Full Review: Let's kill us some mobsters, shall we?
There has been much ballyhooing and hype surrounding Finnish developer Remedy Entertainment's Max Payne game, ever since the initial screen shots of the PC version. The game was delayed for a couple of years to refine and smooth out the edges. When it was released earlier this year, the reviews were rave and the game turned out to be quite a good one.
And now, the game is available on PlayStation 2. The result? Max Payne is a pretty good game that lived up to my expectations, despite a few nags that drag the game down a little. Since I never played the PC version (computer isn't quite powerful enough to handle the game), I'm able to base the review as a stand-alone PS2 game, making it easy to avoid the obvious comparisons. And as just a regular PS2 game, Max Payne isn't half bad. It's far from perfect, or an AAA game, but it's worth the dough if you like this kind of game.
Max Payne tells the story of a NYPD cop going by the name of Max Payne (gee, you didn't see that one coming, did you?). Max is a regular old crime-fighting copper until he comes home one day and becomes witness to the violent murder of his wife and baby, forever changing his psyche. Max goes undercover to solve the murder, as well as try to figure out where this new drug УValkyrФ comes from, buddying up to the mafia.
Max is then framed for the murder of his partner and best friend, adding more drama to the mix. From here Max goes on a mission to clear his name, as well as destroy the mob. The game is loaded with plot twists, turns, and surprises to keep Max on his toes.
The story of Max Payne is told not through cut-scenes, instead through the use of graphic novel-style formats, with frames of animation, like a comic book. As the story is told, each character is voiced along the way, instead of just reading the words. Max narrates the whole thing, speaking his mind on the situation at hand. It's a different way to tell the story, and turns out very good. But don't be surprised if you're making a MGS2 comparison towards the endЕ
To simply describe how Max Payne plays, I'd refer to it as a 1st person shooter in a 3rd person perspective. It just feels like your typical FPS, in terms of controls and general gameplay strategy. However Remedy keeping it in this perspective allows for slightly more interaction with the environment and less like a Уmurder simulatorФ where you're the character, but more like you're controlling a main character.
Max is a pretty cool guy Ц gruff, hard-ass Solid Snake wannabe voice, with lots of toys to blow stuff up and rip the bad guys to shreds. Max is more of the УgrittyФ cool Ц not charismatic like Dante or Snake, but more like Dirty Harry. The personality really blends into the gameplay and gives purpose to play.
Of course, Payne is more known for the Matrix-like УBullet TimeФ feature that is really only possible in a 3D action game like Payne. There are 2 types of Bullet Time Ц a long lasting version that lets you slow the game down to a complete crawl, while still being able to aim your weapon at real-time speeds, and a shorter version called УShootdodgeФ which lets Max slow time down to dodge bullets, as well as fire his weapon at the same time. Both are essential to completing the game (unlike some games that throw these little things in for novelty, but no gameplay needs), for it gives you an advantage (but not invincibility) for a short time. Once the hourglass icon runs out, you're out of BT and you'll have to wait for it to recharge. Thus, it's wise to save it for when you really, really need it.
However, all gimmicks aside (even if it is indeed a useful gimmick), Payne is all about the action. And it has loads of it. Each level is completely loaded with tough and not so tough baddies to wipe away with your firepower and moves. Thankfully Max is ready for action, with his all-powerful ability to take the weapons of those he's killed. Wow, what a novel idea, eh? Max can find basic Beretta handguns, to sawed-off shotguns, grenade launchers, Ingrams (Uzi's basically, with fast as hell fire rate), and the Colt Commando. The artillery is quite heavy. If Max is hurt, he can take painkillers to heal. Keep in mind you can only hold 8 at a time, and they are rather scarce. Not too scarce that you never see them, but they aren't exactly popping up around every corner. Max can get hurt easily and it only takes a couple hits to kill if the enemy has a powerful weapon (like a grenade at his feet), so you'd be better off to dodge and shoot first, then ask questions later.
Most of the time, Max has the advantage over the baddies Ц he sees them before they see him and most of the time you can knock off one or 2 before the others react. This is almost essential as well, to keep the advantage in your favor. However, the enemies are rather smart; they won't just sit there and let you kill them, instead they'll fire right back at you with some fierce anger.
