Max Payne

For Cheaters in Max Payne 3, Hell is Other CheatersMax Payne 3 developers Rockstar have come up with a tidy solution to the problem of dealing with online cheaters: throw them in the same room together and let them kill (or at least annoy) each other.


Here's Rockstar's explanation:


Anyone found to have used hacked saves, modded games, or other exploits to gain an unfair advantage in Max Payne 3 Multiplayer, or to circumvent the leaderboards will be quarantined from all other players into a "Cheaters Pool", where they'll only be able to compete in multiplayer matches with other confirmed miscreants.


The sight of cheaters trying to out-cheat other cheaters is something Rockstar should film then distribute. I know I'd watch it.


I know Battlefield 3 is too big a game to do the same, but boy, in my dreams this is something nearly all developers could implement.


Taking Aim at Cheaters in Max Payne 3 [Rockstar]


Max Payne
In the midst of all the shoot-outs, drinking, and pill-popping, Max Payne is just another guy, you know? He wants to lounge on a pool chair and kick his feet up on the table.


Except he does it in slow, bullet-time motion.


Max Payne 3: Dramatic Chilling Simulator [YouTube via Reddit]


Max Payne 3

How to Painlessly Play Max Payne 3 PC on Max SettingsIf you've been a gamer for at least a decade, then you will recognize Max Payne as the PC third-person shooter of the early 2000s. Notable for its film noir style and use of the bullet time effect (The Matrix), Max Payne's character went on to surpass anyone's expectations with several console ports, a sequel, and a feature film adaptation in 2008.


Shortly after that, Max Payne 3 was announced and it's been in the works at Rockstar Studios since. The original game was developed by finnish developer Remedy Entertainment and published by the now defunct 3D Realms. Max Payne 3 promises exciting gameplay and impressive graphics, marking the return of bullet time in action sequences, while retaining the shoot-dodge mechanic from previous titles.


On the technology side of things, Rockstar talked earlier about its ability to blend physics and animation. For example, when Max takes a dive to surprise his enemies he does so appropriately according to his surroundings. This is done through the use of the advanced Euphoria dynamic animation engine. However, the game itself is built on the RAGE game engine, so in a sense there are two engines used in the game on top of each other.


The RAGE engine has been upgraded for Max Payne 3 with support for DirectX 11 and stereoscopic 3D rendering on the PC. The added support for DX11 effects has been one of the reasons for our anticipation of this title and why we are bringing you this performance article.


How to Painlessly Play Max Payne 3 PC on Max Settings


It's been hinted that Max Payne 3 will make the most of current high-end PCs, with DirectX 11 tessellation compatibility and "advanced graphics options" available to PC players. So with that in mind let's take a look at the test setup and then get into the results. Make sure you check out our visual tour comparing DX9 through DX11 graphics.


Testing Methodology

In case you lost count, we'll be testing 25 DirectX 11 graphics card configurations from AMD and Nvidia across all price ranges. The latest official drivers were used for every card. We installed an Intel Core i7-3960X in our test bed to remove any CPU bottlenecks that could influence high-end GPU scores.


How to Painlessly Play Max Payne 3 PC on Max Settings


We used Fraps to measure frame rates during 90 seconds of gameplay footage from Max Payne 3's fifth single-player level: "Alive If Not Exactly Well". The test begins at the start of the mission where you take a power boat ride down a river before going ashore and starting the mission. The first 90 seconds of footage is the same every single time as it is an in-game cut scene and we chose this scene because it is very demanding.


Test System Specs:


