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Max Payne 2: The Fall of Max Payne

Max Payne 2: The Fall of Max Payne is a 2003 third-person shooter video game developed by Remedy Entertainment and published by Rockstar Games. It is the sequel to 2001's Max Payne and the second game in the Max Payne series. Set two years after the events of the first game, the sequel finds Max Payne working again as a detective for the New York City Police Department (NYPD), while struggling with nightmares about his troubled past. After being unexpectedly reunited with contract killer Mona Sax, Max must work with her to resolve a conspiracy filled with death and betrayal, which will test where his true loyalties lie.

Max Payne 2: The Fall of Max Payne
Developer(s)Remedy Entertainment[a]
Publisher(s)Rockstar Games
Director(s)Markus Mäki
Designer(s)Petri Järvilehto
Programmer(s)Kim Salo
Artist(s)Saku Lehtinen
Writer(s)Sam Lake
Composer(s)
SeriesMax Payne
EngineRenderWare[b]
Platform(s)
Release
14 October 2003
  • Windows
    • NA: 14 October 2003
    • EU: 24 October 2003
    Xbox
    • NA: 25 November 2003
    • EU: 5 December 2003
    PlayStation 2
    • NA: 2 December 2003
    • EU: 5 December 2003
Genre(s)Third-person shooter
Mode(s)Single-player

The game is played from a third-person perspective. Throughout the single-player campaign, players mainly control Max, with Mona being playable in a few select levels. Both playable characters have access to a wide variety of weapons to eliminate enemies, as well as a bullet-time ability, which slows down time during combat. The bullet-time mechanic has been upgraded in Max Payne 2 to allow players to move faster as they kill more enemies, as well as reload weapons instantly. Due to the Havok physics engine being used, the game also features improved ragdoll physics. The story is again told mostly through graphic novel panels with voice-overs, although several traditional cutscenes are also used. Whereas the first game's plot was inspired by Norse mythology and traditional hard-boiled detective novels, the sequel is mostly based on tragic love stories like those seen in films noir, with Max and Mona's relationship being central to the game's narrative.

Max Payne 2 was released in October 2003 for Microsoft Windows, in November for the Xbox, and in December for the PlayStation 2. It received highly positive reviews from critics and, like its predecessor, has been cited as one of the greatest video games ever made. Praise focused on its action and story, while criticism targeted its short length. Despite the positive reception, the game sold poorly, leading Rockstar Games' parent company Take-Two Interactive to cite Max Payne 2's sales as a cause for the company's reforecast finances of 2004. Max Payne 2 received several industry awards, including Outstanding Art Direction at the Golden Satellite Awards 2004, and Editors' Choice Awards from GamePro, IGN, and GameSpy. A sequel, Max Payne 3, was released by Rockstar in May 2012. A remake is in development for Windows, PlayStation 5, and Xbox Series X/S.

Gameplay

 
Max performs a shoot-dodge maneuver

Max Payne 2 is a third-person shooter featuring linear levels spread across three distinct chapters. Throughout the majority of the game, the player assumes the role of returning protagonist Max Payne; in several levels from the second and third chapters, the player controls secondary protagonist Mona Sax.[1] Initially, the player's weapon is a 9mm pistol. As they progress, the player gains access to more powerful weapons including other handguns, shotguns, submachine guns, assault rifles, sniper rifles, and hand-thrown weapons. To move the game along, the player is told what the next objective is through Max's internal monologue, in which Max iterates what his next steps should be.[2]

When first played, the game offers one difficulty level that is adjusted automatically if the game is too difficult for the player. For example, if the player's character dies too many times, the enemies' artificial intelligence is made less effective, while more health in the form of painkillers is made available. After completing the game once, other difficulty levels are unlocked.[3] Two special game modes are also activated: New York Minute and Dead Man Walking. In New York Minute, the player is given a score based on the time taken to complete each level. The Dead Man Walking mode places Max in one of five scenarios, in which he must survive for as long as possible while fighting off endlessly respawning enemies.[4]

Max Payne 2 allows the player to enable bullet-time, a mode that slows time, while still allowing the player to aim in real-time, to give the player more time to determine what they want to do. In this mode, the screen's color changes to a sepia tone to act as a visual cue. When in use, the bullet time meter will decrease until it is either empty or the player disables bullet time mode. The meter will eventually increase when not in use, and can be replenished quickly by killing enemies. To simulate the bullet time effect, Max can also execute a shoot-dodge maneuver. When the maneuver is performed, Max jumps in a direction specified by the player, and although bullet time is activated while Max is in mid-air, this will not deplete the bullet time meter. The combat system has been improved for Max Payne 2; the player can arm Max with a secondary weapon such as a grenade or Molotov cocktail, and when near an enemy, Max can pistol whip them. AI companions can occasionally come to Max's aid, although their deaths do not affect the gameplay or story.[4]

Plot

 
Comic panels are used as cutscenes to provide plot exposition in the game

Two years after the events of the first game, Max Payne (James McCaffrey) has been acquitted of the charges against him and reinstated in his old job as a detective for the NYPD, thanks to his connections to the Inner Circle secret society. The story is narrated from Max's perspective, who recalls the events of the past few days. The first flashback takes place in the hospital, where Max is recovering from a gunshot wound. Several assassins raid the hospital to try and kill him, but Max avoids them and makes his way to the morgue, where he finds the body of a woman he has recently killed. The game then goes back further in time, to a few nights prior.[5]

