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Getting It Right: Max Payne

Allistair Pinsof, Associate Editor
4:00 PM on 05.10.2012
Getting It Right: Max Payne photo


[Getting It Right is a monthly series in which I take a look at the elements that make up a classic game. What were the key ingredients that set it apart and make it hold up to this day? Read on to find out.]

It’s not enough to just kill bad guys and save the day. You need to look good doing it, too.

Whether it’s the akimbo guns of John Woo or the slow-mo of The Matrix, action films of the ‘90s found a way to take what should be a three-second partnership between bullet and target and make it into an elaborate 5+ minute ballet of bullets, mayhem, and badassery.

In the early ‘00s there was no game that embraced this sensibility more than Max Payne. From the tongue-in-cheek film noir story to reloading an uzi, developer Remedy gave every aspect of the game style and visual flair. Once you look past the permanently constipated face of Payne and come to terms with literally leaping into combat, you’ll find Max Payne remains an example of third-person shooting done right.



Max Payne
Developer: Remedy Entertainment
Publisher: Rockstar Games, Gathering (PC)
Released: July 23, 2001

In a nutshell: With only a PC arcade-style racing game behind them, Death Rally, Remedy spent half a decade developing Max Payne: An ambitious shooter set in NYC that told a contemporary noir story through comic book panels, cutscenes, and action. It stood out in 2001 for its photo-realistic graphics, cinematic presentation, and slow-mo mechanic.



Spotlighting the player’s actions

I often find myself slowly panning the camera like a E3 demo guide when I play a Call of Duty game -- going against the game’s player direction in order to give myself a more cinematic experience. But, when I play Max Payne I feel like the ideal performance leads directly to the ideal visual feast. This is a rarity in videogames, but I’m not sure why it should be.

Game developers must always perform a balancing act in giving players space to perform while also giving them rewards for their performance. The key to Max Payne’s success is its ability to highlight player action in a flashy way without taking away their influence or ruining the flow of action. Max Payne was revolutionary in combining these two aspects into a seamless experience. Where other games might put you in a fight and then present a cinematic of the events following it, Max Payne’s visual flair in battles came directly from the player’s actions -- letting a well-aimed bullet and bold dodge trigger brief cinematic moments.

Metal Gear Solid made me feel like I was watching an awesome action flick, but it wasn’t until I played Max Payne that I felt I was in one. By framing the player’s actions with panning camera angles, dramatic zooms, and mesmerizing slow motion, Max Payne put the spotlight on the player’s actions in a way never attempted before.

Developers shouldn’t be inspired by the mechanic of player activated slow-motion. Instead, they should focus on the effect framing a player's actions can have on combat. God of War and Uncharted achieve the same impact by presenting wide cinematic angles during platforming segments. Ninja Gaiden 2 applied this by highlighting deathblows in spectacular fashion, while Deus Ex: Human Revolution added spectacular visual animations to certain abilities when successfully performed. Even Resonance of Fate, a Japanese RPG of all things, managed to make a rote battle into a John Woo fever dream where characters endlessly jumped and fired guns when given the order.

In years since Max Payne's debut, God of War, Fallout 3, and other games have done this in their own way to great effect. It’s easy to look at bullet time as a gimmick or a novel feature. In truth, it changes everything: the tone, the pace, and the spectacle of combat. There is nothing else like it. Even though others games replicated this feature, as in the F.E.A.R. series and Stranglehold, it never felt quite as special as it did in Max Payne.



Versatile arsenal

A good selection of weapons in a game is defined by its strengths as much as it is defined by its shortcomings. On the surface, Max Payne has the most generic set of weapons a videogame could possibly offer. As it should -- after all, the story is based in New York City, circa 2001. While sci-fi and arena shooters may have more imaginative weapons, few games strike the near perfect balance of Max’s arsenal.

Due to careful calibration on the developer’s part, each weapon has its ideal time and place. Even during the game’s final hours, I found myself reaching to weapons obtained hours earlier out of strategic necessity. Sure, the Striker may have terrible spread (in the first Max Payne, at least) -- and you can cheat the reload of every weapon by quickly swapping them in-and-out -- but otherwise the entire weapon selection is pretty much flawless. In one instance, you may assume a door in front of you leads to a narrow hallway, so you equip dual Ingram uzis to deal maximum damage in a short amount of time. Turns out it’s a wide open courtyard with enemies above and below. Oops! So you snipe an enemy above, pull out the M4 Carbine on enemies below, and dive into an incoming group of enemies with dual Desert Eagles.