  • AMD Radeon HD 7970 (3072MB)
  • Gigabyte Radeon HD 7950 (3072MB)
  • AMD Radeon HD 7870 (2048MB)
  • AMD Radeon HD 7850 (2048MB)
  • HIS Radeon HD 7770 (1024MB)
  • HIS Radeon HD 7750 (1024MB)
  • HIS Radeon HD 6970 (2048MB)
  • HIS Radeon HD 6950 (2048MB)
  • HIS Radeon HD 6870 (1024MB)
  • HIS Radeon HD 6850 (1024MB)
  • HIS Radeon HD 6790 (1024MB)
  • HIS Radeon HD 6770 (1024MB)
  • HIS Radeon HD 6750 (1024MB)
  • HIS Radeon HD 6670 (1024MB)
  • AMD Radeon HD 5870 (2048MB)
  • AMD Radeon HD 5830 (1024MB)
  • HIS Radeon HD 5670 (1024MB)
  • Gainward GeForce GTX 680 (2048MB)
  • Gainward GeForce GTX 670 (2048MB)
  • Gigabyte GeForce GTX 580 (1536MB)
  • Gigabyte GeForce GTX 570 (1280MB)
  • Gigabyte GeForce GTX 560 Ti (1024MB)
  • Gigabyte GeForce GTX 560 (1024MB)
  • Nvidia GeForce GTX 480 (1536MB)
  • Gigabyte GeForce GTX 460 (1024MB)
  • Gigabyte GeForce GTX 550 Ti (1024MB)
  • Intel Core i7-3960X Extreme Edition (3.30GHz)
  • x4 4GB G.Skill DDR3-1600 (CAS 8-8-8-20)
  • Gigabyte G1.Assassin2 (Intel X79)
  • OCZ ZX Series 1250w
  • Crucial m4 512GB (SATA 6Gb/s)
  • Microsoft Windows 7 SP1 64-bit
  • Nvidia Forceware 301.42
  • AMD Catalyst 12.4

How to Painlessly Play Max Payne 3 PC on Max Settings How to Painlessly Play Max Payne 3 PC on Max Settings


We tested Max Payne 3 at three common desktop display resolutions: 1680x1050, 1920x1200 and 2560x1600, using normal and very high quality settings. Both modes were tested in the DirectX 11 mode with vsync and MSAA disabled while ambient occlusion was set to SSAO. The very high settings used 984MB of video memory at 1920x1200 while the normal settings used 331MB at the same resolution.


1680x1050 - Normal Quality

How to Painlessly Play Max Payne 3 PC on Max Settings


Achieving our target frame rate of 60fps wasn't as easy at 1680x1050 as we were expecting. This required the use of either the GeForce GTX 560 Ti or Radeon HD 6850 which averaged 62fps and 63fps respectively. Falling just shy of the desired 60fps target was the GeForce GTX 560 with 55fps and the Radeon HD 7770 with 52fps. Graphics cards such as the Radeon HD 6790 and GeForce GTX 460 failed to average 50fps.


Moving up past the GeForce GTX 560 Ti and Radeon HD 6850 we saw quite a large bump in performance with the Radeon HD 5870, 6870 and 7850 all averaging well over 70fps. The Radeon HD 6950 and GeForce GTX 480 averaged over 80fps and anything faster than that was overkill for these quality settings.


1920x1200 - Normal Quality

How to Painlessly Play Max Payne 3 PC on Max Settings


At 1920x1200 it takes the Radeon HD 6870 to exceed an average of 60fps. This card was a mere 2-3fps slower than the 5870 and 6950. The new Radeon HD 7850 averaged 69fps matching the old GeForce GTX 480. Meanwhile the GeForce GTX 570 and Radeon HD 6970 both scored 76fps, while the new 7950 was slightly faster with 77fps.


Towards the top of the food chain we have the GeForce GTX 580 with 84fps and the Radeon HD 7970 with 87fps. The GeForce GTX 670 was much faster with 101fps and the GTX 680 with 108fps.


Falling short of the 60fps target was the Radeon HD 6850 with 52fps and the GeForce GTX 560 Ti with 50fps. The GeForce GTX 560 (45fps) and the Radeon HD 7770 (43fps) provided playable performance at this resolution but there were moments of lag.


Continue Reading

2560x1600 - Normal Quality
Very High Quality
DX9 vs. DX10 vs. DX10.1 vs. DX11
CPU Performance
Final Thoughts


Republished with permission from:
How to Painlessly Play Max Payne 3 PC on Max SettingsSteven Walton is a writer at TechSpot. TechSpot is a computer technology publication serving PC enthusiasts, gamers and IT pros since 1998.


Max Payne
One of my favorite things about Remedy's first two Max Payne games was their winking, self-aware style. That vibe was perhaps best encapsulated by the scene in which Max has a drug hallucination and realizes that he's the protagonist of a video game.