While investigating a gunfight at a warehouse owned by his ally, Russian mobster Vladimir "Vlad" Lem (Jonathan Davis), Max encounters a group of hitmen called "the Cleaners", who raided the warehouse for guns. Max is also surprised to run into contract killer Mona Sax (Wendy Hoopes), who he thought had died two years ago. Max heads to Vlad's restaurant to question him about the raid, only to find him under attack by gangsters led by their mutual enemy, Vinnie Gognitti (Fred Berman). After saving Vlad, he claims that Vinnie, now the underboss of the New York Mafia, is trying to monopolize the black market gun trade and sees Vlad as a threat.[5]

After evading an attack by the Cleaners in his apartment, Max tracks Mona to an abandoned funhouse and learns that the Cleaners are trying to eliminate anyone who knows about the Inner Circle. While tracking down Mona's contact within the Inner Circle, Max discovers that he has been killed by the Cleaners, and Mona is arrested by the NYPD for being a wanted suspect in the murder of a senator. While at the police station, Max overhears his colleague, Valerie Winterson (Jennifer Server), talking on the phone about Mona, moments before the Cleaners attack the station to kill Mona. She manages to escape and, after fighting off a Cleaner attack on her hideout, sets out to hunt down those responsible with Max's help.[5]

Their search leads them to a construction site, which Max and Mona discover is being used as a base by the Cleaners. After killing most of them, Winterson arrives and holds Mona at gunpoint. Mona claims that Winterson is there to kill her, while Winterson insists that she is simply trying to arrest a fleeing fugitive. After several moments of consideration, Max fatally shoots Winterson, allowing Mona to escape. Before she dies, Winterson shoots Max, hospitalizing him. The game then returns to the earlier hospital scene, where Max eliminates the Cleaners trying to kill him and escapes. He decides to visit Senator Alfred Woden (John Braden), the leader of the Inner Circle, who reveals that Vlad is also a member and the one who hired the Cleaners to eliminate his opposition in order to take over both the Inner Circle and New York's criminal underworld.[5]

Now aware of Vlad's deception, Max raids his restaurant, but finds that Vlad has already left to kill Vinnie. He also discovers that Winterson was Vlad's mistress and was secretly helping him. Max manages to save Vinnie from Vlad's men, and the two head to Mona's hideout to seek her help. However, Vlad ambushes them, killing Vinnie and injuring Max, though not before revealing that Mona is working for Woden. After Mona rescues Max, the two head to Woden's mansion to save him from Vlad. After eliminating Vlad's men, Mona suddenly betrays Max and attempts to follow her orders to kill him, but finds herself unable to do so because of her feelings for him. Realizing this, Vlad shoots Mona, then kills Woden when the latter confronts him. Max fights Vlad as the mansion burns around them, and eventually kills him. As the police arrive at the scene, Max returns to Mona, who dies in his arms. Despite this, Max has come to terms with all the tragedy in his life, and is ready to move on.[5] In an alternate ending unlocked on the highest difficulty, Mona survives, and she and Max kiss.

Development

 
The game's plot was written by Sam Lake, who also modeled as Max in the original Max Payne

Take-Two Interactive issued a press release on 5 December 2001 that announced its acquisition of the Max Payne franchise from Remedy Entertainment and 3D Realms for US$10 million in cash and 970,000 shares of common stock, and its plans to release Max Payne 2.[6] On 22 May 2002, Take-Two announced that they agreed to pay up to $8 million as incentive payments to 3D Realms and Remedy Entertainment to develop Max Payne 2.[7][8] On 3 September 2003, Take-Two officially announced a release date of 15 October 2003 for the game.[9]

Originally modeled in Max Payne after the game's writer Sam Lake, Max's appearance was remodeled after professional actor Timothy Gibbs for Max Payne 2;[10] James McCaffrey returned as the voice of Max.[11] The game's plot was written by Lake, who decided to write it as a "film noir love story", as he felt that it suited Max's persona the best. Lake hoped that the story would break new ground, noting, "At least it's a step into the right direction. I'd like nothing better than to see new and unexpected subject matters to find their way to games and stories told in games."[12] Lake remarked that basic, archetypal film noir elements found in many classics of the genre "can go a long way" when telling a story, and gave examples that included a hostile, crime-ridden city; a story that takes place late at night with heavy rain; and a cynical, hard-boiled detective down on his luck. Lake considered writing a sequel to Max Payne an "art of its own".[12] Since the setting and characters were already established, Lake decided that the primary goal of the sequel was "to keep what's good and fix what was not so good", and to take the story in surprising directions. The screenplay for the sequel ended up being three times longer than the one for Max Payne. Lake predicted that the more complex story would add to the game's replay value.[12]

The story, sometimes told through in-game dialogue, is pushed forward with comic panels that play during cut scenes. The developers found comic panels to be more effective and less costly to use in the cut scenes than fully animated cinematics. They also noted that the graphic novel format allowed the player to interpret each panel for themselves, explaining "the nuances are there in the head of the reader, and it would be much harder to reach that level with in-game or even prerendered cinematics."[10] The developers also found it easier to reorganize the comic panels if the plot needed to be changed while developing the game.[10]

Max Payne 2 uses the same game engine as the one used in Max Payne, but with several significant upgrades.[13] Even though the game only supports DirectX 8.1, the graphics in Max Payne 2 mimic those generated by DirectX 9 by making optimal use of effects such as reflection, refraction, shaders, and ghosting. The developers considered one particular scene in which effects are used well: When Max has lucid dreams, the screen appears fuzzy and out of focus. Since Max Payne, the polygon count (the number of polygons rendered per frame) has been increased, which smooths out the edges of character models.[14] In addition, characters have a much greater range of expressions. Previously, Max had only one expression available; in Max Payne 2, he often smirks and moves his eyebrows to react to different scenarios.[15]

