![]() ![]() However, these heal Max over time and not instantly, so you have to be cautious. You have to pick up healing items and use them, which isn't anything special for a game from this era. Interesting thing to note about Max's health you don't recover your health by hiding for a few seconds, obviously. There are a few chapters which offer unique 'objectives' or design, but no new mechanic, really. These chapters are usually very well designed and offer a welcome phase of 'rest' after intense shootouts. Some chapters offer a different gameplay, as they don't contain any gun fights and only serve the plot (e.g. The game is divided into parts, each part containing multiple chapters. Shootdodge automatically activates bullet-time for a brief amount of time, allowing you to enter a room and kill a couple of enemies before even touching the ground.Ī word on the progression. This is what makes any and every gun fight exciting by turning it into a John Woo scene. And, of course, there's Max's signature move: the shootdodge. ![]() Bullet-time is a resource, though you can't abuse it to cheese every gun fight. This not only gives a massive advantage during gun fights, but also creates truly bluffing scenes. And then there's the whole bullet-time mechanic. Max can easily strafe, roll, jump around, all this while shooting at people. And this gets even more satisfying during gun fights. Characters responding a second late to your input because of superfluous animations make the experience much more frustrating. This is what usually make or break gameplay when it comes to games like this. Max is extremely easy to control (who said Max was the only playable character, by the way?), and the movements are surprisingly smooth. Levels usually offer secret zones, which wasn't uncommon at all back then, sometimes offering quick platform phases (Tomb Raider's legacy, I guess).īut then there's a whole layer of not so traditional gameplay. You pick up various weapons and items (and keep them, you don't have to carry only a limited number of weapons at once), shoot people, reload, take damage. You go through different levels (separated with cutscenes, see 'Story') which aren't open but aren't simply a succession of corridors either. Max Payne 2 is a traditional third person shooter at its core. Surely it sold even more than the original game, you must be thinking. So, this was basically a better Max Payne. The result was some extremely satisfying gun fights, with props and bodies flying everywhere, as well as very polished character models and textures in general, plus all the explosions and other effects. The game made optimal use of DirectX 8.1. The game uses the trending (in 2003) and extremely satisfying (in 2019) Havok physics engine as well as an upgraded version of their own game engine, called MaxFX. The game's script had more than 600 pages, while the first game only had 200. Max Payne isn't the only main character anymore, as shown on the cover art: Mona Sax returns as a femme fatale for a 'film noir love story'. Although the game retained the same storytelling devices -Max's internal monologues, nightmares, and comics panels- the plot itself switched from a crime-oriented, conspiracy story, to a more personal and mature love story. ![]() It was as critically acclaimed as the first game. In late 2003, Max Payne 2: The Fall of Max Payne was released. ![]() As a result of Max Payne's success, Take-Two purchased the IP for $10 millions and Remedy agreed to develop a sequel. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |