Posts Tagged ‘ Petri Järvilehto ’

Max Payne 2: The Fall of Max Payne – “A Noir Epic”

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Sometimes you have to wonder: why a sequel? “Max Payne” was, in the limited realm of videogame art, probably one of the best works ever to be released; so, why a sequel? Was there anything left to be said? About Max, I mean? His love was dead, his past no longer a mystery and his desire for vengeance was fulfilled. So I have to admit, there seemed to be no reason to delve into Max Payne’s sad, morbid and twisted mind again… or was there?

“The past is a gaping hole. You try to run from it, but the more you run, the deeper it grows behind you, its edges yawning at your heels. Your only chance is to turn around and face it. But it’s like looking down into the grave of your love, or kissing the mouth of a gun, a bullet trembling in its dark nest, ready to blow your head off.”

“Max Payne 2” might seem like an attempt to cash in from the original’s success: it took less than two years to design, graphically it’s very similar, it starts with exactly the same tone and plot devices as its predecessor, the plot opens holes in the first one’s narrative, that quite frankly, just weren’t there and a certain character is mysteriously revived during the first screens of the game. So, at a glance, “Max Payne 2” could seem like an afterthought of the original. But appearances are misleading…

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“What the fuck is wrong with you, Max? Why don’t you just die? You hate life, you’re miserable all the time, afraid to enjoy yourself even a little! Face it, you might as well be dead already. Do yourself a favor, give up! “

The first thing that pops up is that Max Payne doesn’t look like Max Payne. His character model is different. At first, this seems strange, this eerie, awkward transition from a Hawaiian shirt youngster with quirky smile and feel free attitude, to this middle-aged man with disillusioned, depressed, deep caved eyes that look as they’ve seen all the horrors the world has to offer. But if you ponder, you will understand that this is the way Max Payne was meant to look like: a torn, spiritually crippled “noir” detective. This IS Max Payne. The change goes as far as revamping all the character models from the first game (in vignettes and in game-models), making them all feel more in key with the tone and style of the game. Series’ lead designer, Petri Järvilehto, explained why this change occurred: during the first game, their budget didn’t allow the designers to hire real actors for use in character models (only voice acting), and so they had to base characters on members of the creative team. Voices on the other hand, still sound the same, which is good, because they were already well acted in the first game.

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“Death is inevitable. Our fear of it makes us play safe, blocks out emotion. It’s a losing game. Without passion you are already dead.”

The subtle change of actors feels “key” in the grand scheme of things behind “Max Payne 2”, as the plot tries to go even deeper in terms of exploring its characters’ beliefs, motivations and above all, their feelings. This is a departure from the first game, since its story delved more on the actions and consequences of Max Payne’s obsessive vendetta, than on his actual inner demons. Now, that’s upside down, and the objective is focusing on Max Payne’s love, regret, and hope of atonement for his dark past. The story (once again written by Sami Järvi, series’ script and screenplay writer) runs deeper in its meanings and concoctions, its drama is truly heartfelt (to the point of a good drama film), even if in actual plot terms, nothing very important really happens during the game. Add a remixed version of the first game’s poignant soundtrack, some beautifully crafted comic-book style vignettes, the best dialog you’ve ever seen in a videogame, and you have a narrative that will chill your spine, challenge your brain and make your soul cry. That’s how good “Max Payne 2” story is.

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“Ladies and gentlemen, allow me to present Max Payne, New York’s finest, with the biggest mobster body count ever. Dearest guests, prepare to die! Max! I’d love to come and welcome you, but I’m busy dodging bullets and hiding under a desk at the moment!”

Though the actual gameplay is more or less the same as in the first game, it was subtly improved, with a small number of details that empower the already brilliant shooting mechanics. Firstly, the game is smaller, which means it’s juicier and more cohesive, leaving anything that could be defined as “filler” out. Levels are better designed this time around, and resonate with character’s feelings and states of mind, making them not only important in terms of gameplay, but also in terms of setting up the ambiance of the story. This was also true for the first game, but it’s better explored this time around; some levels are downright masterpieces of level and art design. Even the apparently unimportant TV shows (the parody to Shakespeare’s comedy “Much ado about nothing” named “Lords and Ladies”, the David Lynch homage “Address Unknown” and the spoof of blaxpoitation masterpiece “Shaft” – “Dick Justice”) that can be viewed in the scenarios’ television sets are incredibly well written and add layers of interpretation to characters and situations. In strict terms of gameplay, besides upholding the standard of the first game’s pacing, the designers use pre-scripted events and scenarios that change the flow of the game: like a level in which you play with someone else other than Max Payne that has to protect him, or a boss fight in where you actually have to think on how to kill your adversary. These small additions might seem irrelevant, but they actually make “Max Payne 2“ be, at least, as interesting in terms of gameplay as its predecessor.

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As expected not everything is perfect (though it is nearly so). As mentioned before, the actual plot doesn’t really go anywhere, since the ending of “Max Payne” left no avenues for a sequel. The visual aspect of the game doesn’t show much improving, and would’ve benefited from the use of better lighting technology (that was already available at the time of “Max Payne 2”), that might’ve made the in-game graphics resemble the expected “chiaroscuro” aesthetic [for more on “Chiaroscuro”, check “The Darkness” review]. Minor flaws apart, the game is simply astonishing and improves on every small aspect of its prequel, even if it feels much more of an update on the original than an actual sequel. “Max Payne 2” is the coming of age of a concept, the culmination of its authors’ artistry in story-telling, game and audiovisual design. If “Max Payne” was Art, then “Max Payne 2” is fine Art.

Overall: 5/5

[Thanks to JorgeSousa, who requested this review… which I’m hoping he’ll enjoy.]

Max Payne – “A Noir Love Letter”

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Like in many other forms of art, videogame creators look up to other mediums as a means of finding inspiration. Classical themes and codes are often replicated in videogames, whether in terms of story, art or cut-scene direction, or even gameplay. Not always have these transitions been successful, but sometimes, they work, they really, really work; “Max Payne” is one of those cases. Now, “Max Payne” is not an adaptation “per se”, but it’s a clever homage to a number of art forms, and especially to a genre: the Noir. “Max Payne” can be described as an interactive cinematic action noir graphic novel. Sounds complicated, right? Let me Explain.

From the get-go any player will understand that “Max Payne” isn’t an ordinary game: the initial cut-scene renders a dark NY, stricken with the storm of the century, wind and snow ablaze; behind a cacophony of helicopters, ambulances and police-sirens, a low-toned, hoarse voice slowly mutters the words: “They were all dead. The final gunshot was an exclamation mark on everything that had led to this point. I released my finger from the trigger, and it was over.” Meet “Max Payne”, a worn-out, gloomy police-officer whose wife and daughter were murdered by a group of over-drugged junkies; his purpose in life? To kill everyone connected to that murder. Like any hard boiled novel cop, he is a man stricken with guilt and regret, his past a mystery, and his objectives are not pure. Max’s journey will unveil a corrupt society, where crime and power go hand in hand, where love and hate go side by side and where vengeance and justice are two faces of the same coin. As he himself puts it… “I had taken on the role of the mythic detective: Bogart as Marlowe, or as Sam Spade going after the Maltese Falcon. To unravel all the mysteries, following a path of clues to that final revelation, even if it would take me down to the cold, cavernous depths of a grave.”

Max Payne Im in a Graphic Novel

The plot develops through a series of live-action stills, with hand drawn coloring and drawings on top to resemble graphic novel vignettes. Speech bubbles show the dialogs, while at the same time voice actors read them, with that over the top, fatalist tone that so well complements noir stories. These dialogs are extremely well written, filled with metaphors, hyperboles, allegories and a cynical overtone that engulfs nearly all sentences… even that creepy post-modern humor makes an appearance [See Images]. The moody and sad undertone of the soundtrack is the icing of the cake: the cold sound of a bleeding cello gives a whole new level to Max’s emotional pain. Everything in “Max Payne” feels like a tribute to “Noir” films and novels, a tribute to Eisner, Miller, Wilder and Ellroy; its dark aesthetic and literary influences leave no doubt: “Max Payne” is the first interactive Film-Noir.

But, a good narrative isn’t enough to make a good game, gameplay is also a factor, and even there “Max Payne” is brilliant. The action bulk of the game is perceived in the 3rd person shooter angle, with a “bullet-time” mechanic (Matrix style) allowing the player to slow down time, dodging incoming bullets while aiming at the opponents’ heads to blast them to kingdom come. Even from a technical point of view this was revolutionary at the time, for the bullets’ trajectories were calculated in real time, with the shooter’s momentum interfering on the path they took. But the level-design is what truly made this shine; levels were correctly paced, with action sequences followed by adventure and plot elements in the right proportion, thus avoiding the shooting-overload-sickness most action games go for. Max Payne’s formula is so downright perfect, that no game to this day has nailed the “bullet-time” style gameplay on the same level (except its sequel); “Enter the Matrix” was shallow at best, and the recent “Stranglehold” is absent of any thought level design choices, making it the shooter equivalent of a “hack and slash”.

Max Payne I’m in a Videogame

Games don’t get any better than “Max Payne”, its smart narrative, audacious aesthetic and its perfect gameplay all come together in one solid game. Its so damn good, I would never have imagined there would ever be a sequel, let alone, one that actually improves on its predecessor… but that is a tale for another time. “Max Payne” is a beautifully told noir novel that could have been written in any other medium, and still be brilliant; a novel that demands the rightful statute of Art.

Overall: 5/5