The game uses the Havok physics engine, which the developers chose because it was "hands-down the best solution to our needs".[16] They found that a dedicated physics engine was vital to create Max's combat scenes, which Max Payne was known for, "with increased realism and dramatic, movielike action".[16] The physics engine made several situations seem more realistic. For example, when in combat, the player can take cover behind boxes; however, when enemy bullets impact the boxes, they will topple over, in which case the player will have to find another suitable object to use for cover. When an enemy is hidden behind a wall divider, the player can throw a grenade next to it to send the cover flying through the air, rendering the enemy unprotected.[16] The Havok engine was tweaked to make weapons, bombs, and Molotov cocktails act more naturally, and the audio was updated to make them sound more realistic. The new physics engine allowed for certain actions that could not happen in Max Payne; boxes can be moved and follow the laws of gravitation, and explosion detonations make enemy bodies fall realistically.[14]

The bullet time mode that Max Payne was known for was improved; the developers referred to it as "version 2.0".[14] The mode, which allows Max to move in slow motion to react and kill enemies more easily, was enhanced to give Max a refill of a portion of the Bullet Time gauge, as well as slowing down the passage time even further, as Max moves further "into the zone" with each consecutive kill. This was done to encourage players to aggressively dive head-on into dangerous situations rather than crouching at a safe distance and waiting for enemies to come to them. A new reload animation was also introduced, which, when Max reloads while in Bullet Time, allows him to duck to avoid bullets, spin around to survey the combat situation, and briefly pause to give the player a moment to think of a strategy.[17] Development tools were made available for Max Payne 2 by Rockstar Games and Remedy Entertainment to allow players to create modifications for the game. Modifications can perform several functions, such as the ability to add new weapons, skills, perspectives, surroundings, and characters.[18]

Music composers Kärtsy Hatakka and Kimmo Kajasto returned to compose the game's soundtrack. It features cello performances by Apocalyptica member Perttu Kivilaakso. The game's end credits feature the song "Late Goodbye" by the band Poets of the Fall, the lyrics of which were based on a poem by Sam Lake. It was their first single and reached #14 on the Finnish Singles Chart[19] as well as #1 on Radio Suomipop's Top 30 chart.[20] It is referenced many times in the game, usually by characters singing or humming it.

Reception

Max Payne 2 was critically acclaimed. Praise focused on its action and story, while criticism targeted its length, which was considered short.

Steve Polak of the Australian The Daily Telegraph, who enjoyed the first Max Payne game, also praised Max Payne 2, calling it an "outstanding" game that "keeps alive the sense of atmosphere and engaging gunplay-oriented action that was so exciting in the first release." He lauded the game for better production values compared to the first game, including its more polished story, more professional scripts, and better acting and graphics. The complexity of Max's character was a welcomed element by Polak, who found that games often created heroes that were simplistic.[29] The Sydney Morning Herald's Dan Toose described the game's experience as "brutal, yet beautiful gun-blazing gaming".[30]

Jon Minifie of The New Zealand Herald appreciated the game's story, calling it an "entertainingly dark third-person shooter with a well-crafted, noir storyline". In particular, Minifie praised Remedy for what he deemed a successful port of the game to consoles, especially for the Xbox, noticing that the version features visuals that look similar to those on the PC. However, he found that the PlayStation 2 port was only "an okay job" that resulted in quality that was "considerably less easy on the eye", and asserted that it is outperformed by more powerful platforms.[28] The Sunday Times's Steven Poole observed that Max Payne 2 does "exactly the same [things as the first game], only better." He found that enemies react convincingly to damage taken from bullets, thanks to the physics engine. Ultimately, however, Poole described the game as "entertaining but not earth-shattering".[31]

The Toronto Sun's Steve Tilley, who believed that Remedy did a "killer job" on Max Payne 2, felt that the company kept what was great about the previous game, "while everything else has been tweaked, overhauled and juiced up". He was a fan of the Bullet Time from the first game, and therefore appreciated seeing it return in the sequel, with "even more impressive" visuals. Tilley found that the game's "lifelike physics engine" was easily its best aspect, and noted that while playing the game, he threw a grenade across a room, which resulted in an explosion that sent enemies flying through the air in a realistic fashion. In addition, Tilley applauded Remedy for listening to fan complaints and resolving issues from the previous game, including improved dream sequences in Max Payne 2. He was, however, disappointed with the general linearity of the game, and noted that players who are not interested in film noir themes will not enjoy them in Max Payne 2. Concluding, Tilley commented that the game "has enough polish, cinematic flair and outright mayhem to thrill those who like their Sopranos with a dash of John Woo and a touch of Frank Miller."[27]

The game's action was praised by several reviewers. GameZone called it cinematic and action-packed, noting that the final scene was worthy of the big screen.[25] Similarly, GameSpy described the action as "adrenaline-pumping", and considered it comparable to what was available in film.[11] The story was both applauded and criticized. Tom McNamara of IGN enjoyed playing in the film noir setting and believed that it adds dramatic depth to Max and Mona's story, "somehow [making] what's going on more important and interesting. Wreaking havoc is nice, but it's great to also have a love interest complicating things, and Mona Sax is definitely up to the task." However, he was turned off by some of the "hammy" dialogue.[26] In contrast, 1UP.com cited the final boss as an ending that inadequately completed an otherwise excellent game,[1] and the Sunday Times' Poole called the story "pungently cheesy".[31] Max Payne 2's length disappointed critics, including GameSpot and IGN, which complained about the short story.[24][26] Toose of the Sydney Morning Herald was also critical of the short single-player experience, but found that the higher difficulty levels and special "survivor" modes helped improve the game's replay value.[30]

Awards

Max Payne 2 was the recipient of several industry awards, including Outstanding Art Direction at the Golden Satellite Awards 2004,[32] Editors' Choice Awards from GamePro, IGN, GameSpy, and GameSpot, and Game of the Month from Game Informer.[33]

Sales

Despite a positive reception, Max Payne 2 sold poorly, leading Rockstar Games' parent company Take-Two Interactive to cite the "continued disappointing sales of Max Payne 2: The Fall of Max Payne" as one of the causes for the company's reforecasted sales for 2004.[34]

Remake

In April 2022, Remedy announced that it is remaking Max Payne and Max Payne 2 on its Northlight game engine, with funding from Rockstar. The two remakes are set to be released as a compilation for Microsoft Windows, PlayStation 5, and Xbox Series X/S.[35]

See also

Notes

  1. ^ Ported to Xbox and PlayStation 2 by Rockstar Vienna.
  2. ^ Used by the Xbox and PlayStation 2 versions.

