Max Payne

And So It Was That My Ancient Max Payne Mousepad Came Full CircleToday, Rockstar was kind enough to send me a copy of Max Payne 3, along with some violent (but cool) promotional swag. A bullet keychain, a t-shirt with some bullets on it, another bullet in a box, and… a pill container. Also, a nifty ashtray that I could probably melt down and make into bullets.


I laid the stuff out on my desk, and it hit me. Sitting right next to this shiny new promotional junk was my crusty, trusty Max Payne mousepad.


I've had that mousepad since I bought the original Max Payne back in 2001. I still remember buying it - PC Gamer magazine had me really looking forward to playing the game, and so I walked into Target close to opening day and picked it up. This was before I was even aware that people camped out for video game launches. I heard the game had finally been released, so I thought, "Cool, I'll go pick it up."


It came bundled with the mouse pad. It seems like a silly prize, but it actually was pretty cool. It featured the same art as the box—a stencil-graffiti depiction of Max's visage, holding one of his trademark Berettas and looking much younger and cleaner-cut than he does today. Across the image, police tape was draped.


"Do not cross - a man with nothing to lose."


I thought it was a pretty cool mousepad, so I kept it. And kept it. And kept it.


Eleven years later, I still use it as my mousepad. I'm sure it's covered in more dried coffee, food particles and other unmentionable gunk than Max himself, but it's still my mousepad. Looking at all this shiny new swag (and thinking about this shiny-looking new game), I took a moment to reflect on the last decade of gaming, on how much has changed.


And, given that this week we're spending our time playing Diablo and Max Payne, how much has stayed the same.


Maybe I'll finally chuck this nasty old thing and get myself a new, proper mousepad.


Nah.


Max Payne

Max Payne 3 Unloads Both Barrels Into Game Critics and They Just Won't DieJust when he thought he could lose his tragic past in a booze and pill-addled haze, Rockstar Games drags Max Payne out of retirement for a third series of unfortunate events. If I were him, I'd go after them first.



Luckily I am not Max Payne. My family is still, for the most part, alive. Going from bald to a full head of hair is no longer an option. And the only pills I take on a regular basis are less about helping me forget all of my troubles and more about making sure grass and pollen doesn't kill me while I'm not looking. My life would make a horrible video game.


May Payne's life, on the other hand, seems to have made a pretty good one. Hopefully none of the assembled video game reviewers scored Rockstar's latest because they identified with the main character.



Max Payne 3 Unloads Both Barrels Into Game Critics and They Just Won't DieEdge Magazine
When Max Payne switches from a two-handed weapon to the handgun in his holster, he doesn't reach behind his back to plant the larger gun firmly on the adhesive outer surface of his jacket. It doesn't vanish inside the TARDIS-like confines of his pockets either, sent to that mysterious alternate dimension called the inventory screen. Instead, he loosely dangles the weapon by his side, while getting to business with the pistol in the other hand. You'd think this would make reloading tricky, but Payne has a system. He tucks the big gun in the crook of his arm, grabs and inserts a clip into his pistol with his freed hand, and lets the larger gun fall back into his grip.


The first time you see this, it's a delight, the smooth animation showcasing Payne's efficient weapon-handling skills, while also throwing down the gauntlet to games that think details such as the practicalities of juggling a videogame arsenal don't, or shouldn't, matter. By the fourth reload, it already looks more canned, but by then the statement of intent has been made.[assocaite]



Max Payne 3 Unloads Both Barrels Into Game Critics and They Just Won't DieGiant Bomb
Even for Max, a lot of time has passed since Max Payne 2: The Fall of Max Payne, to the point that the dramatic, traumatic events of the first two games are little more than old scar tissue now. Having long since ruined anything worth ruining in New York with booze and pills, Max has retreated from his own life and taken up reluctant employment as a personal bodyguard for the wealthy, powerful, and treacherous Branco family in São Paulo, Brazil. For as comfortably as Max and his black jacket fit into the shadows of New York's underworld, he's a stranger in a strange land here. His leathery American frame sticks out like a sore thumb in the washed-out sunlight of both São Paulo's rich playgrounds of privilege and its rusted favelas, which he fumbles through with as little grasp on the local language as to why he's really in São Paulo. Max has never been a particularly sunny soul, but here he regards his idle rich clients with about as much simmering contempt as he does for his own half-drunk, careless ineptitude as family members get kidnapped and his bad situation continues to find new ways to get worse.


