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Max Payne for PC - Review
August 4th, 2001
originally written for GamesDomain.com
The
white page stared at me blankly like the accusing eyes of a murder
victim. I stared back, resolute and unflinching. The resounding screams
of my defeated foes echoed in my head, reminders of the long road taken.
A road paved in blood, with bodies for a divider line. I shook my head in
frustration, desperately trying to drive out the past. I returned to that
blank page, my albatross, my critic, my final accuser. One question
continued to haunt me, like a battle-frenzied demon clawing through my
synapses: “Why is Max Payne so good?” I began to write…
If that first paragraph reads a little
over-the-top, then the tone of Max Payne from Remedy and 3D Realms
will feel like a…like a…like a barbed-wire straightjacket two sizes too
small. Max Payne is a console-ish third-person action shooter that
is soaked in film-noir clichés and hyperbolic similes that, often, don’t
make any sense. It also begs the question, “Will they ever get tired of
diving and shooting in slow motion?” The answer is a long, drawn-out
“NNNNNOOOOOO!!” yelled while jumping through a skylight, dual Berettas
unloading.
Max Payne is the most fun I’ve
had playing an action game in a long time. The concept is simple enough.
Third-person shooters are nothing new. Remedy has taken a worn out idea
and infused it with new life. The game plays like most other third-person
shooters available on the console of your choice; you control your
character from above and behind, you have a targeting reticule, you put it
on the bad guys, and shoot. It features the standard array of armament:
pistols, shotguns, assault rifles, and submachine guns.
The “new life” that I mentioned can be
summed up with the current zing term for entertainment: “bullet time”.
Often used in movies and recently in television, bullet time describes the
technique of slow motion during action scenes to accentuate bullet hits
and impossible feats of athleticism. In Max Payne, it is an
element that must be mastered. You can put Max into bullet time at will
as long as he has it stored up in his bullet time meter, which refills as
he kills the bad guys. This is a huge advantage in combat because while
everyone and everything else slows down, you can still aim in real-time.
So Max can enter a room full of people and, with a couple dives, fire two
guns with deadly precision while dodging most of the bullets. I’m not
talking Remo Williams-bullet-dodging, just diving out of harm’s way in
time. Watching the movies for Max Payne before it came out, my
thoughts were, “It’s just a gimmick. It will get old in 5 minutes.” I’m
here to tell you it never gets old; it just gets more and more fun.
Bullet time is not the only new element in
Max Payne. There is also a fairly involved story, an interesting
anti-hero for a main character, a graphic novel-style of showing cut
scenes, and scalable A.I. that increases or decreases during play. The
story for Max Payne follows Max on his road of vengeance as he
unravels the mystery of his murdered family and a conspiracy to frame
him. It takes place in the sallow underbelly of New York City, with both
the mafia and the police on Max’s trail. Max is a fugitive cop on the
run, and prone to overly dramatic voiceovers. Much of the story is told
in graphic novel cut scenes that play out like the pages of a comic book.
I found this method of telling the story to be jarring and detracting from
the action. They pop up right in the middle of a level and yank you out
of the game, and they do this frequently. Luckily, these scenes can be
skipped at any time. Some of the cinematics are told using the
more-than-ample game engine, which I prefer. The scalable A.I. is
something that was mentioned frequently in the press releases, but I really did
not notice it. There were never fewer enemies when I’d have to replay a
spot, so it must be extremely subtle. To its credit, I never found any
part of the game impassable, and I was never stuck for very long.
What really sells the game are the
graphics. Max Payne uses a new engine capable of
incorporating photo-digitized textures, radiosity lighting, and hardware
T&L. All that translates into, “It looks really really good.” The
recommended requirements of 700 MHz, 128 MB RAM and a 32 MB video card are
a little steep, but I ran it on a 733 with 256 MB RAM, and a 64 MB GeForce
2 GTS, and it ran beautifully with the details all the way up. The game
environments are very well detailed with litter, graffiti, hypodermic
needles, and all the little pleasantries that make New York City what it
is. These environments are also extremely damageable. After a firefight,
the walls are peppered with bullet holes, glass lays shattered, and
carnage is evident. It really makes those long gun battles fun when every
misplaced bullet hits something and leaves a mark. Max Payne does
come off a little ‘grey’, and the textures can be somewhat uninteresting,
but that is what slums look like. The character models support some very
realistic faces with slight variations in expression, however they do not
support pain-skins or damage modeling. So, while clearing out a room of
villains, you are rewarded with a puff of blood here and there, but no
visible damage on the bodies. A per-polygon damage model like that of
Soldier of Fortune would really have paid off here. The villains
themselves can get a little repetitive. There are about three or four
different kinds of villains, with some variety among each kind.
Basically, they are all guys with guns.
Max Payne is not a perfect game by
far. It is fairly short, there are some little quips with the graphics, a
lack of multiplayer (which may or may not be a problem depending on who
you ask), and the use of bullet time could, conceivably, wear on the
player. At times during the game, I would want to sneak up on people, but
Max does not sneak. He runs loudly, alerting everyone of his presence, so
that they know, HERE COMES THE ‘PAYNE’! Max Payne is a step
forward for the genre and a step in the right direction. It stands as the
new standard by which to measure action games. The bar has been raised.
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