References

  1. ^ a b c 1UP Staff. . 1UP. Archived from the original on 24 May 2011. Retrieved 19 December 2008.
  2. ^ Max Payne 2 instruction manual. Rockstar Games. 15 October 2003.
  3. ^ . GameZone. 15 October 2003. Archived from the original on 25 December 2008. Retrieved 19 December 2008.
  4. ^ a b Reed, Kristan (20 October 2003). "Max Payne 2: The Fall Of Max Payne Review". Eurogamer. Retrieved 19 December 2008.
  5. ^ a b c d e "Max Payne 2 Game Guide". GameSpot. Retrieved 19 December 2008.
  6. ^ "Take-Two Interactive Software, Inc. Announces Max Payne 2 is in Development". Take-Two Interactive. 5 December 2001. Retrieved 31 January 2009.
  7. ^ "Take-Two Interactive Software, Inc. Announces Max Payne 2 Is In Development". 3D Realms. 22 May 2002. Retrieved 5 February 2009.
  8. ^ Walker, Trey (6 June 2002). "Max Payne 2 worth $8 million?". GameSpot. Retrieved 21 December 2008.
  9. ^ "Take-Two Interactive Software, Inc. Reports Record Third Quarter Fiscal 2003 Financial Results". Take-Two Interactive. 3 September 2003. Retrieved 5 February 2009.
  10. ^ a b c Edge Staff (23 July 2021). "Max Payne turns 20: Remedy Entertainment looks back on the making of its iconic action game". gamesradar. Retrieved 18 July 2022.
  11. ^ a b c Kosak, Dave (20 October 2003). "Max Payne 2: The Fall Of Max Payne (PC)". GameSpy. Retrieved 19 December 2008.
  12. ^ a b c . IGN. 19 September 2003. Archived from the original on 22 September 2003. Retrieved 22 December 2008.
  13. ^ "Max Payne 2: The Fall of Max Payne". MobyGames. Retrieved 21 December 2008.
  14. ^ a b c Abazovic, Fuad (2 November 2003). . The Inquirer. Archived from the original on 11 June 2011. Retrieved 21 December 2008.{{cite web}}: CS1 maint: unfit URL (link)
  15. ^ Butts, Steve (13 August 2003). . IGN. Archived from the original on 15 August 2003. Retrieved 21 December 2008.
  16. ^ a b c . GameSpot. 19 September 2003. Archived from the original on 3 November 2012. Retrieved 21 December 2008.
  17. ^ Butts, Steve (7 October 2003). . IGN. Archived from the original on 18 October 2003. Retrieved 22 December 2008.
  18. ^ . Rockstar Games. Archived from the original on 30 April 2009. Retrieved 21 December 2008.
  19. ^ "POETS OF THE FALL - LATE GOODBYE (SONG)". www.finnishcharts.com. Retrieved 20 January 2018.
  20. ^ . poetsofthefall.com. 8 May 2004. Archived from the original on 7 October 2007. Retrieved 20 January 2018.
  21. ^ "Max Payne 2: The Fall of Max Payne for PC Reviews". Metacritic. Retrieved 17 December 2008.
  22. ^ "Max Payne 2: The Fall of Max Payne for Xbox Reviews". Metacritic. Retrieved 17 December 2008.
  23. ^ "Max Payne 2: The Fall of Max Payne for PlayStation 2 Reviews". Metacritic. Retrieved 17 December 2008.
  24. ^ a b Kasavin, Greg (16 October 2003). "Max Payne 2: The Fall of Max Payne Review". GameSpot. Retrieved 19 December 2008.
  25. ^ a b . GameZone. 25 November 2003. Archived from the original on 7 December 2008. Retrieved 19 December 2008.
  26. ^ a b c . IGN. 16 October 2003. Archived from the original on 4 December 2003. Retrieved 19 December 2008.
  27. ^ a b Tilley, Steve (26 October 2003). "Payne Sequel has Grit and Polish". The Toronto Sun. p. S12.
  28. ^ a b Minifie, Jon (22 January 2004). "Max Payne 2 (PS2/Xbox)". The New Zealand Herald.
  29. ^ a b Polak, Steve (8 January 2004). "Max is back and the fun is right on target". The Daily Telegraph. p. T18.
  30. ^ a b c Toose, Dan (13 December 2003). "All guns blazing". Sydney Morning Herald. p. 22.
  31. ^ a b c Poole, Steven (18 January 2004). "Max Payne 2: The Fall of Max Payne". Sunday Times.
  32. ^ . International Press Academy. Archived from the original on 18 December 2008. Retrieved 19 December 2008.
  33. ^ "Max Payne 2 awards". Rockstar Games. Retrieved 19 December 2008.
  34. ^ Feldman, Curt (2 February 2004). "Take-Two adjusts financials south, blames Max Payne's poor showing". GameSpot. Retrieved 19 December 2008.
  35. ^ Peters, Jay (6 April 2022). "Max Payne remakes are on the way". The Verge. Vox Media. from the original on 6 April 2022. Retrieved 7 April 2022.