Rockstar has never been particularly shy about its specific influences, which are often cinematic in origin. With Max Payne 3, the setting, character situations, and overall look of the game make comparisons to the Tony Scott movie Man on Fire inevitable, and apt, though there are strains of director Michael Mann's slick latter-day crime dramas in there as well, all of it spiked with a spare synthesizer score and shocking moments of extreme violence. Though it's not couched in the caricatured satire of GTAIV or the bleak revisionist period trappings of Red Dead, that same authorial voice still rings like a gunshot.



Max Payne 3 Unloads Both Barrels Into Game Critics and They Just Won't DieJoystiq
The shooting is a revelation. It's so good it evokes a worrisome existential crisis: Yes, it's another eight-to-ten hours of killing everyone in the world, but what if this is, and will always be, what games are best at? Max Payne 3 nearly makes you roll over in defeat, knowing that Rockstar has harnessed impeccable technology to make people die real good.


It's a simple process served up with peerless presentation. You enter one side of the room and the henchmen, who rarely differentiate in their plan of attack, dutifully show up to be blown away. As a grizzled grump who reeks of alcohol and sweat, your movements are rugged but reliable – and you can forget about the frantic momentum of Vanquish, or the nimbleness of Drake in Uncharted. Max is an expert at falling down with style.



Max Payne 3 Unloads Both Barrels Into Game Critics and They Just Won't DieTelegraph
As a rule, Max Payne 3 is dutifully considerate to its players, considering its brutal difficulty. As well as seeing to it you don't get too stuck in a rut, the game offers varying degrees of aim assist and difficulty levels to tailor the challenge to your needs. Meanwhile, small things like the briefest flicker of your crosshair when you register a kill offer an excellent level of feedback, essential when in the midst of a chaotic firefight. So it's strange that Max Payne 3's most glaring flaws are so counter-intuitive to that. Checkpointing is infuriatingly mean at points, asking you to replay large, difficult chunks of areas to progress. It's faintly wearying at times, particularly when the game is tough enough as it is. It also has the odd habit of switching your assault rifle or shotgun for a pistol following a cutscene, and considering the cutscenes tend to bleed fabulously into action, that split-second to swap to a more powerful weapon can be damaging.


It's also something of a shame that the game's best bits tend to be closer to the beginning. The opening two acts are stuffed full of spectacular set pieces: Max using a sniper rifle to cover his ally as he sprints unarmed through the bleachers of Sao Paulo's football stadium; using an enemy as a surfboard as he smashes through the window of a nightclub's VIP lounge to the dancefloor below, picking off bad guys under the neon lights; a rain-swept infiltration to a dockyard at night that leads to an astonishing speedboat chase. It's a game full of highlights, but it's a little too front loaded. As the story reaches its denouement, the levels become harder and more stuffed with enemies. It can become a little gruelling, exacerbated by the staccato nature of reloading checkpoints. Still, there are some stunning moments right up until the end, and that raw excitement of the shooting endears across the game's campaign.



Max Payne 3 Unloads Both Barrels Into Game Critics and They Just Won't DieGame Informer
Max Payne may not seem like a franchise that lends itself well to multiplayer, but Rockstar has found a way to keep Bullet Time alive and well for deathmatching purposes, and uses it to anchor a robust offering of competitive modes.


Deathmatch and team deathmatch prove to be fun, grinder-like experiences with average lives lasting for 20 to 30 seconds. Becoming Max or Raul Passos (an old colleague of Max's) in Payne Killer mode delivers that "how many foes can I down before I fall" thrill. This mode starts with a standoff between all of the players in the match. The first player to land a kill becomes Max. The player that was killed becomes Raul. These two characters are more powerful than the others and must work together to earn as many points as they can before they are taken out. The player that takes out one of these characters takes ­their ­role.


The coolest multiplayer mode offered is Gang Wars. This mode pits two teams against each other and incorporates story threads from the campaign to shape the five rounds. How a round ends dictates what the next objective will be, a design that keeps the battles fresh.



