History VideoGame / MaxPayne

19th Aug '16 2:00:13 AM Kalaong
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-->...who was I to talk, a brooding underdog avenger alone against an empire of evil, out to right a grave injustice? Everything was subjective. There were only personal apocalypses. Nothing is a cliché when it's happening to you.

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-->...who was I to talk, a brooding underdog avenger alone against an empire of evil, out to right a grave injustice? Everything was subjective. There were only personal apocalypses. Nothing is a cliché when it's happening to you.


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* FollowThePlottedLine: {{Lampshaded}} in Max's monologue;
-->There are no choices. Nothing but a straight line. The illusion comes afterwards, when you ask "why me?" and "what if?". When you look back and see the branches, like a pruned bonsai tree, or forked lightning. If you had done something differently, it wouldn't be you, it would be someone else looking back, asking a different set of questions.
6th Aug '16 2:50:05 PM AlphaHandingGems
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'''Mook 2:''' Haha, ooh, careful! It might kick back! ''(starts singing)'' De dee de de dee, killer vending machine...
'''Mook 1:''' You talkin' to me?

to:

'''Mook 2:''' Haha, ooh, careful! It might kick back! ''(starts singing)'' De dee de de dee, killer vending machine...
machine...\\
'''Mook 1:''' You talkin' to me?me?\\
6th Aug '16 2:49:20 PM AlphaHandingGems
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Added DiffLines:

* VengefulVendingMachine: In the third level of the first game, a vending machine refuses to co-operate with a mook, prompting the following conversation between two mooks:
-->'''Mook 1:''' Piece of crap! ''(kicks the vending machine)''\\
'''Mook 2:''' Haha, ooh, careful! It might kick back! ''(starts singing)'' De dee de de dee, killer vending machine...
'''Mook 1:''' You talkin' to me?
'''Mook 2:''' Tough guy, scary...
29th Jul '16 5:26:31 PM Adept
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* EasterEgg: There is an apartment in the final level that contains a memorial to one of the developer's friends. Could count as a CrowningMomentOfHeartwarming but it's still rather creepy as the room contains little else.



* RottenEasterEgg: There is an apartment in the final level that contains a memorial to one of the developer's friends. Could count as a CrowningMomentOfHeartwarming but it's still rather creepy as the room contains little else.
25th Jul '16 7:16:00 PM BaronVonFistcrunch
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* EarlyInstallmentWeirdness: The first game, beyond the tonal differences noted elsewhere on this page, has a few gameplay wrinkles that were ditched in the later games. Notably, if Max was heavily wounded, he would visibly limp until he recovered enough of his health back. Max would also automatically get up after landing from a Shootdodge, having no option to remain on the ground to fire at enemies.



* GunPorn: The guns in the first two game have detailed animations for their time, with weapons visibly cycling new rounds and magazines being visibly removed from guns during reloads. 3 takes this further with details like triggers, hammers, and barrels moving and tilting, magazines actually having visible bullets if they are half-empty, and in BulletTime [[UpToEleven you can hear a gun's inner mechanics working as it fires]].

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* GunPorn: The guns in the first two game have detailed animations for their time, with weapons visibly cycling new rounds and magazines being visibly removed from guns during reloads. They also averted EverythingFades, with bullet holes, spent brass, and empty magazines persisting in the level. 3 takes this further with details like triggers, hammers, and barrels moving and tilting, magazines actually having visible bullets if they are half-empty, and in BulletTime [[UpToEleven you ''you can hear a gun's inner mechanics working as it fires]].fires'']].


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* VeryHighVelocityRounds: Averted in the first game, where Max's and enemy bullets are the same speed. Played straight in the second and third games, where Max's bullets are significantly faster than anyone else's.
19th Jul '16 6:13:01 PM Commander808-2
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** The first game has a shout out to director Creator/JohnWoo in the form of a password, John Woo's HeroicBloodshed films were a major influence on Max Payne. The game also has a shout to actor Creator/ChowYunFat who starred in many of Woo's films.
11th Jul '16 8:41:04 PM paulson
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* InkSuitActor: People might not initially be aware, but in ''Max Payne 3'', young Max looks an awful lot like his voice actor, James [=McCaffrey=]. It seems that this time around, Rockstar modeled the character after his original actor instead of either Sam Lake or Timothy Gibbs.

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* InkSuitActor: People might not initially be aware, but in ''Max Payne 3'', young Max looks an awful lot like his voice actor, James [=McCaffrey=]. It seems that this time around, Rockstar modeled the character after his original actor instead of either Sam Lake or Timothy Gibbs. In fact, most of the major characters in 3 are modeled after their voice actors.
5th Jul '16 1:28:25 PM Aiguille
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--->The devil grins from ear to ear when he sees the hand he's dealt us\\

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--->The -->The devil grins from ear to ear when he sees the hand he's dealt us\\
5th Jul '16 1:27:47 PM Aiguille
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* PopStarComposer: ''Max Payne 2'''s RecurringRiff and SolemnEndingTheme, "[[https://youtu.be/AzsiE44Lz_w?list=PLjACqN5i5sDVBPJGHevomO4YZd9wwVLkS Late Goodbye]]" was the first release of AlternativeRock band Music/PoetsOfTheFall, which suddenly became the BreakawayPopHit that properly launched their careers in their native Finland, and began their sideline of composing for videogame soundtracks.


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* SternChase: ''Max Payne 2's'' ThemeSong "[[https://youtu.be/AzsiE44Lz_w?list=PLjACqN5i5sDVBPJGHevomO4YZd9wwVLkS Late Goodbye]]" has a couple chased endlessly by "the Devil" though its unclear whether its literal or metaphorical.
--->The devil grins from ear to ear when he sees the hand he's dealt us\\
Points at your flamin' hair, and then we're playin' hide and seek\\
I can't breathe easy here, 'less our trail's gone cold behind us\\
'Til in the john mirror you stare at yourself grown old and weak
5th Jul '16 1:13:09 PM Aiguille
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* DrivingSong: "[[https://youtu.be/AzsiE44Lz_w?list=PLjACqN5i5sDVBPJGHevomO4YZd9wwVLkS Late Goodbye]]," the ThemeSong of ''Max Payne 2: The Fall of Max Payne,'' is a melancholy country tune implying a never-ending SternChase
-->Lonely street signs, power lines, they keep on flashing, flashing by\\
And we keep driving into the night
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.MaxPayne