Max Payne 2: The Fall of Max Payne (Xbox)
After beating Max Payne back in June of last year I was dying to get my hands on the sequel. Unfortunately, this was easier said than done though as getting my hands on an OG Xbox copy proved to be a challenge. Eventually though I did manage to find myself a copy but by this point I had lost my desire to play the sequel at all, relegating it to a slot in the ever-expanding backlog. It was only recently that upon completing Saints Row IV, I decided I wanted to play something short, sweet and to the point. Now I’ve heard many good things over the years about The Fall of Max Payne but one criticism I've seen thrown at it is its length. In this instance though, the game’s brevity would serve me well as I was looking for a short palette cleanser I could quickly beat before embarking on my next big platinum adventure. What I got instead though was an experience that I have not been able to stop thinking about since. I like Max Payne, but I love Max Payne 2.
On the surface, Max Payne 2 offers similar combat to the first and to those who only watch the game, it's probably the case. Max has all of the same abilities as the first game and still uses painkillers to heal himself when necessary. The flow of encounters has changed dramatically though due to alterations made to the bullet time meter. Every time you get a kill during a use of bullet time the world around Max gets slower meaning many rooms can be cleared quickly and with ease. Some have argued that this makes the game too easy and while I can’t disagree with that sentiment, it also makes the game much more satisfying.
Encounters tend to throw more enemies at the players than any seen in the first game and this is where the combat truly shines. The physics engine gets put to full use during firefights with the ragdoll physics allowing enemies to be juggled or blown across the room making the gunplay even more enjoyable. Enemies also react to bullets more naturally and will be knocked back or injured depending on where they are shot. Even if you do die, the game has a well implemented quick save feature which is greatly appreciated given the first game’s lack of this on consoles.
Another big improvement in the sequel is cheap enemy spawns being cleaved entirely which I’m very grateful for given how little I cared for these in the first game. The story mostly sticks to the core gameplay the whole way through with very few gimmicks or distractions allowing the gameplay to shine even brighter. The only two changes to the formula come in later levels in the form of an escort mission and a sniper section. The sniper section, whilst great narratively, doesn't offer anything in addition, and the escort section is one of the weaker parts of the game overall because of all the waiting around Max has to do. You do however get to take control of Mona Sax (don’t worry, we’ll get to her) and while she has all the same tools as Max, this at least means she is as satisfying to play as him, with no drawbacks.
On the surface, the story of Max Payne was a simple one. Max loses his family and goes out for revenge. Underneath this however, there existed a web of interesting characters who acted outside of Max’s grasp. The Fall of Max Payne offers a far more complex narrative weaving in complicated characters all with their own agendas. This makes the story surprisingly replayable as you try to discern what each of the main characters are up to. Vlad, Winterson and Vinnie are all archetypes at first glance, but become more fleshed out as the story progresses.
It is the two leads however that steal the show. James McCaffrey does career best work and makes Max one of the most compelling videogame characters of all time, perfectly capturing his loneliness without losing the bravado or swagger he had in the original. Mona Sax on the other hand complicates Max’s fairly mundane NYPD life, but at the same time gives him a second chance at love. The romance between the two sits at the forefront of the narrative and watching the two become closer even in the face of adversity is so heartwarming. A beautifully tragic ending only helps to strengthen the narrative overall and although I was saddened at the game’s conclusion, I felt like the game wrapped everything up perfectly. The game takes several twists and turns towards the ending and while many of these aren’t likely to shock the player, they are completely plausible and fit right in with the universe. Upon completing the story after just a couple of hours, I reflected on the experience I had been through, the characters I’d met and how it had all ended. It gripped me from start to finish and I can definitely see myself revisiting the game in the not-too-distant future.
The defining feature of the original Max Payne outside of bullet time was the comic panel cutscenes and these are better than ever in the sequel. It is clear that much of the budget Rockstar laid out for the game went into making these the best they could be, with professional actors being hired and shot composition being higher quality across the board. The pacing of these scenes is also excellent, capturing tonal shifts exquisitely never feeling like they drag. The main theme of the series also doesn’t appear in every scene instead being replaced by more appropriate music that better fits the situation.
There are also more in engine cutscenes here than in the original and these have also received a massive overhaul. The character models have been greatly improved with faces looking like actual faces this time round and animations looking far more slick and natural. The environment has seen more diversity too with a funhouse, apartment complex and manor being used as backdrops and as previously mentioned James McAffrey’s performance is phenomenal but the rest of the cast also hold up their end of the bargain when called upon.
Conclusion
Max Payne 2 is a tighter, better looking and more enjoyable game than its predecessor. The 6 hour story flies by with twists and turns galore and will keep you on the edge of your seat until its gripping climax. The gameplay has seen significant improvements across the board. Gunplay is flashier and more responsive with very few instances of the game being cheap. Presentation has also seen a drastic upgrade likely due to Rockstar’s investment. Everything about the sequel surpasses its predecessor and is why I believe it should have been not the Fall of Max but his ascension. Sadly though this wasn’t to be. Reports suggest that Remedy’s sequel sold less than half the units of Max Payne 1 which due to the resources poured into the project made it a commercial failure and shelved the series for nearly a decade. There is a silver lining though and that's eventually Max Payne 3 did release and while I may get to play that game one day, for now I’m completely happy with the sequel which is a game that I love more and more everytime I think about it. It may be titled the Fall of Max Payne, but for me it rose to be an all-time favourite.
Rating: The Rise of Max Payne
9/10
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