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* DownerBeginning: It doesn't get more downer than Max having to listen wife and infant daughter getting murdered, while being unable to interfere.
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* YouAllLookFamiliar: An example from the graphic novels; the killer suits that surround Horne when she's injecting Max with an overdose of V are the same guy copy-pasted all over the page.
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''Max Payne'' is a ThirdPersonShooter video game, with a plot and atmosphere heavily inspired by both FilmNoir and HeroicBloodshed movies, developed by the Finnish-based Creator/RemedyEntertainment, produced by Creator/ThreeDRealms, and published by Creator/GatheringOfDevelopers in July 2001. It is the first game in the ''VideoGame/MaxPayne'' series. Remedy cited the UsefulNotes/PlayStation titles ''VideoGame/{{Loaded}}'' and ''Franchise/TombRaider'' as main influences in terms of gameplay.

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''Max Payne'' is a ThirdPersonShooter video game, with a plot and atmosphere heavily inspired by both FilmNoir and HeroicBloodshed movies, developed by the Finnish-based Creator/RemedyEntertainment, produced by Creator/ThreeDRealms, and published by Creator/GatheringOfDevelopers in July 2001. It is the first game in the ''VideoGame/MaxPayne'' series. Remedy cited the UsefulNotes/PlayStation Platform/PlayStation titles ''VideoGame/{{Loaded}}'' and ''Franchise/TombRaider'' as main influences in terms of gameplay.
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* GuideDangIt: The game keeps track of your deaths with a DynamicDifficulty system, reducing enemy damage and accuracy if you're struggling too hard. The thing is, this only kicks in if you die and then let the game load the last save properly; simply dialing back to your last quicksave manually skips this check, so the game will never realize to dial the difficulty down should you keep dying. This can result in the game becoming ''absolutely frustrating'' if you don't realize this.

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* GuideDangIt: The game keeps track of your deaths with a DynamicDifficulty system, reducing enemy damage the threat and accuracy challenge a bit if you're struggling too hard. The thing is, this only kicks in if you die and then let the game load the last save properly; simply dialing back to your last quicksave manually skips this check, so the game will never realize to dial the difficulty down should you keep dying. This can result in the game becoming ''absolutely frustrating'' if you don't realize this.
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* GuideDangIt: The game keeps track of your deaths with a DynamicDifficulty system, reducing enemy damage and accuracy if you're struggling too hard. The thing is, this only kicks in if you die and then let the game load the last save properly; simply dialing back to your last quicksave manually skips this check, so the game will never realize to dial the difficulty down should you keep dying. This can result in the game becoming ''absolutely frustrating'' if you don't realize this.
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* UniqueEnemy: The goon coming out of the toilet in ''Fear that Gives Men Wings'' will be the only enemy in the game with a lead pipe.
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* EliteMook: The Commandoes and Killer Suits, who have better aim and about twice as much health as regular Mooks, with the Killer Suits being slightly tougher than the Commandoes. The Commandoes frequently throw grenades and carry hard-hitting Colt Commando assault rifles and Desert Eagles, while the Killer Suits are often equipped with the best weaponry in the game and have a much higher rate of fire and accuracy even when they're just carrying regular 9mm pistols.
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''Max Payne'' is a ThirdPersonShooter video game, with a plot and atmosphere heavily inspired by both FilmNoir and HeroicBloodshed movies, developed by the Finnish-based Creator/RemedyEntertainment, produced by Creator/ThreeDRealms, and published by Creator/GatheringOfDevelopers in July 2001. It is the first game in the ''VideoGame/MaxPayne'' series. Remedy cited the UsefulNotes/PlayStation titles, ''VideoGame/{{Loaded}}'' and ''Franchise/TombRaider'', as main influences in terms of gameplay.

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''Max Payne'' is a ThirdPersonShooter video game, with a plot and atmosphere heavily inspired by both FilmNoir and HeroicBloodshed movies, developed by the Finnish-based Creator/RemedyEntertainment, produced by Creator/ThreeDRealms, and published by Creator/GatheringOfDevelopers in July 2001. It is the first game in the ''VideoGame/MaxPayne'' series. Remedy cited the UsefulNotes/PlayStation titles, titles ''VideoGame/{{Loaded}}'' and ''Franchise/TombRaider'', ''Franchise/TombRaider'' as main influences in terms of gameplay.



The game was an attempt to break video games into FilmNoir. A mixture of both the film and graphic novel treatments of noir, it featured such stalwart elements of the genre as the [[HardboiledDetective hard-boiled cynical hero]], the capable and mysterious FemmeFatale, and the complex plot with myriad linear and tangential echelons of villains, all played under a [[PrivateEyeMonologue gravel-voiced narration]] laden with [[GothicHorror gothic imagery]] and twisted arthouse metaphors. The story was, however, also quite self-aware of about the trappings of its genre, and while often playing them straight, would occasionally also {{lampshade| Hanging}} or even make light of them. The cutscenes are told in GraphicNovel form, made by photographing the scenes and altering them digitally to resemble watercolor drawings.