Rockstar's take on the character is much more gritty and dark, and often feels weighed down by over-seriousness. But occasionally, the game will toss a nod to the series' roots by making an absurd reference.


My favorite of these is the moment in the video above, when Max discovers a trashed, out-of-tune piano in a run-down building in Brazil. The piano could be a metaphor for Max—beat up, broken, but still playing that same old tune. I particularly love how the game's actual soundtrack (which is astonishingly good in its own right) plays a lead-in chord to the piano solo, with Max resolving the unresolved cadence.


And what does he choose to play? Why, what else but the classic theme from the original game.


"And, for a few seconds, came harmony. Finally."


Max Payne

Rockstar's Behind-the-Scenes Look at Making Max Payne's Moves Max does a lot, in Max Payne 3. He shoots guys, tries not to be shot by guys, shoots other guys... you know, like you do.


But behind all of the action, making Max Payne tick, are dedicated voice and motion capture actors whose performances, with digital skins on, make the game. Rockstar has posted a behind-the-scenes glimpse at a piece of the process, showing how Max Payne came to be.


Actor James McCaffrey performed both the voice and the body work for the titular antihero. And when Rockstar needed to fill a virtual São Paulo with plausible Brazilians, they went to Brazil to cast and record the roles. Over a number of extensive voice acting and body-scanning sessions, Rockstar recorded everyone from a Ju-Jitsu world champion to a pageant queen to a local rapper.


It's a neat look at just how much work it can be to fill a video game with the wide cast of extras you'd expect to find on a normal city street. When every aspect of your story's world has to be crated from scratch, assembling your actors can be an ordeal indeed.


From NYC to São Paulo: Behind the Scenes of Max Payne 3's Voiceover, Mo-Cap & Scanning Sessions [Rockstar blog, via Game Informer]


(Top photo: Rockstar)
Max Payne

5 Things Rockstar Should Leave Out of Grand Theft Auto VYesterday, I listed 5 things that Rockstar should carry over from Max Payne 3 into Grand Theft Auto V. Today, I'll list 5 things that I hope they leave behind forever.


Some of these things are new to Max Payne 3, some are bad habits that have developed over time. A couple are story-related, a couple are gameplay-related. But if Rockstar is going to continue to make games that are at the cutting edge of both pop culture and gaming, all of them have gotta go.


Here now, 5 bad habits that Rockstar should leave behind forever.


1. Cinematic Style Over Cinematic Substance

There's always been a discrepancy between the cutscene snippets that we see in Rockstar's trailers and the actual cutscenes in their games. The trailers are all hyper-edited, super exciting, with bouncing music and lots of quick-cut one-liners. The cutscenes in the games themselves are much more traditionally composed, consisting of carefully framed or slowly tracking shots that keep the action and dialogue clear and in focus.


This is a good thing. But Max Payne 3 ditches that approach, and the game's hyper-stylish cinematics often feel more like a trailer than they do a coherent scene. The early scenes hold promise—their portrayal of a man silently drinking himself to death are intense and troubling. But it all starts to feel self-indulgent with remarkable quickness—by the third or fourth cutscene, I was already tired of the splashing text, the forced double-vision, the extreme camera angles. Rockstar wears its cinematic ambitions on its sleeve, but Max Payne 3 is, all things considered, an overindulgence in the shallower end of that ambition.


Grand Theft Auto V most likely won't adopt Max Payne 3's melodramatic flavor. But I do worry that as it becomes technologically easier for the Housers to create more elaborate, showy cinematics, their work will become shallower despite the fact that I don't believe them to be shallow storytellers.


2. Goons, Bullies, and Deluded Psychos

(We usually meet them at a party, and they're usually doing cocaine.)

This one's a broader complaint, but in Max Payne 3 I believe that I finally reached my quota for Rockstar's favorite archetype—the deluded cokefiend, specifically. It's something we've seen in most if not all of their games—these doofy guys (and occasionally gals) who upon introduction appear to be lord of their tiny fiefdom. (We usually meet them at a party, and they're usually doing cocaine.) They welcome the taciturn protagonist, and give him a job. Eventually, they are revealed to be a sad phony, and they usually end up dead.


