

It's by and large a fanaticism that first came about on the discovery that iTunes would comfortably run behind the scenes - letting me choreograph my own personal action scenes to a playlist of angry rock or (if I was feeling a little bit philosophical) baleful plinky-plonk schmindie-indie. No, what brought me back time after time was an undying sensation of pure, mindless and kinetic violence. (A shared acquaintance of Remedy's scenery-gnawing twosome is surely the MS Word mantra of 'Fragment. My fanaticism however, doesn't just stem from its idiosyncratic mannerisms and narration (excellently, and tenderly, skewered by John Walker in his previous retro piece on the original game) that worked so well here - but would go on to add a little too much 'OMG, drama!' to renowned self-obsessive Alan Wake.

I've probably completed the game six or seven times now - with replays of my favourite levels precariously balancing many tens of hours on top. It's a Valkyr shot that's kept me coming back year after year. In this day and age the splayed legs, the flying bodies and the choral cries of "Get him!" don't make for a refined blend but, god damn, I still love it. It doesn't take a pyrotechnician to work out what happens next. Much later you'll find a room with a fragile ceiling, its only occupants being an explosive crate upon which one enterprising criminal has balanced ten plastic chairs, four tyres and a bucket. When a man tumbles from a building, he does so onto an unlikely and unsteady outcrop of scaffolding and wooden planks. Where there are explosive barrels, there are stacked tins of paint.

Wherever you roam there are bits of wood balanced on barrels that just happen to jut out into your path. Max Payne really isn't the only one doing the falling here. The sheer amount of flying street furniture now becomes a third person shooter variation on over-enthusiastic writers getting hot and heavy with multiple exclamation marks. In the year 2003 jaws were summarily dropped: a replay in 2012 reframes it as pantomime over-emphasis. Shoot your first crim in the opening hospital scenes, for example, and he'd dramatically collapse into hospital shelves (shelves!) while the camera gently span. Max Payne 2 was a game in love with gravity - willing go to any length to make things twist, tilt and fall over. The first Max Payne saw the beast of bullet-time slouching towards Brooklyn to be born, while the sequel was one of the earliest outings for fully-fledged physics and cartwheeling ragdoll bodies.
MAX PAYNE 3 WORLD RECORD FULL
After all, the only thing our disgraced cop hero ever really ended with a flourish were the lives of gangsters hit by two taps from his sawn-off - in which case Max would tend to pirouette his body round a full 360 degrees while reloading.Īt the time of release both games delivered instant hits of novel gameplay that, as other developers caught up, wouldn't remain novel for very long. Or maybe it's a symptom of both Payne games being instigators of great movements in gaming, rather than the classics that continued or ended them with a flourish. Max's heyday was certainly seen in with mouse rather than gamepad, so it's entirely possible that he's more fondly remembered in the Keyboard Kingdom. Who is this person? Why do they have this wrong level of excitement? The balance nubbins in my ears revolve gently while I'm derailed onto a track several degrees asynchronous from reality. The statement, and often its calm delivery, destabilises me. When someone says they're not excited about Max Payne 3 my automatic reaction is to screw up my eyes and give them a hard stare.