External links

  • Official website  
  • Max Payne 2: The Fall of Max Payne at MobyGames
  • Max Payne 2: The Fall of Max Payne at IMDb

payne, fall, payne, 2003, third, person, shooter, video, game, developed, remedy, entertainment, published, rockstar, games, sequel, 2001, payne, second, game, payne, series, years, after, events, first, game, sequel, finds, payne, working, again, detective, y. Max Payne 2 The Fall of Max Payne is a 2003 third person shooter video game developed by Remedy Entertainment and published by Rockstar Games It is the sequel to 2001 s Max Payne and the second game in the Max Payne series Set two years after the events of the first game the sequel finds Max Payne working again as a detective for the New York City Police Department NYPD while struggling with nightmares about his troubled past After being unexpectedly reunited with contract killer Mona Sax Max must work with her to resolve a conspiracy filled with death and betrayal which will test where his true loyalties lie Max Payne 2 The Fall of Max PayneDeveloper s Remedy Entertainment a Publisher s Rockstar GamesDirector s Markus MakiDesigner s Petri JarvilehtoProgrammer s Kim SaloArtist s Saku LehtinenWriter s Sam LakeComposer s Kartsy HatakkaKimmo KajastoSeriesMax PayneEngineRenderWare b Platform s WindowsXboxPlayStation 2Release14 October 2003 WindowsNA 14 October 2003EU 24 October 2003XboxNA 25 November 2003EU 5 December 2003PlayStation 2NA 2 December 2003EU 5 December 2003Genre s Third person shooterMode s Single playerThe game is played from a third person perspective Throughout the single player campaign players mainly control Max with Mona being playable in a few select levels Both playable characters have access to a wide variety of weapons to eliminate enemies as well as a bullet time ability which slows down time during combat The bullet time mechanic has been upgraded in Max Payne 2 to allow players to move faster as they kill more enemies as well as reload weapons instantly Due to the Havok physics engine being used the game also features improved ragdoll physics The story is again told mostly through graphic novel panels with voice overs although several traditional cutscenes are also used Whereas the first game s plot was inspired by Norse mythology and traditional hard boiled detective novels the sequel is mostly based on tragic love stories like those seen in films noir with Max and Mona s relationship being central to the game s narrative Max Payne 2 was released in October 2003 for Microsoft Windows in November for the Xbox and in December for the PlayStation 2 It received highly positive reviews from critics and like its predecessor has been cited as one of the greatest video games ever made Praise focused on its action and story while criticism targeted its short length Despite the positive reception the game sold poorly leading Rockstar Games parent company Take Two Interactive to cite Max Payne 2 s sales as a cause for the company s reforecast finances of 2004 Max Payne 2 received several industry awards including Outstanding Art Direction at the Golden Satellite Awards 2004 and Editors Choice Awards from GamePro IGN and GameSpy A sequel Max Payne 3 was released by Rockstar in May 2012 A remake is in development for Windows PlayStation 5 and Xbox Series X S Contents 1 Gameplay 2 Plot 3 Development 4 Reception 4 1 Awards 4 2 Sales 5 Remake 6 See also 7 Notes 8 References 9 External linksGameplay Edit Max performs a shoot dodge maneuver Max Payne 2 is a third person shooter featuring linear levels spread across three distinct chapters Throughout the majority of the game the player assumes the role of returning protagonist Max Payne in several levels from the second and third chapters the player controls secondary protagonist Mona Sax 1 Initially the player s weapon is a 9mm pistol As they progress the player gains access to more powerful weapons including other handguns shotguns submachine guns assault rifles sniper rifles and hand thrown weapons To move the game along the player is told what the next objective is through Max s internal monologue in which Max iterates what his next steps should be 2 When first played the game offers one difficulty level that is adjusted automatically if the game is too difficult for the player For example if the player s character dies too many times the enemies artificial intelligence is made less effective while more health in the form of painkillers is made available After completing the game once other difficulty levels are unlocked 3 Two special game modes are also activated New York Minute and Dead Man Walking In New York Minute the player is given a score based on the time taken to complete each level The Dead Man Walking mode places Max in one of five scenarios in which he must survive for as long as possible while fighting off endlessly respawning enemies 4 Max Payne 2 allows the player to enable bullet time a mode that slows time while still allowing the player to aim in real time to give the player more time to determine what they want to do In this mode the screen s color changes to a sepia tone to act as a visual cue When in use the bullet time meter will decrease until it is either empty or the player disables bullet time mode The meter will eventually increase when not in use and can be replenished quickly by killing enemies To simulate the bullet time effect Max can also execute a shoot dodge maneuver When the maneuver is performed Max jumps in a direction specified by the player and although bullet time is activated while Max is in mid air this will not deplete the bullet time meter The combat system has been improved for Max Payne 2 the player can arm Max with a secondary weapon such as a grenade or Molotov cocktail and when near an enemy Max can pistol whip them AI companions can occasionally come to Max s aid although their deaths do not affect the gameplay or story 4 Plot EditSee also Max Payne series Characters Comic panels are used as cutscenes to provide plot exposition in the game Two years after the events of the first game Max Payne James McCaffrey has been acquitted of the charges against him and reinstated in his old job as a detective for the NYPD thanks to his connections to the Inner Circle secret society The story is narrated from Max s perspective who recalls the events of the past few days The first flashback takes place in the hospital where Max is recovering from