the unrealistic muzzle flash even though the 6-slotted bird cage flash hider is modeled. Given the fact that shell casings, like bullets, don't move at realistic velocities in this game, it is possible for Max to outrun his own shell casings as seen here, by moving to his right while shooting in bullet-time mode. This also happens in many other video games, even without 'bullet-time'.

Steyr SSG 69 PII

Max and various hostile NPCs use the Steyr SSG 69 PII rifle. The rifle is modeled with a ten-shot detachable magazine which only holds 5 rounds ingame. For some reason, no ingame characters actually work the bolt-action despite it being heard after every shot, and indeed the weapon is treated as semi-automatic ingame (the most likely reason behind this unrealistic aspect is because working a bolt-action would take too long in bullet-time mode, since the player can only slow time with that ability, not speed up Max's actions when that mode is active). This sniper rifle is first seen in the second act, 'A Cold Day in Hell.'

Steyr SSG 69 PII with Harris bipod - 7.62x51mm NATO
Max Payne holds his Steyr SSG 69.

Max Payne Video Game Plot

'I doubted the letter was a receipt.'
Max looking at a Steyr SSG 69, a briefcase of money, some 7.62x51mm ammunition, and a letter addressed to the late assassin Rico Muerte with just the word 'Mayor' on it.
Apparently a gang-affiliated dock worker seen through Max's sniper scope thinks that firing a machine pistol sideways on full-auto is a good way to hit a distant sniper. These are notions that Max will soon lethally disabuse him of.
The first Max Payne game is among the first video game titles to feature the 'follow-the-bullet killcam' view, which this title is triggered every time Max fires a sniper shot that is likely to hit. In this screenshot one is about to hit an enemy guard in a watchtower. As with weapon projectiles and shell casings, the sniper bullet seen in this camera view doesn't spin anywhere near fast enough to be realistic.

Max Payne Gameplay Video

Norinco Type 56

Boris Dime is seen holding what appears to be a full-stocked Norinco Type 56 AK variant in a graphic novel cutscene. It's not usable in the game.

Norinco Type 56 (fixed stock variant) with under-folding bayonet ('pig sticker') which was standard on PLA-issue Type 56s - 7.62x39mm
Boris Dime showing off his Type 56 in a graphic novel cutscene - However, when the player encounters him in-game he is wielding a Winchester 1300 Defender instead. Despite the rough art of the image, the rifle appears to have the 'pig-sticker' folding bayonet seen on PLA-issue Type 56 AKs.

M79 Grenade Launcher

Max first encounters the M79 Grenade Launcher while storming mafia boss Angelo Punchinello's manor, in the hands of a bad guy who blows open a door trying to take him down. This single-shot weapon will kill any non-boss enemy in its blast radius, and will also kill you if you're too close to what you're shooting at, which is made more difficult since the weapon has a steep trajectory for its projectiles. NPCs using this weapon show up a lot in the third act, making Max's life extremely rough.

M79 grenade launcher - 40x46mm
The M79 grenade launcher in Max Payne's hands. The weapon lacks its folding leaf-sight.
An M79 Grenade Launcher in an arms stash located in a parking garage of all places. To the left are some Colt Model 733 carbines.
An Aesir Corporation guard drops an M79 Grenade Launcher after getting sniped by Max. Just to make the player's life more difficult, there are three of them all guarding the same passage from the entrance to the Aesir Corporation tower.
Max Payne reloads his M79 Grenade Launcher after blowing away two mercenaries in the Asgard building.

M26/M61 Hand Grenade

Max can also find and use M26/M61 Hand Grenades throughout the game. Though the ingame model's shape is that of M26/M61, it appears to use the texture of a Mk 2 'Pineapple' Grenade. They are used by all factions in the game.

M26 Fragmentation Grenade - The M61 is an improved variant of the M26.
A M26/M61 Hand Grenade and some ammunition on a shelf in the Cold Steel foundry.

Heckler & Koch MP5SD

Originally, the Heckler & Koch MP5SD was meant to be featured in the game, but it was cut before release. The gun can still be found in the game's files. The player also can still use the console command 'GetMP5', but it will give him the Colt Commando.

Heckler & Koch MP5SD1 with 15-round magazine - 9x19mm
The render of the removed MP5SD.

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