Max Payne 3 Unloads Both Barrels Into Game Critics and They Just Won't DieG4TV
Max Payne 3 is a technological tour de force that will have you screaming "Dear lord!" more times than midnight mass. The performances are top notch, the action plays out with unrivaled fluidity, and the multiplayer is deep and rewarding. Silly distractions aside, Max Payne 3 is an action lover's wet dream that also happens to employ some of the slickest direction and transitional trickery this side of a David Fincher box set. Lock and load. It's bullet time...time.



Max Payne 3 Unloads Both Barrels Into Game Critics and They Just Won't DieKotaku
Noir isn't about heroism, you see. It's about failures and foibles and the innermost demons lurking inside human nature that some unlucky slobs just can't outrun. Horrible, horrible things happen in Max Payne 3, many of them because of the title character's superhuman ability to fuck things up. Things that made me gasp out loud and avert my eyes. But this game isn't a fuck-up. In fact, it's anything but. If you get Max Payne 3, you'll see how good it feels to have your stomach heave with this anti-hero's signature brand of self-loathing and cunning. And then go online and see just how you manage the balance of caution and carelessness with thousands of people trying to do the same. Welcome home, Max. It's good to see you again, you poor bastard.



I've already popped some painkillers in anticipation.
Max Payne
If you're planning on picking up Max Payne 3 when it releases tomorrow, Max will be urging you to hurry the hell up while playing the game. Sometimes it's to give you clues as to where to go next. Other times he just wants you to get on with it.

This is no time to be lingering in the VIP lounge of the club. There are people to burst out of the back of vans, and others to save from being thrown off balconies.
Max Payne

Which Microsoft Creation is More Despised: Clippy? Or Games For Windows Live?Maybe I'm the only one keeping score every time this is noted, but Max Payne 3 is the latest game to say fuck no, we're not using Games For Windows Live. A tweet Wednesday from Rockstar, as noticed by PC Gamer, says it straight up.


Being not a PC gamer or a Windows user, I only know there are 226,000 results for searching the phrases (both with quotation marks around them) "games for windows live" and "piece of shit." While not a J.D. Power survey of customer satisfaction, it's one indicator that the five-year-old service is not and never has been well liked. I've never read anything complimentary about it.


"GFWL," which sounds like an Internet abbreviation for Go Fuck With Leather or something, "is unpopular, difficult to use, inconvenient, and can be very annoying for many users," says a petition now at 22,271 signatures, demanding that Dark Souls not use it when the game releases on PC. I want to know more—and that's a serious question.


Perhaps I should have posed this during Anger Management yesterday evening, but consider this your open thread to unload on Games For Windows Live. Why is it still around? Does anyone get anything out of it?


Max Payne
It's not that common that a video game character realizes that he's actually in a video game. And like any fourth-wall breaking shenanigans, it can be a tricky maneuver to pull off.


Leave it to Remedy, the guys running the Max Payne franchise before Rockstar took over, to put their own paranoid protagonist through the ordeal. Skip to 1:57 for it - while in a drug-induced stupor (and getting the snot pounded out of him in the real world), Max realizes firs that he's in a graphic novel, and then that he's in a video game.


Somehow I doubt we'll see anything like this in Rockstar's Max Payne 3, but I guess you never know.


Max Payne

Bullet time! The supernatural act of slowing down time as you either shoot a gun or dodge the bullets of someone shooting at you! It was in Max Payne. It was in The Matrix.


How in world do you make bullet time work in a multiplayer shooter like Max Payne 3?


It makes sense when you play the game, but the game isn't out yet. So, we've tried to explain it with words and are trying again with video. We hope it helps!


(Video edited by Chris Person.)


Max Payne

Bullet time! The supernatural act of slowing down time as you either shoot a gun or dodge the bullets of someone shooting at you! It was in Max Payne. It was in The Matrix.


How in world do you make bullet time work in a multiplayer shooter like Max Payne 3?


It makes sense when you play the game, but the game isn't out yet. So, we've tried to explain it with words and are trying again with video. We hope it helps!


(Video edited by Chris Person.)


Max Payne

The Max Payne Comics Will Explain Why Rockstar's Hard-Boiled Cop Is So Messed-Up Max Payne doesn't wear tights. But, if insanely fast reflexes, deadly marksmanship and an ability to swill the worst whisky around count, you could argue that the gritty NYPD detective of Rockstar Games' shooters has superpowers. Powers or not, he'll be appearing in a new series from Marvel Comics which is being written by Rockstar's Dan Houser and Remedy's Sam Lake.


