Max Payne 2: The Fall of Max Payne review

Back in the summer of 2001, the original Max Payne thrust itself into the forefront of many a PC gamer's imagination. After a successful stint in the charts it eventually made its way to the console gaming sector, where despite being a faithful recreation of the original, it somewhat failed to make a real impact - by personifying a character who would rival the likes of Lara Croft for public adoration. This time around the fully-fledged sequel make its way onto the consoles merely weeks after its PC iteration. But does it live up to the high expectations? Let's investigate.

Words by , playing on a Microsoft Xbox.


Max Payne 2: The Fall of Max Payne

Max Payne once again finds himself reprising the role of NYC detective... but it's not too long before the trail leads inward; to the dark depths of his mind and the manic-depressive heart of New York. The comic-styled cut scenes make a triumphant return - along with the impressive voice-acting - and keep the storyline travelling at a reasonable pace. Presentation is par for the course, not receiving too much in the way of touch-ups - although the adoption of the Havok physics engine brings about the expected cinematic flourish; including those ragdoll models. It's still as impressive as ever to watch enemies recoil violently from a shotgun blast to the head (or torso) and collapse into a pile of handily-placed cardboard boxes which likewise physically disperse.Obviously, a standout feature that distinguished the original Max Payne was the then-innovative addition of 'bullet time' - whereupon pressing a certain button would slow the game world to a crawl (with the exception of your aiming reticule) and allowed you to blow away your staggered opponents. Rather than make changes to a proven formula, Remedy have only slightly raised - or decreased - the odds: if you now manage to take out numerous enemies, time will then slow to a near full-stop, as Max enters 'The Zone' (and is given an even greater advantage over his adversaries).Gamestyle apologises for not delving deeper into the storyline, but certainly we are mindful of not spoiling the many surprises that you'll uncover along the way. The original was praised for its convoluted plot, which drew you into the mind of a man whose world had crumbled all around him - and yet he still managed to sink lower. The attractive box art for Max Payne 2: The Fall Of Max Payne boasts of a 'film noir' love story, and while it brings a lot to the game in terms of story progression and characterisation, it also accounts for the gameplay equivalent of a 'lost weekend' - at select points you'll find yourself relinquishing control of Max Payne, and falling succinctly into the arms (or mind) of the love interest, Mona Sax. A nice idea you may think, but something of a missed opportunity. Taking control of Mona Sax is completely identical to controlling Max: there is no difference whatsoever to the style and structure of the game. Similarly, whilst there are no gratuitous 'stealth' sections imposed upon the player, it's little differences like these that might've been expected from a sequel; something new or unexpected could have been introduced to provide a break from the main action.Unfortunately, the main 'action' is shortlived again - and will no doubt detract from game sales. On the first run through, chances are you'll encounter the end credits in a mere six, possibly seven, hours. Fortunately however, this shortlived interlude will be one of the most enjoyable of your gaming life. There's just something exhilarating/unmatched about entering a room and diving dramatically to your right (whilst taking out a pair of enemies with well-placed shots from your dual pistols), spinning 180 degrees and taking out a further character by causing the barrel sat next to him to explode (ooh, how clich). To its credit, Remedy have gone about improving the overall package in terms of length by including various unlockable modes. Two yield the same game all over again - with tougher enemies and limited saves - but the other two are much more creative. The 'New York Minute' mode returns, in which you have but a single minute to complete your chosen level. You may consider this completely impossible, but strategically displace your enemies and the time will be reduced - giving you those extra few seconds to complete the level. Then there's 'Dead Man Walking' mode, which sees an increasing number of enemies thrown at you as you try to survive for the maximum amount of time. These additions both provide some form of longevity to the Max Payne 2 package.Despite its considerable shortcomings, we still have a game that not only offers an enjoyable experience, but does so with style. Of course, gamers on the look-out for a little 'substance' to accompany that style might choose to look away from Max Payne 2: The Fall Of Max Payne - but then, they'd be missing the fine-print on that rather attractive box: a game that promises an action-packed rollercoaster of a ride... and proceeds to deliver it by the skip-load!
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