This archetype is fine on its own, but I felt as though Grand Theft Auto IV more or less hit all of the riff's possible variations. We had Brucie, we had Playboy; we had Ray and Manny, Elizabeta and Derrick, Faustin and Vlad. In Max Payne 3, we got another variation in the Branco family, but most of those characters weren't explored any more meaningfully than the smallest sidequest-givers in GTA IV.


It's certainly not beyond the Housers and their writing team's ability to create distinctive, interesting characters. The opening act of Red Dead Redemption was populated almost entirely with real-feeling folk (with the exception of Irish), and it was also the best extended bit of storytelling that a Rockstar game has managed. Driven largely by its setting and the age of its protagonists, the fabulous high-school-based game Bully had nothing but interesting characters. The archetype was almost non-existant in the (largely not-Rockstar-written) L.A. Noire and in the GTA IV episodes, both partner/antagonists Billy Grey and Gay Tony were nuanced and ambiguous.


But none of the characters in Max Payne 3 feel fresh or interesting, including Max himself. This is at least in part because they were working with an established character—but if that's the case, why did I feel like I got to know Max better in the earlier games? For all the talking Max does in the new game, we gain almost no insight into his character or history over the course of the game. Given how diverse Rockstar's casts tend to be, it's frustrating that they're still able to make a game this shallow. Hopefully Grand Theft Auto V will show them pushing in the other direction, eschewing their over-reliance on entertaining but ultimately shallow character archetypes.


5 Things Rockstar Should Leave Out of Grand Theft Auto V


3. Extreme Gore

With Max Payne 3, Rockstar seems to have made huge leaps in the field of ghastly bullet-wound technology. Shooting an enemy in the game leads to all manner of disgusting, pulpy entry wounds and juicy exit wounds as mouths are eviscerated, torsos perforated, and neck-wounds blast arterial spray in every direction.


It's a choice with cinematic influences—we've seen violence like this in the gritty action films from which Max Payne draws inspiration. And violence can be just fine, or even welcomely shocking—heck, just this week, we saw some thrilling ultraviolence in the medieval TV show Game of Thrones. If that was cool enough to post Gifs, why isn't it cool in Max Payne 3?


Games suffer from a "repetition factor" that films and TV shows don't. Something that we see once or twice in a film we'll see dozens of times in a game, and the effect is therefore dramatically different. (This same thing happens with dialogue, see Arkham City and Splinter Cell's Fisher-Fest 2010.)


When playing Max Payne 3, I see new, horrific blasts of violence every few seconds. After a while, I can't help but start to feel weird about it—how much extreme blood-spray can a guy watch before the whole thing starts to feel a bit psychotic?


It seems unlikely that this level of gore will make its way into Grand Theft Auto V, mainly because it will be more mainstream-oriented. All the same, I want to voice the hope that GTA V chooses to focus more on great action and storytelling and less on realistically depicting the effect of a hollow-point on a jawbone.


4. Over-Reliance on Cover

As much as Rockstar has tweaked and improved their cover-based third-person shooting over the years, it has a fundamental problem—it often feels less cover-based and more cover—locked.


This feels especially true in the back half of Max Payne 3, where most encounters wind up playing out just like action sequences in Red Dead Redemption or GTA IV. You run into a new room, take cover, and shoot guys from that cover until they're all dead. Max Payne 3 doesn't have any good options for rushing from cover to cover or cornering, meaning that you're generally even more rooted.


It would be great to play a game that gave players reason to exit cover and engage in combat that felt a bit less constipated.

Going back to Max Payne 2 on PC, it's remarkable how much has been changed. That game had no cover system, and as a result Max was propelled forwards. Each room became something of a fast-paced physics puzzle:


I need to leap to the right to get that pillar between me and the two guys over there, while shooting the guy who still has a line on me. Then, once I land, leap back to the left and take out the other two guys...


I'm in Max Payne 3's 12th act, and I no longer use shoot-dodging at all. I relish the odd moment when I'm running through an open space and two guys burst out from the side—finally, I can do some acrobatics! That is what Max Payne is all about for me—leaping through the air and blowing away bad guys. It's not really about crouching behind a pillar and leaning out to take potshots. For this reason, I do look forward to playing Max Payne 3 on the PC, with a mouse and keyboard and free-aiming enabled, but I also think the game could have freed things up a little regardless of the player's control scheme.