Both men have put Max through awful tragedies in video game form and, in the interview that follows, Houser and Lake say that the comics will show that the character's streak of misfortune runs all the way back to his childhood. Read on to find out about the comics that inspired Bully, why Viking myths showed up in the Max Payne titles and what Dan Houser thinks is a terrible thing about the internet.



Kotaku: What were the formative comic-book reading experiences for you both? Can you look back in your past and see stories or creators that made you want to become storytellers?

Sam Lake: I've been a big comic-book fan all my life. I used to drive my parents nuts by hauling a pile of Donald Duck comics to the dinner table when I was a kid. Then, I discovered superhero comics and became a big fan of X-Men and Chris Claremont. And after that it was Vertigo graphic novels, like Sandman by Neil Gaiman and many others. My love for comic books is definitely the reason why Max Payne used graphic novel panels as a storytelling method. And Gaiman's use of old mythologies is one of the reasons the Viking gods are present both in Max Payne and Alan Wake.


The Max Payne Comics Will Explain Why Rockstar's Hard-Boiled Cop Is So Messed-Up Dan Houser: I'm English, so I combined reading fairly obvious American superheroes—in particular early Batman and Spider-Man, both of which we had in our house in some compendium or other—classic horror comics from the ‘50s, along with various issues of The Hulk, X-Men, The Fantastic Four and very early Superman. Alongside this was an array of British and European comics that I was reading obsessively from a young age - The Beano, The Dandy, Whizzer and Chips. These were all a huge influence on our game Bully. There were more: Tintin (Hergé is an undoubted visual genius), Asterix, Lucky Luke, Roy of the Rovers, (an old British soccer comic - I know - it's not very cool - but I did love it when I was 9) Dan Dare, the Commando series, Warlord (both fantastic WWII series in the UK in the late 70s and early 80s - I think Commando is still going now), Viz when it first appeared in our house when I was about 11, and, of course, 2000AD (my favorite story was Strontium Dog).


I also loved Mad Magazine when I could get hold of it but thought American Dennis the Menace was a bit wet compared to his British namesake. I loved all of them and, as some of them were pretty much my first reading experience of any kind, they were, of course, massively influential. But it is hard to say this or that influence was more or less important. They are all so iconic, and fairly typical for a British kid. Most of the culture I experienced is a weird combination of British, European and American influences. I love everything about the comics form—the art, the combination of words and pictures, the sense of place and of character—but I cannot draw at all, and for me, the heroes of this medium are the artists.


Kotaku: Both Rockstar and Remedy seem to align with ideas that spring from outsider cultures like pulp novels, comic books, grindhouse cinema and spaghetti westerns. What is it about cult subcultures that you all find so appealing?

Dan Houser: I'm not quite sure, but I know that for a lot of us at Rockstar growing up in the 1980s and early 1990s—when our cultural references and interests were established before the Internet became widespread—there was enormous, almost pathological reverence for the obscure and the underground. Things that were mainstream felt packaged and obvious. So, while we may have loved them, we had to pretend not to. We were always seeking out stuff nobody knew about, as if that would contain some truth or honesty that other, more mainstream things lacked. I don't know if that is still the same today, and I think one of the (few) great negatives of the Internet is that it does not allow subcultures to properly gestate and evolve. Movements, subcultures, styles of music… all those things nowadays become famous before they achieve any kind of creative maturity. Maybe that or simply constantly wondering about the answer to the question - what would make someone wear that?


Sam Lake: It's the stuff that inspires us, it's the brew we have been dipped in, soaked and marinated in since we were kids. We love that stuff, and we want to pass that on.


Sam Lake: "You'll finally see how far back the tragedy in his life goes and with that a lot of things will click into place."

Kotaku: The new comics series takes place during the era of Max Payne 1 & 2, and will feature stories that predate those games. How far back will they go? Will we see Max walking a beat or romancing his wife? Will we see Mona Sax in these comics?

Sam Lake: The comics take you all the way back to Max's childhood. You'll finally see how far back the tragedy in his life goes and with that a lot of things will click into place.