A cool gameplay element that sticks out is the level of interactivity with the environment, a la Metal Gear Solid 2. Anything you fire at will get bullet holes in it, and shooting at some pipes will set a blaze of some sort and/or air. You can even shoot out the TV sets and turn on the vibrating beds in the cheap motel run by a mob boss. This element does make the game slightly trickier because you have to test everything for a way around, be it blasting windows out, or shooting apart a flimsy door. Basically when you're stuck, just shoot around and see what happens. You can also do fun things like flush toilets, turn on sinks and play with water coolers. It's almost as fun to just run around and see what you can play with, as it is to play the actual game.
For the most part, Payne is fully enjoyable. However there are some things that will really knock around the replay Ц as in the repetitiveness of the whole thing. You turn a corner, kill some guys, turn a corner, kill some guys, listen to the TV, kill some guys, etc. The pattern stays the same throughout and becomes somewhat tiresome, especially when the enemies become more and more in terms of numbers and strength. The story, plot twists, and various locales do add freshness to keep you going, which improves the game a lot. However once I completed the game, I really felt little interest in playing through it immediately, even with the new opened modes like New York Minute (which forces you to beat each stage in under 60 seconds).
It doesn't help that the controls are somewhat shoddy and sensitive. Max uses both analog sticks to move Ц one to run forward, and the other to shift him and the camera in the proper direction to line up shots. This is somewhat frustrating, but could be more tolerable (it is something you get used to, but it takes some time) if it wasn't so sensitive. Lining up a perfect shot takes way too much time in critical situations, and you wind up wasting too much ammo in the process. This is where Bullet Time saves you because you have more time to set up, but it's still not perfect. The saving grace is the auto-aim that lets you get as close as possible to an enemy.
The layout is difficult to get used to Ц firing with R1 is somewhat strange, and reloading with Square takes getting used to. Even jumping with R2 is something you have to be trained to do, because it's so strange. However the Bullet Time placements on the other shoulder buttons seems very natural. Also, changing weapons is done through the D-pad, which is also very peculiar. If the movement were a little more spot on and easier, these flaws would be more forgivable, however. Finally, and my biggest complaint, is the unnecessary and game-killing prologues to part 2 and 3. I know there is a huge story element contained, but the whole thing is especially disturbing. I won't spoil it for those who haven't seen it, but the hop-skip-jumping on the lines while all kinds of creepy (and not in a Silent Hill way) noises are heard. It completely took me out of the game, and I wound up putting it aside a day because it annoyed me that much. They definitely should have avoided using that kind of angle.
To its credit, Max Payne is quite long for an action game Ц 10-15 hours the first time through. It's not one of those games you will beat in a day or 2, unless you play it non-stop. And beating the game gives you access to all the levels in the game, so you can replay whatever portion you desire. Which is quite cool if you just want to beat the game over and over (as kinda flat as it is). Also, the game doesn't give you the easy way out like the other versions of the game Ц you can only save at the beginning of each section, instead of every little step. To me this is a very good thing, because you actually have to earn the beating of each area, instead of saving at every juncture. Say what you will, but it's just a better way to play this game.
Visually, Max Payne is not too shabby, but not anything to write home about. The frame rate is occasionally jittery and things kinda slow down frequently, but it's not too bad. The whole thing is rather dark and gloomy, but considering it's nighttime in NYC during a blizzard, and you're in dark places like abandoned subways, cheap run down hotels, factories, and such, it's easy to understand why. The last couple locales in the game are much more УcolorfulФ and normal, compared.
The characters are mostly well animated, however there was a major emphasis on the facial features of them instead of the body. Max's face is photo realistic, even with that УI need MetamucilФ constipated look most of the time. I mean really, someone find this guy a toilet somewhereЕoh wait there are toilets, but he only flushes them. Oh well. The effect is quite odd, with faces that almost look plastered on bodies. The only ones that look УnormalФ are the main characters, not the paper-thin baddies that you blow away most of the game.
Max Payne's sound is also done very well. The voice acting is actually quite good, and spot-on. Max over-enunciates his lines and comes off as campy at times, but it really fits his character well. It adds a bit of a comic feeling to this game. The stereotypical mobster guys sound like you might hear them in a movie, as well. The only thing is the generic screams of the enemies when you kill them; it's almost the same for every guy.
The music is very sparse, and in some places repetitive. There isn't a lot to write home about, but it's not too terrible. As a matter of fact the later levels have a very cool theme that fits the current theme of the game. The rest of the effects are basically gunshots, and those too are realistically done. Each gun sounds different, and pretty much like the real thing, if you've heard those weapons used before. Overall the audio presentation is very nice.