As good as the first Max Payne’s weapons were, the sequel perfected it by giving projectiles a dedicated button and rebalancing other weapons (although the grenade launcher and baseball bat were sorely missed). While many games have a loadout similar to Max’s, it’s rare they strike the same balance. The difference it makes is drastic. Instead of leaning toward the vastly superior weapon, Max Payne’s intense combat scenarios and challenging difficulty demand the player to know what’s right for a specific enemy type and setting. Every battle is a victory well earned in Max Payne, even when it leaves poor Max hobbling on one leg toward the next ambush.



Emotional complexity

When David Cage and Jenova Chen speak of “emotional complexity”, I roll my eyes. After all, who is to say a father grieving for his kidnapped son is more emotionally complex than Kratos’ endless rage at the gods? From a distance, every emotion is equal in its potential for impact. It all depends on delivery and the player’s value judgement.

However, I don’t entirely dismiss the idea of “emotional complexity.” It’s just that to me it means something much different. It’s not about the value judgement of a specific emotion but the layering of contrasting emotions: The way a Smiths song can sound so dour, while Morrissey’s sardonic lyrics can make me smile. The way George A. Romero’s Dawn of the Dead can make a zombie a source of fear seconds after being a source of laughter. Max Payne is also full of emotionally complexity. In play, the game can be harrowing depending on player health and ammo. In storytelling, the game can be freighting or laugh-out-loud funny depending on what it’s presenting at the time. In one instance you are in a nightmare having a dead baby shoved into your face, while another stage contains a parody of BBC’s Upstairs Downstairs.

Having contrasting emotional elements isn’t a key to success, as Fez and Sword & Sworcery recently proved. Both games have dialog and elements that break the game’s fiction for a cheap, self-knowing laugh. It all comes down to delivery. While Max Payne 2 may take itself a bit more seriously, both games succeed in skillfully telling a story while giving the player enough opportunities to laugh, tense up, and occasionally shit themselves.

True emotional complexity -- that is contrasting emotions piling into each other; not sappy music playing over pastoral landscapes -- makes for games with more depth. Whether it’s melancholy music playing over an upbeat adventure or comedic dialog overlapping a harrowing scenario, layered emotional tones can create unique, memorable moments in games.



Start with a bang

Neither Max Payne has a good story. Sure, they have great atmosphere, personality, and characters, but they hardly make up a tale we haven't heard before. What these games do have, however, is an immediate and clear goal given to the player by a time-tested story method: starting in media res.

For you illiterate swine, in media res is a Latin term which means “into the middle of things." It’s when a story begins without introducing the setting, characters, and/or scenario. The audience enters into the story at a mid-point. The result is two-fold: positive and negative. On one hand, it creates an indifference in the viewer by distancing them from the characters’ reality. On the other hand, it creates a goal for the viewer: “I must figure out how things got to this point!”

Thankfully, Max Payne is such a great narrator that we feel connected to him despite not understanding his situation. Max’s goal and our goal both intersect and conflict: We want him to get his revenge but we also want to know how he got his revenge. It’s an odd thing.

I can’t tell you how many games I’ve played that start me from square one. Whether I’m a soldier in a training course or an orphan boy in a mystical village learning ancient mythology, I’ve been through the ringer so many times in games that I now find starting a new one intimidating due to the inevitably dull opening act. Max Payne’s approach is refreshing.

I don’t need to have everything spelled out for me. If a developer feels that they must slowly initiate the player to the game world's history, please have the restraint to hold back until an hour or so into the action. Exposition is a cheap tactic in film, but in games it can be devastating to immersion and flow. Not every game needs to follow suit, but if games considered reining in the exposition early on we could tell familiar stories in new ways. Which is what storytelling should be about!



Intelligently varied enemy encounters

Individuality is overrated. Location is everything. Just look around your day job or school. Are the most successful workers/students so stunning or are they just the product of fortunate events that lined before them?

Sure, Max Payne may not have the enemy variety of an id Software game, but it makes up for it through economical placement. The game consistently changes things up when it comes to enemy positioning and strategy. Sometimes you’ll open a door and a thug will be standing in front of you with a shotgun pointed toward your face, so you point one right back at him. Another time you may have thugs running away from you for cover -- when do you ever seen that in games? Thugs come in through windows, elevator shafts, and occasionally grapple down from above. You are constantly on your toes. A far cry from Call of Duty, where enemies shuffle out of the same door and line up behind the same wall.