Dan Houser: All the way back to his childhood, and through his career before and after Max 1 and Max 2, in a series of brief flashbacks. That was, originally, why I needed Sam's help! For the comic books to do their job, which was to glue this game to the old games, and fill in the blanks for people new to the series, we wanted to go back to the very beginnings of Max. To do that, I needed Sam's help and guidance to properly discuss the character's origins. I had some ideas, and plenty of questions. What was very gratifying was how often my ideas and Sam's ideas aligned. It gave me confidence that my understanding of the character and his were very similar.


The Max Payne Comics Will Explain Why Rockstar's Hard-Boiled Cop Is So Messed-Up Kotaku: What was the creative process when Remedy and Rockstar were making the Max Payne games together? Did the stories originate in one place and then get bounced back and forth? Or was there collective brainstorming from the very beginning?

Sam Lake: The Rockstar guys were very much involved in Max Payne 2, and while the story came from us, they gave a lot of feedback on it. It's been very exciting coming back to Max Payne after all these years and being able to play and give feedback on Max Payne 3. The Rockstar guys take the earlier games very seriously and they have a lot of respect for the heritage, they want to get all the details just right, so much so that they have noticed and included things that I'm sure I would have totally missed.


Kotaku: Max Payne has always had a strong visual connection to comics. Where did that stylistic imprint come from? Why not use some other method to advance the plot?

Sam Lake: At the time, cutscenes were still quite clumsy, the graphic novel screens felt like the perfect way to tell the story, not only could you make them look very good, but they also fit the pulp style.


The Max Payne Comics Will Explain Why Rockstar's Hard-Boiled Cop Is So Messed-UpKotaku: Lots of video games spin off their universes into comics. Why hasn't Rockstar done this before?
Dan Houser: I don't know. We've thought about it, but for some reason it never seemed to quite come together. This time, it felt like it really worked creatively, as the character really fit in with Marvel's style, and more importantly, it felt like we had something to say. So, the comic would be useful and support the release, and be entertaining in and of itself. I can't say whether it's well-written or not, but I can objectively say it looks very beautiful. The artists really did an amazing job and it was an honor to work with them.


Max Payne

Max Payne 3 DLC Will Last Through The Fall, All Yours For Only $30The full run of downloadable content for Max Payne 3 is available for pre-order starting today, two weeks before the game's console release (and about a month before it's PC release). All of it is multiplayer, and all of it can be bought in one $30 gulp if you don't want to buy it all a la carte. That's a savings of 35%, the game's creators at Rockstar revealed today. To get it, you'll have to buy the game's Rockstar Pass over Xbox Live, PlayStation Network and somehow (eventually) through your PC.


Here's the DLC schedule for PC, Xbox 360 and PS3:


June 2012


  • Local Justice Map Pack: "Dubbed "Local Justice," the Map Pack includes the Police Precinct map for Gang Wars, Deathmatch, Team Deathmatch and Payne Killer multiplayer modes. The pack will also feature two additional maps for Deathmatch, Team Deathmatch and Payne Killer, new precinct-themed multiplayer avatar items, multiplayer challenges, and more." [Editor's note: We've explained the story-based Gang Wars 16-player mode and the 8-player Payne Killer mode in our multiplayer preview of the game's multiplayer.]

Summer 2012
  • Disorganized Crime Map Pack
  • Deathmatch Made In Heaven Mode Pack
  • Hostage Negotiation Map Pack
  • New York Minute Co-Op Pack [Editor's note: Co-op? We haven't seen a second of co-op from this game. Interesting.]

Fall 2012


  • Painful Memories Map Pack
  • Trickle Down Economics Map Pack

Rockstar Games has released a lot of DLC for its major games. This is the first time the company has only outlined a plan for multiplayer DLC. We did give you the heads up: Rockstar is dead serious about multiplayer in their new game, and with good reason.


Max Payne

Here's The Exclusive First Look at the Max Payne 3 Comic It's been previously announced that Rockstar Games, Remedy Entertainment and Marvel Comics are teaming up to bring iconic cop to comics. Now, Kotaku can share an exclusive first look at the first issue's cover, drawn by fan-favorite Greg Horn. We're pretty sure that bottle of whisky is not standard-issue equipment for members of the NYPD.


Here's The Exclusive First Look at the Max Payne 3 Comic Written by Rockstar's Dan Houser and Remedy's Sam Lake, Max Payne 3: After the Fall debuts this week and we'll have more on the mini-series tomorrow during Kotaku's Panel Discussion programming block.


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