Every game Rockstar has made since GTA IV has featured more or less the same heavy, slow-moving cover-based combat. It seems highly unlikely that GTA V will deviate from that. All the same, it would be great to play a game that gave players reason to exit cover and engage in combat that felt a bit less constipated.


The cover issue, however, is directly tied to Max Payne 3's biggest problem, something that I truly hope GTA V can remedy...


5. Maddening Difficulty Issues

Max Payne 3 has a number of problems with difficulty and balance. The issues tend to stack on top of one another, and one problem leads to multiple problematic player-side situations, at least for me. For example:


  • Enemies are bullet-sponges who can take a half-dozen bullets and keep on ticking >> Max can't shoot-dodge into a room because it's impossible to kill even one enemy in a single leap, therefore shoot-dodging is suicidal >> Players stick to cover in order to proceed.
  • The game has no quicksave and checkpoints are punishing >> Players are forced to be more conservative in order to survive the lengthy, multi-stage shootouts >> Players do less experimentation and, again, tend to stick to cover.
  • The "soft-lock" auto-aim still feels a bit rough, and scoped weapons in particular tend to lock onto unintended enemies >> Some sections of the game are much more difficult than they would be in another third-person shooter >> Players don't want to use some of the game's better weapons, and feel like the game is fighting them.
  • Enemies don't drop painkillers like they did in the first games >> A players' first priority after each fight is doing a slow pick-over of each room looking for precious health >> The game's pacing and flow feel stagnated, despite the fact that characters are regularly yelling at you to hurry things up.

The issues continue: Bullet-sponge "boss" enemies are placed at the ends of combat sections, sometimes with no checkpoint before them. Not fun. Enemies are allowed to use grenades, but Max isn't. (Why?)


The best bullet-time moments are scripted, with an unlimited-ammo Max leaping from a building or a higher level while firing down on enemies below. The difference between these moments and the rare times when you recreate them on your own is quite large. Particularly in an open-world game like GTA, I want to make more of my own cinema and rely less on setpieces to really wow me.


Despite all that, Rockstar's combat system is largely fine, usually fun and occasionally even truly great. Its feel can be supremely satisfying, and as I talked about yesterday, Max Payne 3 contains some brilliant touches that I hope to see in future Rockstar games.


But its flaws still feel frustrating, and I would love to see a Rockstar game finally feel as good to play as Gears of War or Vanquish or hell, the recently-released Ghost Recon: Future Soldier.


In GTA IV and Red Dead, I found myself saying, "It's this huge open world game and the combat is decent!" In Max Payne 3, the open world is removed, but the combat isn't as fine-tuned as I would have expected. Wouldn't it be lovely if GTA V could have it all?


I get the sense that we'll see more of GTA V in the near future, and hopefully begin to discern whether Rockstar has made a riff on their already grand open-world formula or decided to blow things wide open yet again. Here's hoping it's the latter.



5 Things Rockstar Should Leave Out of Grand Theft Auto V


5 Things Grand Theft Auto V Should Lift From Max Payne 3

It can be difficult to view Max Payne 3 on its own terms. It's a fine game in its own right, but it will always exist at least partly in the shadow of Rockstar's other, much bigger looming release-Grand Theft Auto V.
Since Rockstar released GTA IV four years ago, both Red Dead Redemption and... More »



Max Payne

5 Things Grand Theft Auto V Should Lift From Max Payne 3It can be difficult to view Max Payne 3 on its own terms. It's a fine game in its own right, but it will always exist at least partly in the shadow of Rockstar's other, much bigger looming release—Grand Theft Auto V.


Since Rockstar released GTA IV four years ago, both Red Dead Redemption and now Max Payne 3 have brought enough tweaks and changes to the studio's brand of cover-based gunplay that GTA IV's action feels crusty and clunky by comparison. Max Payne 3 in particular refines Rockstar's third-person manshooting to a new and occasionally truly exhilarating degree. It's impossible not to want to see some of this stuff make it into GTA V.


Today, I'll be talking about five things I'd like to see carry over from Max Payne 3 into Grand Theft Auto V. And in a shocking twist, tomorrow I'll list five things that I hope don't make the cut. Here goes!


