Max Payne

You've got to give it to Remedy: they know how to start a story off with a bang. As Max Payne opens, our antihero is on the summit of a skyscraper while sirens wail in the gloom below. "They were all dead," Max says with that famous frown. "The final gunshot was an exclamation mark to everything that had led to this point."

We go back a few years next, to the brutal double murder of Max's wife and newborn child, then follow his revenge mission (guns do the talking, and two wrongs do indeed make a right). By acts two and three, the guns are bigger and the body count has mounted while the web of lies are slowly untangled. The next thing you know, the dénouement comes again - Max back on his perch above the tinny whine of those police cars.

Starting at the end and coming full circle means Max is able to narrate the entire tale: a classic literary trick that more games ought to use. The meat of Max's bone-dry narration overlays graphic novel panels that come at the chapter breaks and during levels as well. I spoke to Kiia Kallio, who was in charge of bringing the panels to life. "Initially there were ideas for doing video cutscenes," Kallio tells me, "but there was no budget for that, so graphic novel panels were used as an alternative method of storytelling."

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Max Payne

The original Max Payne was released on this date in 2001 on PC.

It was released the following year on the Xbox and the PlayStation 2.

To celebrate, Remedy Entertainment, the developer of the first two instalments, released an anniversary video featuring Sam Lake, the primary writer of the game and whose likeness was used for Max Payne himself, and James McCaffrey, the voice actor of Payne. The video also features the iconic black leather jacket worn by Payne.

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L.A. Noire

Rockstar has issued surprise updates to LA Noire and Max Payne 3 on PC, throwing in all the DLC for free.

Both games have also seen support for 32-bit operating systems "deprecated". Of note: the LA Noire changes do not apply to LA Noire: The VR Case Files versions of the game.

These updates were quietly issued yesterday, 19th April - the same day Rockstar somehow managed to delist its entire PC catalogue on Steam before relisting it again (Midnight Club 2 was briefly available to buy for the first time in three years). Perhaps someone somewhere at Rockstar fell on a load of PC publishing buttons or something?

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Max Payne 2: The Fall of Max Payne - contact@rockpapershotgun.com (Brendan Caldwell)

The greasy realm of the videogame is not always the best place to look for good writing. For every Disco Elysium there are roughly 800 Detroit: Beyond Humans. But it is a good place to look for wondrous, over-the-top nonsense. I m talking about character dialogue so flamboyant and exaggerated, you could insert some line breaks and it would instantly become a verse in a glam rock anthem. Here are the 12 most extravagant, exuberant, and intense lines of dialogue. In games, subtext is just whatever s written on the side of the nuclear submarine.

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Max Payne 2: The Fall of Max Payne - contact@rockpapershotgun.com (RPS)

Everyone loves a good action game. It’s the driving force behind so many of our favourite PC games, but only a few can lay claim to being the best action games of all time. That’s why we’ve compiled this list – to sort the pulled punches from the bestest biffs that PC has to offer. Whether it’s the joy of pulling off a perfect combo, riding the wave of an explosive set-piece or the hair-raising thrill of dodging enemy attacks in slow-motion that gets you going, there’s an action game here for you.

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Grand Theft Auto: Vice City - contact@rockpapershotgun.com (Alice O'Connor)

After 21 years as a Rockstar Games big cheese, Dan Houser will leave the company in March. He’s co-written almost every Rockstar game since 1999, including Grand Theft Auto from London through to V, Bully, Max Payne 3, and the Red Dead Redemptions. That’s made him a big influence on the tone of Rockstar’s games. I wonder how that might change once he’s moved on. Where he’s going and what he’ll do next, we don’t know. He can probably afford to eat pizza while watching Heat on loop the rest of his life, to be honest.

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Max Payne 3 - contact@rockpapershotgun.com (Alice O'Connor)

Just when the Epic Games Launcher seemed like it might have been the final salvo in the launcher wars, along come Rockstar Games with a launcher of their own. The imaginatively-named Rockstar Games Launcher lets you launch Rockstar Games games, and also buy them. Okay? And? Why would I want that? Well, Rockstar are hoping to tempt people to install it by initially offering 2004’s Grand Theft Auto: San Andreas as a freebie.

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Max Payne - contact@rockpapershotgun.com (Dominic Tarason)

I felt the rise of that old familiar feeling. I hated it. I welcomed it. We’re going back to Max Payne 2. With Control out now and putting Remedy back on the map, we’re diving into their 2003 hit, and back into a world of slow-motion gunplay, over-the-top twirling reloads and mods absolutely obsessed with The Matrix and early 2000s action movie soundtracks. In fairness, the Max Payne 2 mod scene has been largely stagnant for the past few years, but that doesn’t mean dead. Let’s take a look at some of the more interesting scrapes Max and pals have shot themselves out of.