It’s hard to give enemy variety to a game grounded in reality. Uncharted and Call of Duty throw heavily shielded enemies for challenge, but they are a nuisance that ruins the flow of combat. Max Payne shows that being creative with simple enemies and increasing their numbers can be much more engaging than one super-powered enemy with a shotgun -- though even Max Payne makes this mistake with a couple lackluster boss encounters. Thankfully these are the exception rather than the rule.

I’ll be completely honest: I was worried I would have to force this entry or completely abandon it all together. As much as I loved Max Payne in 2001, I wasn’t sure it would hold up. I was pleasantly surprised than to rediscover how fantastic it is in nearly every aspect. The sequel made some major improvements in combat, but I still prefer the tone and quirks of the first. It’s hard to pick between the two but thankfully no one is forcing us to.

I find Rockstar’s changes to the series very disconcerting as a fan, but I’d rather they make it their own than force themselves to fit into the mold Remedy made. The offbeat humor and tongue-in-cheek story of Max Payne definitely isn’t something most developers would attempt, which is a big factor of why it’s still a refreshing play.

One thing I trust Rockstar will get right is the series' penchant for turning combat into a spectacle worthy of a Hollywood action film. So many developers today fail to realize that having action surrounding the player isn't the same as them contributing to it. There are only so many times you can watch a scripted sequence of a helicopter crashing and feel impressed. As the middling Modern Warfare 3 proved, having more helicopters falling and more explosions isn't the answer. The answer, upon revisiting Max Payne, is painfully obvious: Let the player tell the story through their actions and make the presentation so smooth that it feels as if the camera, animation, and enemy reactions were choreographed all along.





Legacy Comments (will be imported soon)


Max Payne certainly got it right, but Max Payne 2 perfected it.
This month's tight so I'll probably pirate the PC version before I buy it. It's not like Diablo where I know I'll like it. If it's good I'll throw down the cash though.
I loved max payne 1, and even though the story wasn't special, I still liked it.
"When David Cage and Jenova Chen speak of “emotional complexity”, I roll my eyes. After all, who is to say a father grieving for his kidnapped son is more emotionally complex than Kratos’ endless rage at the gods? From a distance, every emotion is equal in its potential for impact. It all depends on delivery and the player’s value judgement."
Don't take this as defending David Cage when I say: Revenge stories are much easier to get the player involved in than any other type of story arc. They aren't exactly emotionally complex. "Bad thing happens because of bad people. Go get em tiger!" There is something to be said that Max Payne might not be as "deep" as other kinds of stories, but it doesn't matter, its a good way of driving the action. I just don't think what your presenting in that section is a good counter point to his drivel.
nitpicking aside that was a fucking fantastic piece.
Great read, I still enjoy those games.
I know it's a cliched thing to say but, Max Payne 1 and Max Payne 2 both have their strengths and weaknesses and it isn't easy saying which is better. MP has great a great tone and atmosphere but the combat and controls feel a bit on the clunky side. MP2 is near flawless in terms of gameplay but the plot and tone is pretty lacking, especially compared to the original.

Also, calm down with the gifs.
Fantastic insight into the combat in the game. The combination of very specific weapon balance, the increasing number of mooks coming from various locations and angles, and the finite resource of bullet time certainly gives the gunplay of the Max Payne games a unique feel.

Encounters often feel similar to puzzle rooms in other games – but rather than pushing a block to a goal in the least number of moves, you are trying to figure out how to quickly eliminate the enemies taking the least amount of damage.

I really loved MP1&2 and replayed the hell out of them. As I got better and better at the games, I started stripping out tools and trying new things to "solve" the rooms. No using bullet time, limiting the weapon selection, baring the use of grenades/molotovs, ect. Sometimes I was surprised by what I could accomplish, other times I got stomped so hard it was impossible not to recognize the value of some weapons and techniques in their absence.

