No Payne, no gain

Series playthrough: Max Payne 1 & 2

Back Story

If you recall back in 2001, 3DMark featured a Matrix-like demo to test your 3D graphics cards on. This graphically mind-blowing, real-time segment, watch it from 2:10 here, made me stand in awe as I watched it in a PC hardware shop. I couldn't believe such amazing visuals could be possible in real-time.

The textures, visual wear and tear as bullets destroyed pillars and the amazing side ways jump in slow motion, was a joy to look at!


Unknowingly to me back then, it clearly utilised the Max Payne engine, a game that would push PC visuals to a new level of photo realism later that same year. For a long time after, though, I thought I'd seen footage of a Matrix game!

However, at that time I was not much of a PC gamer and my first encounter with Max Payne was on the PlayStation 2 the following year. I borrowed it highly recommended from a guy I used to work with at a storage facility in my teens. Plus, I’d heard quite a bit about it through PC gamers, especially the slow motion effects had gained a lot of attention. This was, after all, the early 2000s amidst the craze for slow motion popularised by the Matrix movie in 1999.

Playing the game, I had to adapt. It was a new genre for my teenage mind. My nearest experience to fast shooters was through playing Unreal Tournament on a local LAN network to a classmate. Max Payne was one of the first, modern controlled, third-person shooters I'd ever encountered.

I had to get up to speed with the controls and difficulty level, as it required you to slow down time, as a counter for surviving blazing fast shootouts. I recall enjoying my PS2 playthrough, but wasn’t completely blown away. 

That said, I do appreciate the importance of this title and it's unique gameplay for it's time. In hindsight, it paved way for the whole modern third person genre as a whole.

Moving forward a few years and I built a gaming PC at university, must have been around 2004, and was recommended to play Max Payne 2 on it. I think it was a Radeon 9600 card of some sorts.


Happy to see my newly built PC rig allowing me to max, no pun intended, out the graphics settings, I sat down and played through its entirety in a weekend. I was in love. I replayed Max Payne 2 repeatedly.

What has since become many encounters, these two Max Payne titles were my first introduction to Sam Lake's scripts and writing. Working at Remedy in Finland, he would later direct games like Alan Wake, Quantum Break and Control. He also lent his face to original Max Payne character model.

Which brings us forward to 2024 and I decided to replay these two Remedy classics. I opted for the easily available ports on the original Xbox, through backwards compatibility on my Xbox Series X. Both are well optimised ports compared to their PC counterparts, and a huge step up from the severely downgraded PS2 versions. Both run locked 60fps and are resolution boosted to 4K.

Let's jump into each title and bullet time our way through them!


Review

Played on: Series X
Released: 2001 (Xbox)

As mentioned, my first playthrough of Max Payne was back on the PS2, around 2002. I was new to the shooter genre in general and Max Payne resides in the typical PC fast paced shooters of its day. Relying on established skills by the player with fast gunplay, reflexes and precise aim. To rectify this, the console versions feature auto-aim, but back then I wasn’t ready for the high difficulty.

I learned to play the hard way; brutally losing lots of health in each firefight and dying, a lot. Going back now, with the original Xbox version available as a backwards compatible title on Xbox Series X/S, it’s easier for me to get into the controls. They feel surprisingly more modern than what you’d expect from a 23-year-old title.

With a lot of training from tons of shooters since, I'm not struggling as much. That said, its’s still tough in difficulty. More often than appreciated, you can end up stuck with heavy damage and little ammo. Luckily, it has a quick save feature, another typical PC trait which was new to console players back in the 2000s.



Max Payne requires a tactically approach to taking down enemies, utilising the third person camera to your advantage. Allowing you to peek around corners before jumping into the action, preferably sideways in slow motion. It has a realistic touch when it comes to how fast you are killed by bullets and how fast automatic firearms are.

Using the slow-motion cleverly, activating it with a toggle button or through a horizontal jump, not only makes it hard for enemies to hit you, but it also gives you a massive advantage in reflexes and reaction time. Max dies from only a few bullets, but slowing it all down, gives him a chance to avoid oncoming fire.

Slow motion can be activated as a horizontal jump, as mentioned, or just a toggle button where you use up a time glass. To refill your time you need to get in kills. There's a solid balance going on here, forcing the player to engage in firefights at normal speed too, allowing you to build slow motion time.

At your disposal is a neat selection of weapons. Ranging in coolness from dual wielding Beretta's and Uzis, still popular years after Tomb Raider, to powerful shotguns and autofire AKs. All held together by satisfying feedback to recoil and bullet hits on enemies as they react to the physics of being blown back, movie style.

While the gameplay holds itself up, the animation has aged badly. There’s a lot of awkward looking moves from enemies and Max Payne himself. With oddly proportioned bodies and weird bending arms and bodies, look strange by today's standards. While face textures are quite detailed, the actual polygon models are simplistic and have this awkward dispensary. Reminiscent of how GoldenEye characters looked on the N64, albeit in far superior visuals.



Visually, I must say that this original Xbox version does a remarkable job at coming close to the PC counterpart. While the PS2 version looks dull, colour muted and muddy, this Xbox version is a sharp and detailed match to the PC's high settings. In addition, resolution is upped to 1920p, 4:3 format 4K, and framerate is boosted to a locked to 60fps on my Xbox Series X.

A lot of textures still look sharp, with a neat usage of material effects, for its time, like shiny metal and leather. These days, the low polygon count on characters and environments look simplistic, but I can appreciate how awesome it looked back when it released. Bringing back my memory of staring awe struck at that 3DMark Matrix-like demo.

