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When you hear the Grim Reaper laughing behind you, you don't look
back. When every slumber brings an old nightmare back to haunt you,
you don't sleep. When the people you love die like moths to a flame,
you don't make friends. When your life is shattered in an instant,
like a mirror, you can't put it back together. Only pieces remain,
pieces that cut and pieces that splinter, pushing themselves deeper
and deeper inside until they're part of you. When life gives you
lemons like these, you don't make lemonade, you run. You run unendingly,
tired, alone and bloody, hoping against hope that you'll get away
from it. You never do, because sooner or later, you're gonna fall.
Rockstar's
eagerly awaited sequel, Max Payne 2: The Fall Of Max Payne, continues
the story of the world's most on-the-edge cop with a short history
of what's happened since Max found himself surrounded by police
atop a towering New York skyscraper. After a little string pulling
by some well-placed friends, Mr. Payne finds himself hailed as a
hero. Leaving the D.E.A. and returning to the NYPD, it's not long
before he's called out to the murder of a friend's associate, which
starts a huge chain of double crosses and deceit, eventually leading
to the death of just about everyone involved. The narrative is a
strange one, in that until very late on in the game you don't quite
realise what's going on, nor indeed do you care. Loads of characters
are reintroduced to the story, as friends become enemies and vice
versa; in fact I thought most of the individuals who come back to
help or hinder Max had been killed in the previous instalment. Without
giving too much away Max most certainly falls and in more than one
respect.
Happily,
the gameplay remains almost untouched, as the controls are as intuitive
as ever, the camera is mercifully kind and the basic mechanic of
run-dive-blow-everything-to kingdom-come has not been enhanced.
Some platform jumping sections (but fewer than the first one) have
been included, as well as a couple of sniper levels and one or two
timed sections, making for the all out gunfighting gameplay that
was expected. The only two changes come in the form of a slightly
tweaked bullet time, which increases the slowdown effect the further
into the 'zone' you get and the addition of a secondary weapon,
doing away with the need for mid gun battle weapon changes. Many
of the locations from the previous game have been included but,
with the addition of another playable character, the whole package
feels fresh and enjoyable throughout its rather short lifespan.
Sadly,
however, that short lifespan is a disappointment considering the
last of Max's exploits and although it doesn't seem rushed in the
slightest, some larger, more interesting levels would have added
a lot to the longevity. The other aspect that some may not find
to their liking is the narrative which, frankly, isn't as attention
grabbing as you might wish. That said, with plenty of cogitation
the intricacies of the story become clear and you begin to see that
Max's motivations aren't all about revenge.
There's
a definite hike in the quality of the graphics, which feature some
excellent rag doll physics and a sweet new slo-mo reloading animation.
The cinematic effects are not as numerous as previously but with
the ultra bullet time slow downs, things can pretty much stop completely,
almost allowing you to see your name on every bullet! A sepia tone
has been used to noir-up these moments but one or two further additions
might have freshened the now overused bullet time gimmick. In many
sections of the game, the environments are a little over done and
due to the storyline some places have to be played through two or
three times. Although they fit with the brooding nature of the title
you do get the impression that someone's strangest fantasies have
been brought to life in Max's world. With such a twisted main protagonist
it seems to me unnecessary to shovel yet more darkness and oddity
onto the heap. This is nitpicking though and Max Payne 2 comes out
looking just as it should - dark and full of warped symbolism.
As
the graphics improve so the sound worsens, my main gripe being the
rather tinny sound of the gunfire and the toned down bullet time
effects. The language, although strong, isn't overtly offensive
and isn't as shocking as some similar titles. Even so, this is not
for the whole family, as the blood, guts and gore come thick and
fast. The musical score from the first has been kept, which keeps
the continuity high but it's difficult to say that Max Payne 2 has
any more punch than its predecessor. The standard has certainly
not slipped however, making for a pleasurable experience from start
to finish.
If
you liked Max Payne, you'll like Max Payne 2: The Fall Of Max Payne.
Not much has changed and aside from the storyline, enhanced graphics
and a few audio effects, everything is as good as if not better
than before. Complex puzzling isn't Max's thing and if you want
something to give the old grey matter a workout, stay well away.
With no multiplayer and limited replay potential perhaps a rental
would suffice but I think everyone should sample the Payne of a
fall every now and again, so dive down to your local vendor and
issue a carefully woven, gravely-throated metaphorical ultimatum
to them and get your blood stained hands on a copy.
Reviewed by Tom LeClerc for AceGamez (All Rights Reserved).
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