1. No Enemies On The Minimap

This is one that I've been on the record about for a while now—I love playing GTA IV without a minimap. Thing is, that's an extreme way to play the game—it can be difficult to navigate without some sort of map to view. But the biggest problem with the minimap is that it shows all of your enemies as big red dots, and combat becomes an exercise in whack-a-dot. "Where's the last guy? Oh, he's hiding over here. Better kill him."


Max Payne 3 has no minimap, and therefore you're never quite sure where danger lies. That makes every combat encounter a supremely tense affair, particularly when you're near the end but aren't sure where that last man is waiting for you.


While I don't think GTA V should do away with the minimap, I would love an option to have only the minimap visible and not be able to see enemy locations.


2. The Slow-Mo Kill-Cam

I don't like this one for the reasons you may think - I'm not actually a huge fan of the more provocative aspects of Max Payne 3's gory slow-mo killshots. But we'll get to that in the "Things I hope aren't in GTA V" article tomorrow. For now: The thing I like about the slow-mo kill-cam is that it signals a checkpoint—rather than popping some intrusive text into your face, you know the fight is over because you're watching a cinematic, slow-mo shot.


Due to the lack of a minimap, there needs to be some signifier for when Max has cleared a room of baddies. I really like this method, as it allows a singular sort of catharsis at the end of a tense shootout and lets you breathe a sigh of relief (while blowing away that last enemy in slow motion).


Victory! At least, until the next gunfight starts.


5 Things Grand Theft Auto V Should Lift From Max Payne 3


3. The Revenge-Save

In Max Payne 3, you can be killed quite easily, but if you're carrying pain killers, you're allowed a "last-minute save." If you are killed while holding pills, everything goes slow-mo and you have a chance to shoot your killer. If you do so, Max downs a painkiller and keeps on going. This is a very smart method of keeping the game from being too punishing without making it too easy. You're not out of the woods, and you just used one of your precious painkillers, but all the same, you've pulled it out and will live to fight another day. Or, another five seconds.


Its implementation in GTA V might require a bit of a reimagining of that game's health system, but it could also just function as a sort of "saving throw" anytime you get killed in a gunfight. You get one shot to take down your killer, and if so you get back 40% of your health. If your health reaches zero again… it's back to the checkpoint for you.


But if that does happen...


4. A Subtle, Smart Helping Hand

Max Payne 3 is a difficult game, but it mitigates that difficulty in smart, subtle ways. If you die once, you'll reload the last checkpoint with full health (small comfort in such a lethal game) and the same guns and ammo you had last time. Die a couple more times, and it gives you a bottle of painkillers and some extra ammo. Die even more times and you get two bottles of painkillers and even more ammo. The enemies remain just as numerous and difficult, but you're a bit more powerful and therefore more likely to succeed.


I love this method of balancing—it allows the game to be very difficult while keeping players from getting truly stuck. Yes, there are difficulty spikes and some really frustrating sequences (more on that in tomorrow's post), but in general, I'm a fan of Max Payne 3's brand of player assistance and would love to see something like that in GTA V.


5 Things Grand Theft Auto V Should Lift From Max Payne 3


5. Bullet-Time and Shoot-Dodging

This one is the easiest sell, I think, particularly given the success of Deadeye-Mode in Red Dead Redemption. Max Payne 3 may represent the best shooting Rockstar has done in a game yet, but it's still not as smooth as it could be. Cover is weird and overly sticky, and movement is still a bit too heavy and slow.


However, the addition of bullet-time and the shoot-dodge go a long way towards making the game more balanced and fun, and they leave Max Payne 3's shooting feeling exciting and distinctive. I can think of no earthly reason why these features shouldn't be included in Grand Theft Auto V as baseline gameplay mechanics. There's a stylistic argument to be made against this: Max Payne has always been the John Woo-influenced slow-mo shooter, while GTA has embraced a more realistic vibe.


But who cares? Seriously—bullet time makes Max Payne more fun, playable, and distinctive than other action games including Rockstar's other games. I really can't come up with a reason that Rockstar shouldn't just carry the entire system over into GTA V.



So there you have it: Five things that I'd love to see carry over from Max Payne 3 to Grand Theft Auto V. Tune in tomorrow, when I'll talk about 5 things that I hope don't turn up again.