a gunshot wound Several assassins raid the hospital to try and kill him but Max avoids them and makes his way to the morgue where he finds the body of a woman he has recently killed The game then goes back further in time to a few nights prior 5 While investigating a gunfight at a warehouse owned by his ally Russian mobster Vladimir Vlad Lem Jonathan Davis Max encounters a group of hitmen called the Cleaners who raided the warehouse for guns Max is also surprised to run into contract killer Mona Sax Wendy Hoopes who he thought had died two years ago Max heads to Vlad s restaurant to question him about the raid only to find him under attack by gangsters led by their mutual enemy Vinnie Gognitti Fred Berman After saving Vlad he claims that Vinnie now the underboss of the New York Mafia is trying to monopolize the black market gun trade and sees Vlad as a threat 5 After evading an attack by the Cleaners in his apartment Max tracks Mona to an abandoned funhouse and learns that the Cleaners are trying to eliminate anyone who knows about the Inner Circle While tracking down Mona s contact within the Inner Circle Max discovers that he has been killed by the Cleaners and Mona is arrested by the NYPD for being a wanted suspect in the murder of a senator While at the police station Max overhears his colleague Valerie Winterson Jennifer Server talking on the phone about Mona moments before the Cleaners attack the station to kill Mona She manages to escape and after fighting off a Cleaner attack on her hideout sets out to hunt down those responsible with Max s help 5 Their search leads them to a construction site which Max and Mona discover is being used as a base by the Cleaners After killing most of them Winterson arrives and holds Mona at gunpoint Mona claims that Winterson is there to kill her while Winterson insists that she is simply trying to arrest a fleeing fugitive After several moments of consideration Max fatally shoots Winterson allowing Mona to escape Before she dies Winterson shoots Max hospitalizing him The game then returns to the earlier hospital scene where Max eliminates the Cleaners trying to kill him and escapes He decides to visit Senator Alfred Woden John Braden the leader of the Inner Circle who reveals that Vlad is also a member and the one who hired the Cleaners to eliminate his opposition in order to take over both the Inner Circle and New York s criminal underworld 5 Now aware of Vlad s deception Max raids his restaurant but finds that Vlad has already left to kill Vinnie He also discovers that Winterson was Vlad s mistress and was secretly helping him Max manages to save Vinnie from Vlad s men and the two head to Mona s hideout to seek her help However Vlad ambushes them killing Vinnie and injuring Max though not before revealing that Mona is working for Woden After Mona rescues Max the two head to Woden s mansion to save him from Vlad After eliminating Vlad s men Mona suddenly betrays Max and attempts to follow her orders to kill him but finds herself unable to do so because of her feelings for him Realizing this Vlad shoots Mona then kills Woden when the latter confronts him Max fights Vlad as the mansion burns around them and eventually kills him As the police arrive at the scene Max returns to Mona who dies in his arms Despite this Max has come to terms with all the tragedy in his life and is ready to move on 5 In an alternate ending unlocked on the highest difficulty Mona survives and she and Max kiss Development Edit The game s plot was written by Sam Lake who also modeled as Max in the original Max Payne Take Two Interactive issued a press release on 5 December 2001 that announced its acquisition of the Max Payne franchise from Remedy Entertainment and 3D Realms for US 10 million in cash and 970 000 shares of common stock and its plans to release Max Payne 2 6 On 22 May 2002 Take Two announced that they agreed to pay up to 8 million as incentive payments to 3D Realms and Remedy Entertainment to develop Max Payne 2 7 8 On 3 September 2003 Take Two officially announced a release date of 15 October 2003 for the game 9 Originally modeled in Max Payne after the game s writer Sam Lake Max s appearance was remodeled after professional actor Timothy Gibbs for Max Payne 2 10 James McCaffrey returned as the voice of Max 11 The game s plot was written by Lake who decided to write it as a film noir love story as he felt that it suited Max s persona the best Lake hoped that the story would break new ground noting At least it s a step into the right direction I d like nothing better than to see new and unexpected subject matters to find their way to games and stories told in games 12 Lake remarked that basic archetypal film noir elements found in many classics of the genre can go a long way when telling a story and gave examples that included a hostile crime ridden city a story that takes place late at night with heavy rain and a cynical hard boiled detective down on his luck Lake considered writing a sequel to Max Payne an art of its own 12 Since the setting and characters were already established Lake decided that the primary goal of the sequel was to keep what s good and fix what was not so good and to take the story in surprising directions The screenplay for the sequel ended up being three times longer than the one for Max Payne Lake predicted that the more complex story would add to the game s replay value 12 The story sometimes told through in game dialogue is pushed forward with comic panels that play during cut scenes The developers found comic panels to be more effective and less costly to use in the cut scenes than fully animated cinematics They also noted that the graphic novel format allowed the player to interpret each panel for themselves explaining the nuances are there in the head of the reader and it would be much harder to reach that level with in game or even prerendered cinematics 10 The developers also found it easier to reorganize the comic panels if the plot needed to be changed while developing the game 10 Max Payne 2 uses the same game engine as the one used in Max Payne but with several significant upgrades 13 Even though the game only supports DirectX 8 1 the graphics in Max Payne 2 mimic those generated by DirectX 9 by making optimal use of effects such as reflection refraction shaders and ghosting The developers considered one particular scene in which effects are used well When Max has lucid dreams