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PC Gamer

As a Max Payne 2 fan, the opening chords of Late Goodbye by Finnish band Poets of the Fall always give me a shiver of nostalgia. The atmospheric song plays over the end credits, but has always felt like the game’s theme to me. When I think about Max Payne 2, I think of that acoustic guitar and those low, swelling strings. But in an example of developer Remedy’s knack for clever world-building, Late Goodbye is more than just a credits song: it’s threaded into the game itself, and deeply connected to the story.

“We have in-game television shows in Max Payne 2 that become a larger part of the world, such as the Address Unknown theme park,” says Sam Lake, creator (and face) of Max Payne, lead writer at Remedy, and co-writer of Late Goodbye. “In the same way, I didn’t want this song to just play over the end credits. I wanted it to exist in, and be a part of, the world we created."

You overhear snippets of Late Goodbye throughout Max Payne 2. A janitor sings it as he scrubs graffiti from a wall, and you can hear the song blaring loudly from his headphones. Later, a contract killer plays a beautiful rendition of it on a piano, over which the body of one of his victims lies slumped and bloodied. And after making his way through the Address Unknown funhouse, Max hears his love interest, Mona Sax, singing it to herself in the shower.

“It all comes down to world-building,” says Lake. “How do you create an imaginary world that feels like a real place? In a contemporary setting, things like music, television, and movies are very much present in our daily lives. And when you’re building a world, these details become opportunities to bring colour to it and add to and comment on the story’s themes.”

While studying screenwriting at the Theatre Academy of Finland, Lake wrote a treatment for a movie script that would eventually become Max Payne 2. “Coming up with these stories is a winding road,” he says. “You try something, it doesn’t work, and then you go a different way. Early on, the idea was that Max would be involved in some kind of traumatic event and forget all about it—except for a snippet of a song called Late Goodbye.”

Lake worked on the script for a month before deciding to take it to Remedy and turn it into Max Payne 2. In the earliest version of the script the song would awaken Max’s memories of this traumatic incident, and he would realise that it was playing on a car radio while it happened. But in the end, it didn’t play such a pivotal role in the storyline—an example of that winding road.

Now Lake needed someone to write the song. Luckily he was close friends with a songwriter, Marko Saaresto, who had just formed a new band. “Sam and I have been friends since childhood, so the connection was already in place,” says Saaresto, co-founder, lead vocalist, and primary songwriter in Poets of the Fall. “Then one night while driving we started talking about the possibility of the band writing a song for his new game, Max Payne 2. In the end we wrote three songs, one of which would eventually become Late Goodbye.”

“At the time, Poets had just formed,” says Lake. “Marko and I go way back, and he’s interested in writing too. He writes the lyrics for all the band’s songs, but he has written other stuff too. And we started talking about this idea of writing a custom song for the game. I had never written lyrics before, but I had this poem that contained elements that I wanted to be in the song. I sent it to Marko and gave him permission to modify it to make it work as lyrics."

I'd never written any lyrics before, but had a poem with elements I wanted in the song

Sam Lake

“Sam sent me one of his train of thought-style poems to illustrate the mood of the game,” says Saaresto. “Then I took the overall atmosphere of the piece and the phrase ‘late goodbye’ and wrote the lyrics around those themes. Working with a writer like Sam is a relief in many ways, because he’s someone who can really understand what you go through as an artist during the creative process. With him it was especially fun because we’ve been best friends since forever and know each other really well. The process was very free and open-minded.”

As well as capturing the dark, downbeat tone of Max Payne 2, Late Goodbye also contains some direct, if subtle, references: namely the line about staring at yourself in the ‘john mirror’, which anyone who followed the story of Address Unknown will understand. But Saaresto prefers people to interpret the lyrics for themselves. “That’s how humans operate,” he says. “We experience the world through our own lens. So even though I sometimes shed light on what our songs mean, I like people to have their own theories.”

Late Goodbye became a huge hit for Poets of Fall, and put the young Finnish band, suddenly, in front of an international audience. “We’re very grateful for that,” says Saaresto. “It was a great stepping stone for us to get that kind of worldwide exposure. It was also a really tough test for our music. If people hated the song I don’t know what would have happened. But they seemed to love it, and that gave us a nice confidence boost early in our career."

“It was great to get the band’s music out there, and I love what we’ve done together throughout the years,” says Lake. “They had an even bigger role in Alan Wake. There was a Poets of the Fall song, but the band also assumed the role of a fictional band called Old Gods of Asgard, which was really a logical progression of using music as an element that’s inside the world. We just went a lot further with it in Alan Wake than we did in Max Payne 2.”