Max Payne

Max Payne 3 does a lot of things right—from the relentless, blood-soaked gunplay to HEALTH's astonishing soundtrack.


But it's not a particularly choice-based game; this ain't Mass Effect, after all.


The folks at Machinima wanted to see what would happen if they made the game a bit more choice-based. Also, if they set it in the real world. And made it first-person.


By watching this YouTube video, you can choose what to do at crucial moments in this mini-Max story and hopefully make it through the story in one piece. I thought I had… and then I didn't. Guess I'll have to go back and cover my bases a little bit better.


The music makes me remember that as much as I love HEALTH's work on the new game, the music from the original Max Payne will always have a place in my heart, too.


If there's one thing Veronica Mars taught me, it's "Always take backup."


Max Payne
Max Payne 3's Astonishing Soundtrack Flattens The CompetitionHot damn, am I enjoying Max Payne 3. Though… well, "enjoying" might be the wrong word for it, you know? It has me in a vice-grip, and every time I play I find myself locked in a tense, curse-shouting battle with the deadly enemies inside of my Xbox 360.


The game is relentless, always pushing forward, throwing me into deadly, sharp situation after deadly, sharp situation. And underscoring every blood-drenched shootout and explosive setpiece is HEALTH's undulating, astonishing soundtrack.


It's an uncomfortable experience, this game, from the blurred alcohol haze that covers everything to the way my enemies keep shouting in Portuguese to the sheer disorienting lethality of it all. Even on "normal" difficulty, every nook and cranny holds another ignoble death. In every gunfight, I almost forget to breathe. Here I am, I've got a hair of health left, and yet I know there are more enemies ahead. Around this corner lies the unknown, and almost certainly death… time to reload my weapons and plunge in.


HEALTH, a Los Angeles-based four-piece, provided all of the music that pulses beneath each of Max Payne 3's many action scenes. Their music is never overly cinematic or dramatic; rather, it's dark and driving, with few peaks or valleys to break up the dirge. It's the music of drug-addled hangovers, of splitting headaches and metallic stink. It is, in many ways, the music of death. It's perfect for Max Payne 3.




How does Rockstar keep doing this? How can their musical tastes be so far out front of every other AAA game developer? I ask that mostly rhetorically—clearly, these folks pay attention to modern culture in a way that few other game studios do. It would have been so easy for them to simply farm out the Max Payne 3 soundtrack to any of a number of Hollywood-influenced composers who would have added dark strings, electronic beats, and other familiar sounds.


By choosing a band like HEALTH, a band with a distinctive sound and a clear sonic identity, Rockstar improved the quality of Max Payne 3 remarkably—the game's story is a bit of a mess, its protagonist is a lunk with no clear arc... there's really not much to it but a series of increasingly unbelievable combat sequences. But it is a goddamned unforgettable experience, and it's an experience driven hugely by music.




Despite the all the driving darkness, HEALTH's work has, at times, a similar low key, mournful vibe to Cliff Martinez's excellent work on the film Drive, which took a different tack by offering both dirge-like and remarkably celestial electronic music as a counterpoint to the weighty, pushing action onscreen. For example, HEALTH's now-well-known track "Tears":




So excellent.


You can buy the Max Payne 3 soundtrack on iTunes, and while it makes for stressful work-music, it will certainly pump you up every time armed thugs burst into your home or apartment. You can also read more about the background of the soundtrack on Rockstar's page, and listen to several more tracks, including "9 Circulos" from Brazillian rapper Emicida, on Rockstar's Soundcloud page.


Hey you know what? Let's close out with that one.




Okay, every other action-game developer in the world. The gauntlet has been thrown. Please rise to the challenge.


Max Payne

Max Payne 2 Download Now Working on Xbox LiveWhatever was bothering the Xbox Live Marketplace download of Max Payne 2, which some purchased to brush up on the series during Max Payne 3's release week, the problem is now over. Users report the title now downloads fully, which I just confirmed for myself.


If you bought the game and your download froze, go back to the Marketplace and select "download again." It should work fine. If you demanded and received a refund, check to see if you have the download-again option lit. Who knows, you might get a free game for your inconvenience.


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