the screen appears fuzzy and out of focus Since Max Payne the polygon count the number of polygons rendered per frame has been increased which smooths out the edges of character models 14 In addition characters have a much greater range of expressions Previously Max had only one expression available in Max Payne 2 he often smirks and moves his eyebrows to react to different scenarios 15 The game uses the Havok physics engine which the developers chose because it was hands down the best solution to our needs 16 They found that a dedicated physics engine was vital to create Max s combat scenes which Max Payne was known for with increased realism and dramatic movielike action 16 The physics engine made several situations seem more realistic For example when in combat the player can take cover behind boxes however when enemy bullets impact the boxes they will topple over in which case the player will have to find another suitable object to use for cover When an enemy is hidden behind a wall divider the player can throw a grenade next to it to send the cover flying through the air rendering the enemy unprotected 16 The Havok engine was tweaked to make weapons bombs and Molotov cocktails act more naturally and the audio was updated to make them sound more realistic The new physics engine allowed for certain actions that could not happen in Max Payne boxes can be moved and follow the laws of gravitation and explosion detonations make enemy bodies fall realistically 14 The bullet time mode that Max Payne was known for was improved the developers referred to it as version 2 0 14 The mode which allows Max to move in slow motion to react and kill enemies more easily was enhanced to give Max a refill of a portion of the Bullet Time gauge as well as slowing down the passage time even further as Max moves further into the zone with each consecutive kill This was done to encourage players to aggressively dive head on into dangerous situations rather than crouching at a safe distance and waiting for enemies to come to them A new reload animation was also introduced which when Max reloads while in Bullet Time allows him to duck to avoid bullets spin around to survey the combat situation and briefly pause to give the player a moment to think of a strategy 17 Development tools were made available for Max Payne 2 by Rockstar Games and Remedy Entertainment to allow players to create modifications for the game Modifications can perform several functions such as the ability to add new weapons skills perspectives surroundings and characters 18 Music composers Kartsy Hatakka and Kimmo Kajasto returned to compose the game s soundtrack It features cello performances by Apocalyptica member Perttu Kivilaakso The game s end credits feature the song Late Goodbye by the band Poets of the Fall the lyrics of which were based on a poem by Sam Lake It was their first single and reached 14 on the Finnish Singles Chart 19 as well as 1 on Radio Suomipop s Top 30 chart 20 It is referenced many times in the game usually by characters singing or humming it Reception EditReceptionAggregate scoreAggregatorScoreMetacriticPC 86 100 21 XBOX 84 100 22 PS2 73 100 23 Review scoresPublicationScore1Up comPC B 1 GameSpotPC 9 0 10 24 GameSpyPC 5 5 11 GameZoneXBOX 9 3 10 25 IGNPC 9 4 10 26 The Toronto SunPC 4 5 5 27 The New Zealand HeraldXBOX 4 5 28 The Daily Telegraph Aus PC 5 5 29 The Sydney Morning HeraldPC 4 5 30 The Sunday TimesPC 2 5 31 Max Payne 2 was critically acclaimed Praise focused on its action and story while criticism targeted its length which was considered short Steve Polak of the Australian The Daily Telegraph who enjoyed the first Max Payne game also praised Max Payne 2 calling it an outstanding game that keeps alive the sense of atmosphere and engaging gunplay oriented action that was so exciting in the first release He lauded the game for better production values compared to the first game including its more polished story more professional scripts and better acting and graphics The complexity of Max s character was a welcomed element by Polak who found that games often created heroes that were simplistic 29 The Sydney Morning Herald s Dan Toose described the game s experience as brutal yet beautiful gun blazing gaming 30 Jon Minifie of The New Zealand Herald appreciated the game s story calling it an entertainingly dark third person shooter with a well crafted noir storyline In particular Minifie praised Remedy for what he deemed a successful port of the game to consoles especially for the Xbox noticing that the version features visuals that look similar to those on the PC However he found that the PlayStation 2 port was only an okay job that resulted in quality that was considerably less easy on the eye and asserted that it is outperformed by more powerful platforms 28 The Sunday Times s Steven Poole observed that Max Payne 2 does exactly the same things as the first game only better He found that enemies react convincingly to damage taken from bullets thanks to the physics engine Ultimately however Poole described the game as entertaining but not earth shattering 31 The Toronto Sun s Steve Tilley who believed that Remedy did a killer job on Max Payne 2 felt that the company kept what was great about the previous game while everything else has been tweaked overhauled and juiced up He was a fan of the Bullet Time from the first game and therefore appreciated seeing it return in the sequel with even more impressive visuals Tilley found that the game s lifelike physics engine was easily its best aspect and noted that while playing the game he threw a grenade across a room which resulted in an explosion that sent enemies flying through the air in a realistic fashion In addition Tilley applauded Remedy for listening to fan complaints and resolving issues from the previous game including improved dream sequences in Max Payne 2 He was however disappointed with the general linearity of the game and noted that players who are not interested in film noir themes will not enjoy them in Max Payne 2 Concluding Tilley commented that the game has enough polish cinematic flair and outright mayhem to thrill those who like their Sopranos with a dash of John Woo and a touch of Frank Miller 27 The game s action was praised by several reviewers GameZone called it cinematic and action packed noting that the final scene was worthy of the big screen 25 Similarly GameSpy described the action