However, when it comes to environmental variation and locations, damn, there's a lot of uninspiring warehouses, basements and run down apartments. Textures are fine, but not exactly appealing places to look at. A mansion comes to mind as a neat level that deviates from this. I get that it's set in a dark and dismal world, but more variation is sorely needed.



The story is straight forward, however, it’s still uniquely presented in a dark, Noir-inspired, cartoon presentation. Sam Lake's face depicts Max Payne, voiced by James Perry McCaffrey, as this worn-down, hard-boiled cop that seeks revenge on the entire crime scene in New York. Keeping in tone with the dark and cold world it depicts.

A classic revenge is the key here and Max is hellbent on finding the people that murdered his wife and kid. What better backdrop for a full-on action hero is revenge anyhow? Delving into the dark and ruthless underworld of crime to take the main syndicate down, one man at a time. It was unique and refreshing, movie inspired, story telling back in 2001.

In modern context its a sparse and repetitive looking title. It feels empty, lacking life, in locations that aren’t visually inspiring. That said, it's dark world is intentional, representing Max's loneliness and depression.

Players today need to be prepared for visuals, but once they get past this, the gameplay holds up well and slow-motion gunfights pack a challenge and are very much enjoyable still.



Review

Played on: Series X
Released: 2003 (Xbox)

After building a new PC back in 2004, I played Max Payne 2 a lot. When the console players rejoiced in Resident Evil 4 that same year, for its third-party shooter action, I vastly preferred Max Payne 2's action and superior controls. There's no walking or shooting here, just Max throwing himself around sideways while dealing out lead to the bad guys!

It could be my, memory but a feel like of the textures of Max Payne on Xbox version feels a few steps behind PC. Nevertheless, it’s an impressive port considering the advancements in visuals between the first and second game. There’s a higher polygon count, resulting in better character models and larger and more detailed environments.

Animation is stepped up considerably. Gone are the awkward movements and weird shaped limbs of the characters, and in its place are more well-rounded movements. Overall, in combination with the gameplay, it all feels far more polished. This is reflected in Max's character model too, gone is Sam Lake's face and in it's place is a matured, middle aged, Max we've grown accustomed to through Max Payne 2 & 3.



Replaying it, I realise why I was incredibly 
impressed by this title back in the day, and why RE4 didn’t completely blow me away as many console players did. Max Payne 2 just is controlled better with incredibly satisfying gunplay. Especially when it came to being able to manoeuvre about while firing, no shoot or walk here! It was one of the best third person shooters of it's time and absolutely stood the strongest when it came to gunfights and movement.

It remains incredibly fun to play, precision at your fingertips, lots of cool firefights and a satisfying gun feedback when taking down bad guys. Added into the mix is destructible objects in the environments and a Havok physics engine making ragdolls and deaths a random and joyous affair to watch each time. It's amazing to me how well it holds when shooting down a bad guy, seeing him fall back into a pile of boxes and realistically crashing down on to the ground!

The story is presented in much the same style as the first game, but with more polish and quality, utilising cutscenes with in-game graphics to depict certain scenes, in addition to the Noir styled cartoons. Max Payne is redesigned from looking like Sam Lake, into a unique character of his own. Again, the voice actor does an excellent job and there's more reflection in his lines.

Adding an extra character, Mona Sax, helps give Max someone to bounce dialogue back and forwards with. In addition, she's playable in a couple of levels, mixing up some needed variety. Mona and Max have this toxic, yet explosive love interest going throughout, adding a neat dimension to their otherwise tough and relentless exterior.



We're once again treated to locked 60fps on the Xbox Series X, and a full 4K thanks to the widescreen format the sequel is presented in. Although the textures are a step down from the top settings on the PC, they hold up well considering how stunning the game looked and hardware it demanded back in the day.

You can easily pick up both Max Payne games on PC, but these original Xbox versions have controller support out of the box and good auto-aim for players that prefer controller play.

Although there's still and abundance of derelict apartments and concrete warehouses, the sequel has more visual variety. It's a less dark and dismal compared to the first game, with a less empty feel to it all. Thanks to more objects in rooms and finer detail, interiors come better to life here. As do improved visual effects, lighting and physics. It's impressive how modern it still looks and plays. 



Much like the first game, it's a fairly short affair. Clocking in at around the eight to ten hour mark. However, it keeps you at your toes throughout, constantly challenging your reaction and gun skills, combined with utilising the slow motion to your advantage. It's a dark story, that doesn't really require you to stay longer in it's world.

It's that neat balance of delving into a dark place with the story, the right amount of gunfights for gameplay, but all at a bearable length to keep the momentum going throughout before repetition kicks in.

To relive the Max Payne magic of Remedy, this sequel is a must-play. A statement of how modern it feels with graphics, physics and third person shooting, even to this date. Enjoyable and highly recommended!




Summary

It’s been a pleasurable reunion, especially as I remembered little of the first game. Time has shown its age on both, especially the first game, considering visuals and animation, but the gameplay has held its ground, especially the fun of slow-motion. It's a eye opener of how far forward looking the gameplay was, and judging by my replay of Max Payne 2, still is many years later.

A side-note to McCaffrey, voice of Max, as he sadly passed last year, 2023. Rest in peace and thanks for your excellent job on bringing life to Max's personality. Here he is together with Sam Lake in the studio for Alan Wake 2:


As for the future of Max Payne, I feel the Noir styled story and gameplay still are unique and the up-and-coming remake of both 1 and 2 will be very interesting. I think a lot of younger gamers these days can still have a ton of fun if they're modernised. Not that there's anything wrong with going back to the two originals, especially when they're easily played a controller on Xbox Series X/S.

Now, it only seems appropriate to replay Max Payne 3, the part where Remedy handed Max over to Rockstar!