Almost 15 years later, Poets of the Fall still plays Late Goodbye at their live shows. “It definitely has a special vibe to it, since it was our first single release,” says Saaresto. “We played it so much in the early days of our career that, for a time, we didn’t really want to perform it live anymore. But it’s been back on the setlist for some time now and it’s a fun song to play.”

“I’m always looking for ways to get Poets of the Fall into our games,” says Lake. “The band wrote a song for Quantum Break called The Labyrinth, but unfortunately we didn’t have time to put it in because of some contractual issues. But we’ll see what we end up doing in Control.”

Control being, of course, Remedy’s next game—a supernatural shooter where you play as a member of the Federal Bureau of Control, an organisation that investigates unexplained phenomena. As for Poets of the Fall, the band is currently working on a new album, Ultraviolet, which is due for release on October 5, which they’ll also be touring. You can find the dates here, and who knows, maybe they’ll even play Late Goodbye.

Silent Hill Homecoming

With videogames so full of long-running series it's inevitable that even the ones we enjoy will cough up the occasional dud. Whether you didn't like the combat focus of Fallout 4, or the sci-fi setting of Grand Theft Auto 2, or the underwhelming aliens of Mass Effect: Andromeda, or pretty much anything about the first Witcher game, it's easy enough to think of examples. So that's our PCG Q&A this weekend, where we ask both you and our team members: What's your least favorite entry in an otherwise good series? Give us your hot takes in the comments below.

Samuel Roberts: Assassin's Creed 3

Assassin's Creed's quality has been pretty variable over the years, but most of the main entries are worth playing for one reason or another—usually the environments. But Assassin's Creed 3 oversimplified every interaction so that I barely felt like I was doing anything, even when my character was performing rad shit like fighting a bear or climbing through a forest outside Boston. 

It soured me on the series for five entire years. Then I finally came back to give Origins a proper go, which is a much better game that I actually managed to get passionate about. AC3 was a complete waste given its choice of setting.

Andy Kelly: Resident Evil 0

This is a frustrating game. The idea of a Resident Evil prequel, revealing the events leading up to the outbreak in the original, could have been something pretty special. Instead we get this miserable, plodding, obtuse game featuring one of the most maddening inventory systems in history. You spend most of the game shuffling items back and forth between the two characters, or trying to remember which room you left something in an hour ago that you suddenly need. The locations are all rehashes of places we've been in Resi games a dozen times before, but less interesting. And the two-character puzzles aren't as clever as they think they are. There are almost certainly worse entries in the sprawling, inconsistent Resident Evil series, but the wasted potential of this one makes it extra bad. 

Tom Senior: Final Fantasy 13

After being consumed by Final Fantasy 12's deep squad combat systems I was bitterly disappointed by the 13th game's stifling corridors, endless dungeons, and a combat system that didn't get interesting for about 20 hours. It's technically a good-looking game, but its characters look like they wandered in from different universes. Plus the story, even by Final Fantasy standards, was turbo-bollocks, full of nonsense concepts you need a wiki to decipher. I hear it opens up after about 30 hours, but screw the effort it would take to get there. I'll go back on the road with my FF15 boyos instead, thank you very much. 

Wes Fenlon: Max Payne 3

Max Payne 3 is not a bad game. It's pretty amazing, in a lot of ways: the physics and shooting feel fantastic, the way it transitions from cutscenes to action is Rockstar's Hollywood obsession at its finest, and that soundtrack sets the mood. But I played the entirety of Max Payne 3 disappointed that it didn't feel like Max Payne. It's supposedly the same character from the first two, but without Sam Lake's writing, it just isn't Max. Max Payne 1 and 2 are bleak and cynical but temper that darkness with pulpy dialogue and inner monologues. They're more surreal, and more fun, and give Max more personality. Rockstar's writers totally missed the spirit of the first two games, turning Max Payne 3's story into pure bleak nihilism. Max just says the most depressing shit over and over again for 15 hours. It's repetitive and never really goes anywhere. Max is just never quite right. 

Jody Macgregor: Silent Hill: Homecoming

Some people might disagree with "otherwise good" when it comes to the later Silent Hill games, but I thought Downpour was a solid six-out-of-ten thing with a handful of good ideas (that sidequest where you follow the trail of ribbons in search of a missing child, for instance) and Shattered Memories was genuinely great. 

It's just a shame those are console exclusives and the only thing that shows up if you type Silent Hill into Steam is a terrible port of the worst game of the lot. Homecoming had way too much fighting, never a strong point with Silent Hill, and recycled the series' imagery like rusting walkways and faceless booby nurses in a weirdly joyless way. It's a bummer.

 

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