History Videogame / MaxPayne

18th Sep '16 7:17:51 PM nombretomado
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Due to a combination of ''Max Payne 2'' selling poorly and Remedy getting [[DevelopmentHell bogged down]] working on ''AlanWake'', it took eight years for ''Max Payne 3'' to be developed and released. It was developed entirely by Rockstar, with no design work but constant feedback from Remedy. Set eight years after the end of ''Max Payne 2'', the third game finds Max, still unable to get over the death of his wife and child, continuing to drown his sorrows with painkillers and booze in Hoboken, New Jersey. Approached by academy buddy Raul Passos, Max is offered a fresh start as a private security guard for the wealthy Branco family in UsefulNotes/SaoPaulo, Brazil. Unfortunately, he hardly gets started when a band of favela GangBangers try to kidnap patriarch Rodrigo, before successfully capturing and ransoming the employer's young wife, requiring Max to set out to get her back. However, things get complicated fast by paramilitary extremists hostile to both sides, and what's the deal with the infamously [[PoliceBrutality Brutal Military Police]] special forces? As things go FromBadToWorse, Max has to kick his addictions, sober up, and pick up the thread before it's too late for his charge.

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Due to a combination of ''Max Payne 2'' selling poorly and Remedy getting [[DevelopmentHell bogged down]] working on ''AlanWake'', ''VideoGame/AlanWake'', it took eight years for ''Max Payne 3'' to be developed and released. It was developed entirely by Rockstar, with no design work but constant feedback from Remedy. Set eight years after the end of ''Max Payne 2'', the third game finds Max, still unable to get over the death of his wife and child, continuing to drown his sorrows with painkillers and booze in Hoboken, New Jersey. Approached by academy buddy Raul Passos, Max is offered a fresh start as a private security guard for the wealthy Branco family in UsefulNotes/SaoPaulo, Brazil. Unfortunately, he hardly gets started when a band of favela GangBangers try to kidnap patriarch Rodrigo, before successfully capturing and ransoming the employer's young wife, requiring Max to set out to get her back. However, things get complicated fast by paramilitary extremists hostile to both sides, and what's the deal with the infamously [[PoliceBrutality Brutal Military Police]] special forces? As things go FromBadToWorse, Max has to kick his addictions, sober up, and pick up the thread before it's too late for his charge.



** In the later levels of [=MP3=], Max's inability to hold on to his arsenal gets to the point where it's almost worthy of an ''AlanWake''-style running gag. At various points in time, he's robbed at gunpoint twice, disarmed by captors, arrested, and ditches all of his bigger guns in favor of a silenced 9mm.

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** In the later levels of [=MP3=], Max's inability to hold on to his arsenal gets to the point where it's almost worthy of an ''AlanWake''-style ''VideoGame/AlanWake''-style running gag. At various points in time, he's robbed at gunpoint twice, disarmed by captors, arrested, and ditches all of his bigger guns in favor of a silenced 9mm.
5th Sep '16 12:32:46 PM Morgenthaler
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* DejaVu: Max experiences this in the original game--while having a bad Valkyr trip. In his hallucinations, he enters a room with a ringing telephone. When he picks up, he hears only gibberish and puts it down. However, the next room he enters looks exactly the same, and the voice on the phone tries to tell him he has been drugged--to which he declares that he only hears gibberish and puts the phone down.
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?

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'''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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* 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\\
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http://tvtropes.org/pmwiki/article_history.php?article=Videogame.MaxPayne