This was a great look-back at some great games. Lets hope Max Payne 3 can live up to the legacy!
Remedy Software is one of the most talented studios in the business, and playing "Max Payne 2" again recently (last time I played it I was a kid), you can definitely see the foreshadowing in terms of both character development and pacing of things they eventually would implement in the brilliant "Alan Wake." These things include the television programs which run parallel to the games' main narratives, and the introspective narration of both Payne and Wake themselves. Both the first and second MP are fabulous games, and set the stage for Remedy to go on and make what I consider to be one of the finest storytelling experiences ever housed in a video game with "Alan Wake." We're lucky that one of the most talented devs in the industry, Rockstar, is carrying on this torch which lit the way for more intelligent and sophisticated storytelling in video games.
I really disliked Max Payne 2, at least in comparison to the first one. I'm pretty excited for MP3 though.
Man it has been a while. Got max payne way back when a desktop computer was several thousand dollars, and I didnt even have the know-how to install the game myself. Still, this was one of the games that began to make me passionate about the medium. Great writeup!
I think the last sentence hit the nail on the head - the thing about the game was that when you dove off the roof and through the glass window and then shot every thug in the head before hitting the floor it didn't feel like a COD set piece, and it didn't feel out of place. In most FPSs nowadays you get big moments designed to make you go "WOW", but it's the same feeling you get when you see Red Brown or someone straight up murder 50 dudes with a machine gun. Don't get me wrong, that feeling is awesome, but not as awesome as feeling like you're actually pulling the trigger.
Every time I got to the Jack Lupino boss fight I couldnt help but hear Kelsey Grammer when he said I HAVE TASTED THE FLESH OF FALLEN ANGELS!
Also, I totally trust Rockstar to make a serious game with hilarious and light hearted moments since I can't think of a Rockstar game that wasn't Lemmings or a tennis simulator that wasn't serious with hilarious and light hearted moments.
MARK PAYNE
http://4.bp.blogspot.com/_Ia8tECPalsg/SOI9GxpENYI/AAAAAAAACZw/k1v6vdFt-9Q/s400/max-payne-movie-poster.JPG
I agree with what I skimmed through (sorry, just woke up :P ), at least if we're talking about the PC version. The console version's controls feel somewhat wonky. While I admittingly haven't played the PC version, I can only assume it's much better there.
You took a jab at Journey there. "...not sappy music playing over pastoral landscapes..." I think you might have missed the point because that isn't the core of the emotion in Journey.
Payne to the Max!
nice read
Max Payne 2 is a game i got 3/4 the way through and have always wanted to beat since back in 2001. Im happy there is a new one and that this series is getting another chance. I hope it does well.
I tend to agree with the exception of the restaurant level and the nightmare sequences. And the cheap death in the elevator. Thank God they knocked that shit off in the second game.

I'd really like to see an autosave mechanic. I got pretty wrapped up in the story a few times and forgot to save constantly. I ended up in a cheap pitfall death and would have been forced to start the entire game over had I not thrown the game and controller out the window first. I've since finished both games, quicksaving like a madman.
You realize how hard it is to read this with shit moving all over the screen? It's annoying.

I don't know if I'll be able to read this, but going back through the two games, I have to say it's a truly great experience. The story of the first game got a little to big, but bloody brilliant either way.

Max Payne is one of the few games, where after beating an encounter, I'd reload just to do it again. In fact, I've been playing the games, trying to be as perfect as possible, jumping and diving through encounters trying to not only look badass, but also without taking a sliver of damage.
Oh, and I will be quite disappointed with Max Payne 3 if I don't get to eavesdrop on silly conversations of my enemies in the next room, or watch TV shows like Lords and Ladies, Dick Justice, or Address Unknown.

That being said, I know Rockstar will make a beautifully looking and fun to play game.
God, I forgot how amazing these games were. Your reminded me.

I still have the mousepad that came with the original PC version. Everyone totally needed to know that.
@Seventh: Thanks for your input. I've considered polling people on the readability. Might do without the GIFs in the future, as much as I enjoy them.

I like to think Lords and Ladies, Dick Justice, or Address Unknown are properties owned by Remedy that will eventually get their own dedicated games.
Those are some irritating gifs.
Amazing piece. Reveled in much nostalgia as I replayed it in preparation for PAYN3. Wonderful!
Good article. Those GIFs have got to go though. Think I'm having a seizure here.
Max Payne is a game. It has a sequel. People have reasons to like or dislike them.
Great write up, I never played Max Payne 1 or 2. I was hoping XBLA would put them on sale to celebrate MP3, but they have not.

