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Remedy's ultra-violent sequel delivers
By Martin
Kingsley
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Maximus Payne returns for round
2
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Guns, girls, blood, gore,
fruity language, slow mo, Havok physics and a well-worn leather
jacket; no, this isn't E3 2004, it's the sequel to Remedy's hit
shooter Max Payne, cleverly titled
you guessed it
Max
Payne 2.
However, because of an increased production budget,
Remedy can now afford to have a secondary title, in this case "The
Fall of Max Payne"
And it's a pun, too, because Max Payne 2 is set in Autumn.
You know, fall!
*dives for cover*
As with all good film noir tales, there weren't exactly that many
characters left standing by the end of Max Payne.
But believe me when I say that the intricately woven plot of The
Fall of Max Payne (TFoMP) raises the bar for computer generated
body counts to a new high, but I'll let you find that out for yourselves,
rather than ruin the experience for you.
Speaking of raising the bar
Graphically, everything from fully intergrated ragdolling to mo-cap
animation and Pixel Shader 1.4 skinning is here to be taken advantage
of, with those sporting big fat Radeon cards catered for extensively
(dynamic volume calculation, anyone?).
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Graphics, sound, gameplay - just
words really
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Gone are the days when Max Payne faced (no pun intended) the world
disguised as Sam Lake, Remedy's writer in residence, for now is
the era of 3D skinning, with American actor Timothy Gibbs lending
his visage to the graphics novels that make up MP2's between-level
narrative sequences and also to Max's extremely high poly ingame
model.
Special mention must go to Remedy being one of the first developers
to get ragdolling to work realistically. Hitman 2 take heed, for
flying bodies is not exactly what we were looking for.
All the characters that somehow managed to stay alive until the
end credits rolled are back and more, um, polygonal than ever, with
old favourites Vladimir Lem (voiced by Korn frontman Jonathan Davis),
Vinnie Gognitti, Alfred Woden, Jim Bravura and sexy assassin-for-hire
Mona Sax playing pivotal roles in the dark world of intrigue that
Max inhabits.
Updated also is that wonderfully Woo-flavoured gameplay feature,
Bullet Time, with speed reloads a nice addition (you try reloading
a pump action shotgun shell by shell in slow-mo) alongside the ability
to get further into The Zone.
I think I should explain this one.
Basically, you start off with a supply of Bullet Time, which puts
you and everyone else around you into slow motion. However, if you
achieve a number of kills in rapid succession, the Bullet Time gauge
becomes more and more yellow.
When you use this new and improved Yellow Bullet Time, Max
will still be in slow-motion, but those around him will be moving
slower and slower as you rack up more combo kills, giving Max a
serious tactical advantage over his opponents, of which there are
many.
Said opponents range from 'cleaners' (think La Femme Nikita)
to balaclava-clad mercenaries and both the Italian and Russian Mafias.
On a gameplay-related note, I'm sure everybody will be pleased
to hear that the extremely irritating 'follow-painfully-thin-white-line-in-the-dark-listening-to-baby-crying-noises"
sequences from the first game have been replaced with nightmare
levels that actually work.
Shocking, I know, but I must worn you that the motion blur used
in these nightmares is quite effective and those effected by motion
sickness would be well-advised to grab a 'level select' code, because
some serious rocking and rolling has been known to go on during
these hallucinogenic run arounds.
Levels are large and exquisitely detailed, with the same attention-to-detail
present in the textures and modelling as was paid to the original
Max Payne. The soaking rain, back alleys and side streets seem all
the more authentic for the love that has been poured into their
creation.
Interestingly, while MP2 looks damn fine on a high-end beast machine,
the code is optimized so well that even on a relatively pre-historic
PIII 1.3GHz with a kinda low-end GeForce MX440, everything plays
nice and smooth at 24fps with a minimum sacrifice of image quality.
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"You can run, but you'll
only die tired..."
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It's nice to see that, in this day and age, somebody out there
in the game development world is dedicated to making sure real people
(e.g 'the majority of the world') with realistically decked-out
gaming machines (not Cray supercomputers, like EA seems to think)
can play new games too.
Bratta-tat-tat, kept in line with the whole 'upgrade' theme are
the weapons; old favourites like the sawed-off shotgun, dual Berettas
and MAC-10s have received the once over with 3D Studio MAX, the
end result much prettier boom-sticks for Max to play with
Oh, dear Lord, did that sound wrong.
The inclusion of the SVD Dragunov as a faster-firing alternative
to the Sniper Rifle is thoughtful, but the real joy comes from the
Dual Desert Eagles, an improbable but oh-so-cool weapon choice,
and the *drum roll* Heckler & Koch MP5, complete with
mounted scope.
If anything irks me about The Fall of Max Payne, it's that the
game is just too damn short, with veteran gamers capable of finishing
off MP2 in around fifteen hours. Then again, it's a glorious fifteen
hours, and I think that, all things considered, I would much rather
prefer a solid and enjoyable fifteen hour game to a mediocre forty
hour behemoth.
From alleyway to Upper East Side penthouse to abandoned funhouse
and back to the curb again, The Fall of Max Payne is a rollicking
rollercoaster ride made up of equal parts violence, grit and gunpowder,
and would have to be one of the best games in recent memory.
Game: Max Payne 2
System: PC
Players: 1
Online: No
Developer: Remedy
Distributor: Take
2 Interactive
Rating: 90%

(Ratings
Key/Explanation)
Max Payne 2 is on the shelves now.


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