as adrenaline pumping and considered it comparable to what was available in film 11 The story was both applauded and criticized Tom McNamara of IGN enjoyed playing in the film noir setting and believed that it adds dramatic depth to Max and Mona s story somehow making what s going on more important and interesting Wreaking havoc is nice but it s great to also have a love interest complicating things and Mona Sax is definitely up to the task However he was turned off by some of the hammy dialogue 26 In contrast 1UP com cited the final boss as an ending that inadequately completed an otherwise excellent game 1 and the Sunday Times Poole called the story pungently cheesy 31 Max Payne 2 s length disappointed critics including GameSpot and IGN which complained about the short story 24 26 Toose of the Sydney Morning Herald was also critical of the short single player experience but found that the higher difficulty levels and special survivor modes helped improve the game s replay value 30 Awards Edit Max Payne 2 was the recipient of several industry awards including Outstanding Art Direction at the Golden Satellite Awards 2004 32 Editors Choice Awards from GamePro IGN GameSpy and GameSpot and Game of the Month from Game Informer 33 Sales Edit Despite a positive reception Max Payne 2 sold poorly leading Rockstar Games parent company Take Two Interactive to cite the continued disappointing sales of Max Payne 2 The Fall of Max Payne as one of the causes for the company s reforecasted sales for 2004 34 Remake EditIn April 2022 Remedy announced that it is remaking Max Payne and Max Payne 2 on its Northlight game engine with funding from Rockstar The two remakes are set to be released as a compilation for Microsoft Windows PlayStation 5 and Xbox Series X S 35 See also EditList of fictional portrayals of the NYPD List of third person shootersNotes Edit Ported to Xbox and PlayStation 2 by Rockstar Vienna Used by the Xbox and PlayStation 2 versions References Edit a b c 1UP Staff Max Payne 2 The Fall of Max Payne PC 1UP Archived from the original on 24 May 2011 Retrieved 19 December 2008 Max Payne 2 instruction manual Rockstar Games 15 October 2003 Max Payne 2 The Fall of Max Payne PC GameZone 15 October 2003 Archived from the original on 25 December 2008 Retrieved 19 December 2008 a b Reed Kristan 20 October 2003 Max Payne 2 The Fall Of Max Payne Review Eurogamer Retrieved 19 December 2008 a b c d e Max Payne 2 Game Guide GameSpot Retrieved 19 December 2008 Take Two Interactive Software Inc Announces Max Payne 2 is in Development Take Two Interactive 5 December 2001 Retrieved 31 January 2009 Take Two Interactive Software Inc Announces Max Payne 2 Is In Development 3D Realms 22 May 2002 Retrieved 5 February 2009 Walker Trey 6 June 2002 Max Payne 2 worth 8 million GameSpot Retrieved 21 December 2008 Take Two Interactive Software Inc Reports Record Third Quarter Fiscal 2003 Financial Results Take Two Interactive 3 September 2003 Retrieved 5 February 2009 a b c Edge Staff 23 July 2021 Max Payne turns 20 Remedy Entertainment looks back on the making of its iconic action game gamesradar Retrieved 18 July 2022 a b c Kosak Dave 20 October 2003 Max Payne 2 The Fall Of Max Payne PC GameSpy Retrieved 19 December 2008 a b c Max s Pain IGN 19 September 2003 Archived from the original on 22 September 2003 Retrieved 22 December 2008 Max Payne 2 The Fall of Max Payne MobyGames Retrieved 21 December 2008 a b c Abazovic Fuad 2 November 2003 Max Payne 2 has magnificent graphics The Inquirer Archived from the original on 11 June 2011 Retrieved 21 December 2008 a href Template Cite web html title Template Cite web cite web a CS1 maint unfit URL link Butts Steve 13 August 2003 Max Payne 2 The Fall of Max Payne IGN Archived from the original on 15 August 2003 Retrieved 21 December 2008 a b c Max Payne 2 Q amp A exclusive media GameSpot 19 September 2003 Archived from the original on 3 November 2012 Retrieved 21 December 2008 Butts Steve 7 October 2003 Max Payne 2 The Fall of Max Payne IGN Archived from the original on 18 October 2003 Retrieved 22 December 2008 Max Payne 2 Mod Info Rockstar Games Archived from the original on 30 April 2009 Retrieved 21 December 2008 POETS OF THE FALL LATE GOODBYE SONG www finnishcharts com Retrieved 20 January 2018 Late Goodbye hits no 1 poetsofthefall com 8 May 2004 Archived from the original on 7 October 2007 Retrieved 20 January 2018 Max Payne 2 The Fall of Max Payne for PC Reviews Metacritic Retrieved 17 December 2008 Max Payne 2 The Fall of Max Payne for Xbox Reviews Metacritic Retrieved 17 December 2008 Max Payne 2 The Fall of Max Payne for PlayStation 2 Reviews Metacritic Retrieved 17 December 2008 a b Kasavin Greg 16 October 2003 Max Payne 2 The Fall of Max Payne Review GameSpot Retrieved 19 December 2008 a b Max Payne 2 The Fall of Max Payne Xbox GameZone 25 November 2003 Archived from the original on 7 December 2008 Retrieved 19 December 2008 a b c Max Payne 2 Review IGN 16 October 2003 Archived from the original on 4 December 2003 Retrieved 19 December 2008 a b Tilley Steve 26 October 2003 Payne Sequel has Grit and Polish The Toronto Sun p S12 a b Minifie Jon 22 January 2004 Max Payne 2 PS2 Xbox The New Zealand Herald a b Polak Steve 8 January 2004 Max is back and the fun is right on target The Daily Telegraph p T18 a b c Toose Dan 13 December 2003 All guns blazing Sydney Morning Herald p 22 a b c Poole Steven 18 January 2004 Max Payne 2 The Fall of Max Payne Sunday Times 2004 8th Annual SATELLITE Awards International Press Academy Archived from the original on 18 December 2008 Retrieved 19 December 2008 Max Payne 2 awards Rockstar Games Retrieved 19 December 2008 Feldman Curt 2 February 2004 Take Two adjusts financials south blames Max Payne s poor showing GameSpot Retrieved 19 December 2008 Peters Jay 6 April 2022 Max Payne remakes are on the way The Verge Vox Media Archived from the original on 6 April 2022 Retrieved 7 April 2022 External links Edit Wikimedia Commons has media related to Max Payne 2 The Fall of Max Payne Wikiquote has quotations related to Max Payne 2 The Fall of Max Payne Official website Max Payne 2 The Fall of Max Payne at MobyGames Max Payne 2 The Fall of Max Payne at IMDbPortals New York City Video games Retrieved from https en wikipedia org w index php title Max Payne 2 The Fall of Max Payne amp oldid 1134048946, wikipedia, wiki, book, books, library,

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