I do agree with what you said about some games not balancing or forcing you to be smart about your weapon selection. I don't know how many games I've gone through using nothing but the first pistol or gun it gave me.
@soundslike

Not to nitpick myself, however Max Payne wasn't a revenge story in a traditional sense. He more or less got caught up in events that he could only solve more or less with firepower. Attempting to find a way out of the black hole of killing, wearing himself down with each person he puts into the ground. Finally ending up having the final act in both MP 1 and 2 being an assault to get the long awaited answers. Only to find no resolution, and a past full of nightmares.

I don't know what you were referencing by the revenge about a son being kidnapped though. Heavy Rain, or the MP Movie? The MP film is about the first half of MP1, which did a pretty poor job of being an adaptation from what I've seen.

I know you've gotten your fill of epic story driven games though with that MGS pic, so I'm just attempting to reiterate the emotional weight that Max Payne 1 and 2 carries isn't about revenge. It's more about grief and the madness that follows. ^_^

As for GoW on the other hand, which is a revenge story. There is something that I find interesting about the ending. I loved the character Kratos. A mindless rage filled anti-hero was pretty novel at the time. Except at the end of the events...

*Spoiler Alert*

Athena ends up telling Kratos that she placed Hope (May as well been called Pony Power) inside of Pandora's Box, giving Kratos the keen ability to overcome all obstacles ahead of himself.

I would liken this to baseball. It felt like watching someone hit 70+ home runs in a year only to find both a corked bat and a bunch of dirty needles in his locker.

Needless to say it ruins (or flips) the entire characters persona by giving him the justification for all the evils he performed while giving him a pat on the back, in the last five minutes. Personally this destroyed my image of Kratos. Which is about as big of a deal as it happening on a TV show or film series (It's not. I just end up not watching the show/movies anymore, nothing lost. Disappointing though)

All in all I haven't come across many people that were bothered by this or at least I haven't read anything personally. Yet possibly many people didn't look at the events in the way I did.

There is the aspect to look at when it comes to him diving off the cliff to finish himself off. But, again I'd liken it to getting nuked 3 times in a game, it just doesn't carry the same emotional weight the second and third time.
@soundslike

Sorry I sort of misinterpreted the wording. I guess I just really enjoyed the story and didn't want toss out a ton of plot give aways if you haven't played Max Payne 1 or 2 yet. I just think there's a lot to be said for a story that has you piece everything together for it to stay somewhat ambiguous compared to a story that spells everything out for you. I'd rather be left wanting more, (sans a to be continued prompt) rather than feeling that I didn't need to put any input myself, mentally, to understand what I just witnessed.

I just didn't see Max Payne's events as him being "Good" and the guys you shoot being "Evil". I see it as a moral shade of gray, where no one really wins. Even Max dies inside as he trudges down the path.

Again I think you're on point. I lied and apparently was nitpicking. I just felt reiteration was a fun way to waste my time. Thanks for reading if you do though. ^_^
Loving this series thus far! Really great job of capturing exactly why these games are true classics.

But I've got to add to the chorus and beg you to kill off the GIFs. Even the longer Grim Fandango ones were tiresome. Nothing ruins reading a great article quite like a constant twitching image in your periphery.
One thing I always laugh about when I'm reminded of it, is how Max Payne 2 was panned in reviews for having a 5-6 hour campaign (which is the accepted norm now). True classics, especially the second which really tugged on my heartstrings.
Max Payne is literally my favorite game series in my entire existence of gaming (which is almost 30 years).

I cannot wait for Tuesday. I'm going to try to finish Max Payne 2 this weekend.
@Stevil WHAT?! Are you trolling? have you forgot about this monstrosity?
[IMAGE]http://images.wikia.com/maxpayne/images/f/f6/CBBB.jpg[/IMAGE]
<img src="http://images.wikia.com/maxpayne/images/f/f6/CBBB.jpg" />
Max Payne is one of my favorite series of games ever. Seems like the next 3 days are going to be an eternity.
The PC version must have been leagues above the PS2 build because I just finished having a miserable uphill battle with it. Reloading a level every time I died 10 seconds into it because Max would spawn with no health pushed my timid and mild introverted temperament to it's limits. Also all the jumping and balancing in the trips and in the city were nearly impossible. This article though looks like it really had some good thought put into it though. Good work, although the gifs were a little distracting.




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