Feature: Max Payne – A New Perspective
Growing up, I played Max Payne for the excitement I got out of the gameplay, that slow motion diving and shooting mechanic. It felt perfect when I was in my teens playing these games for the first time. It was over-the-top action fun. I wasn’t looking for realism or a great story, I just wanted to shoot things. The Max Payne games were a perfect fit with their smooth and methodical gunplay.
I’ve played through Max Payne 1 and 2 about four times each, always playing the second title just after the first. It isn’t hard to do. Each game is only about 5 to 6 hours long. If I wasn’t completing one of the games in less than 6 hours it sure as hell felt like I was.
Other things that kept me coming back were the locales. They’re iconic and memorable – a frozen New York City, a grimy subway station, a sleazy hotel, an old church turned gothic nightclub, just to name a few.
Even though the locales were iconic, the gameplay superb, and the playtimes short, the story of Max Payne was something I had never paid attention to. I haven’t played the first two games in years, but I recently went back and finished them again before playing Max Payne 3.
I originally had no intention of playing the first game again. I own the PC version of the second, but the original Max Payne came with Max Payne 3 as a digital download. Even though I bought Max Payne 3 used, the code was still in the box, unused. I got lucky. I’m so glad I replayed it.
There are no choices. Nothing but a straight line. The illusion comes afterwards, when you ask “why me?” and “what if?”
Max Payne used to be an NYPD cop, but when his family was murdered and he was framed for it, everything went to hell. As he attempted to destroy the people responsible, Payne discovered it wasn’t just a random drug-induced psycho murderer responsible. Forces more sinister, and a story much darker, destroyed Max’s once beautiful suburban ideal.

“The trouble with wanting something is the fear of losing it, or never getting it. The thought makes you weak.”
You probably hear a lot of people say, “Just skip [insert game title] and play the new one because otherwise you’ll get burned out.” This says a lot about a franchise if people think it better to skip entire installments because you might otherwise become bored of the series as a whole. It signifies not a bad game, but one that doesn’t innovate enough, in one way or another, between installments. I hear this sentiment about the Assassin’s Creed franchise a lot. I am now more enthusiastic about the Max Payne series than ever before. I champion for it now, not only for the gameplay and locales, but more for the plot and method of storytelling.
The Max Payne titles follow and adhere to one another as if they were one complete story, with each game referring back to its predecessor, including Max Payne 3. Going back and playing through the first two titles first had a vast impact on my appreciation for the series as a whole – I would not feel the same way had I not gone back.
“Punchinello was burning to get me. The feeling was mutual. He was trying to put out my flames with gasoline.”
The man who created Max Payne is Sam Lake. He wrote the script, he created the story, and he was the literal face of Max Payne in the original game. Lake’s studio, Remedy Entertainment, is responsible for developing the game – of which he also assisted in level design – and also created Alan Wake. (Notice their names sound similar: Alan Wake and Sam Lake.)
I have a newfound respect for Remedy, and especially Lake, that I even want to go back and replay Alan Wake. I’ve realized now, how genius Lakes writing talent is. It’s because I’ve grown up (sort of) that I can appreciate a good story, no a great story, when I see it.
Dialogue in Max Payne 1 and 2 is witty, raw, and drenched in noir style. Coupled with the voice of James McCaffrey, Max Payne feels like a living, breathing, and ultimately heart-broken human being. He’s not a caricature, but a real, sad person. I wish I could meet Max Payne and buy him a drin- er, maybe that’s not such a good idea.
Max is a deep character. His interactions with others and the world have weight and consequence. His emotions and attitude have merit. You want him to overcome the death and sadness surrounding him. I felt like I was Max Payne, feeling the stab of every horrible moment he felt, and truly sympathized with him.
All of this is accomplished through Lake’s ability to write, with the necessary help of McCaffrey’s ability to voice act, and McCaffrey’s deep voice to inflect at every opportune moment.
Whoever at Remedy chose to use comic strips as cutscenes had a brilliant idea that lent heavily to the atmosphere. Many of the characters aside from Payne are caricatures by design. This causes a superb effect that brings the entire world of Payne into a surreal comic book existence.
But not all is depressing and dark. Lake also wrote some extremely funny stuff, especially in MP2, that will have you chuckling and shaking your head. This lightens up the mood at the most opportune, sometimes even juxtaposed moments. For instance, there’s Dick Justice. Just saying the title makes me laugh aloud: Dick, Justice. He is a rip-off character, his story is Max’s as a blaxploitation television show seen at certain moments throughout the games on TVs and posters. Another is in reference to video games. At certain points Max’s inner monologue will refer to the HUD interface and feeling like he’s being controlled, like in a video game. Don’t forget about the Captain Baseball Bat Boy TV show, which is continuously referenced throughout the series. At one point in MP2, you go to a someone’s home that is littered with fan items. This guy even has a huge full-body suit of the main character, which he is wearing when you find him. If he takes it off: Kaboom! A bomb is strapped to it, triggered to go off if he ever removes the suit. Lake writes in such a way that approaches the fourth wall but never quite breaks it. It’s hilarious and ultimately damn good writing.
Like Alan Wake’s name is a reference to Alan waking, so is Max Payne’s name a reference to maximum pain. Something I have yet to see anyone talk about, even after many Google searches, is Mona Sax’s name. The first letter of the first name and the last letters of the last name spell out “Max”. On top of this, Mona Sax’s hideout is located at a fun house entitled “Address Unknown”. Yet another almost fourth wall breaking item named after the television show with the same name that mirrors Max’s paranoia throughout the second game. This meta-level is when I officially jumped onboard the “champion Max Payne” train.
Underlying almost every title and name in the game lies something deeper still: Norse mythology. A nightclub entitled Ragna Rock, a drug pivotal to the story is called Valkyr, and the company you storm is named Aesir Corporation. All of these reference mythological entities and locations in Norse Mythology. I had never recognized any of this until this latest playthrough of the games. The scope of the storytelling grew larger during every minute of playtime, as did my amazement of it.
Finally, the theme songs for the series are haunting and excellent to say the least. They raise the hair on my neck and bring me to a state akin to Max’s sad and angry isolation (in a good way).
“The storm seemed to lose its frenzy. The ragged clouds gave way to the stars above. A bit closer to Heaven.”
Games rarely have me feel this way, let alone gush about them with love. I feel this way about the original Halo and Mass Effect 1 to some extent, but Max Payne is now my favorite video game character of all time.

“They were all dead. The final gunshot was an exclamation mark to everything that had led to this point.”
If you have never played Max Payne 1 or 2, or thought about playing Max Payne 3 without playing the previous two installments, you should go back and give the original two installments a try. Even if you’ve played Max Payne 3 but didn’t understand the main characters motivations and liked the gameplay, or only played the original(s) years ago, like myself, you should definitely consider replaying them. The stories are mature (in the true sense, not in terms of content), and the gameplay is also damn fun. You can complete both games in around 12 hours and then hopefully jump enthusiastically into Max Payne 3 like I did. All of the same praise I have for these two titles continues in the third game along with an amazing finish.
“I lied to myself that it was over. I was still alive; my loved ones were still dead. It wasn’t over.”
If interested, my review of Max Payne 3 will be posted in the blog at EZ Mode Unlocked within the next two weeks.
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