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The game was an attempt to break video games into FilmNoir. A mixture of both the film and graphic novel treatments of noir, it featured such stalwart elements of the genre as the [[HardboiledDetective hard-boiled cynical hero]], the capable and mysterious FemmeFatale, and the complex plot with myriad linear and tangential echelons of villains, all played under a [[PrivateEyeMonologue gravel-voiced narration]] laden with [[GothicHorror gothic imagery]] and twisted arthouse metaphors. The story was, however, also quite self-aware of about the trappings of its genre, and while often playing them straight, would occasionally also {{lampshade| Hanging}} {{lampshade|Hanging}} or even make light of them. The cutscenes are told in GraphicNovel form, made by photographing the scenes and altering them digitally to resemble watercolor drawings.
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The game was an attempt to break video games into FilmNoir. A mixture of both the film and graphic novel treatments of noir, it featured such stalwart elements of the genre as the [[HardboiledDetective hard-boiled cynical hero]], the capable and mysterious FemmeFatale, and the complex plot with myriad linear and tangential echelons of villains, all played under a [[PrivateEyeMonologue gravel-voiced narration]] laden with [[GothicHorror gothic imagery]] and twisted arthouse metaphors. The cutscenes are told in GraphicNovel form, made by photographing the scenes and altering them digitally to resemble watercolor drawings.

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The game was an attempt to break video games into FilmNoir. A mixture of both the film and graphic novel treatments of noir, it featured such stalwart elements of the genre as the [[HardboiledDetective hard-boiled cynical hero]], the capable and mysterious FemmeFatale, and the complex plot with myriad linear and tangential echelons of villains, all played under a [[PrivateEyeMonologue gravel-voiced narration]] laden with [[GothicHorror gothic imagery]] and twisted arthouse metaphors. The story was, however, also quite self-aware of about the trappings of its genre, and while often playing them straight, would occasionally also {{lampshade| Hanging}} or even make light of them. The cutscenes are told in GraphicNovel form, made by photographing the scenes and altering them digitally to resemble watercolor drawings.
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''Max Payne'' is a ThirdPersonShooter video game, with a plot and atmosphere heavily inspired by both FilmNoir and HeroicBloodshed movies, developed by the Finnish-based Creator/RemedyEntertainment, produced by Creator/ThreeDRealms, and published by Gathering of Developers in July 2001. It is the first game in the ''VideoGame/MaxPayne'' series. Remedy cited the UsefulNotes/PlayStation titles, ''VideoGame/{{Loaded}}'' and ''Franchise/TombRaider'', as main influences in terms of gameplay.

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''Max Payne'' is a ThirdPersonShooter video game, with a plot and atmosphere heavily inspired by both FilmNoir and HeroicBloodshed movies, developed by the Finnish-based Creator/RemedyEntertainment, produced by Creator/ThreeDRealms, and published by Gathering of Developers Creator/GatheringOfDevelopers in July 2001. It is the first game in the ''VideoGame/MaxPayne'' series. Remedy cited the UsefulNotes/PlayStation titles, ''VideoGame/{{Loaded}}'' and ''Franchise/TombRaider'', as main influences in terms of gameplay.
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* {{Bowdlerise}}: The Original PC version came out in July 2001. The console versions came out in December the same year. For obvious reasons, most depictions of the World Trade Center were removed.
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* NintendoHard: The first game is also the most difficult in the series, with Max being able to survive the least amount of damage (especially in the last several levels against heavily armed enemies), and bullet-time being a much more finite resource compared to the later games (it doesn't regenerate automatically and must be recharged by killing enemies). Thankfully, the game has an old-fashioned save-at-any-time system which helps alleviate some of the difficulty.
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* GameBreakingBug: Since the physics engine (including in cutscenes) is dependent on the game's framerate, newer computers may suffer from some glitches during gameplay, like the characters getting stuck on scenery, which breaks some cutscenes. Capping the framerate at 60 fps typically fixes these.

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* GameBreakingBug: Since the physics engine (including in cutscenes) is dependent on the game's framerate, newer computers may suffer from some glitches during gameplay, like the characters getting stuck on scenery, which breaks some cutscenes. At extremely high frame rates (over 200 or 300) Max is unable to jump more than a couple of inches and flops to the ground limply when attempting to shootdodge. Capping the framerate at 60 fps typically fixes these.these problems, and the game can be completed at as high as 120 fps or so.
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* YouHaveOutlivedYourUsefulness: When Max breaks into the Deep Six facility, the Killer Suits set the place to self-destruct to destroy all evidence, which includes the Commandos guarding the facility. When a Commando objects to this, the Suits gun him down with extreme prejudice. The Commandoes, for their part, stick to their orders and start massacring the Deep Six scientists.

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* YouHaveOutlivedYourUsefulness: When Max breaks into the Deep Six facility, the Killer Suits set the place to self-destruct to destroy all evidence, which includes the Commandos guarding the facility. When a Commando objects to this, the Suits gun him down with extreme prejudice. The Commandoes, Commandos, for their part, stick to their orders and start massacring the Deep Six scientists.
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* HideYourChildren: Averted as after the Junkies kill Max's wife and daughter you can see her body in the crib.

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* HideYourChildren: Averted as after the Junkies junkies kill Max's wife and daughter you can see her body in the crib.
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* GameplayAndStorySegregation: At the start of Part 1: Chapter 6 there are two vagrants who are discussing about the worsening snowstorm in New York. While meant to be street bums and not junkies, because they use the latter's model[[note]]the homeless model wasn't made at that time[[/note]] they instantly go from sane individuals to crazed psychopaths the moment either of them is shot at.

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* GameplayAndStorySegregation: At the start of Part 1: Chapter 6 there are two vagrants who are discussing about the worsening snowstorm in New York. While meant to be street bums and not junkies, because they use the latter's model[[note]]the homeless model wasn't made at that time[[/note]] they instantly go from sane individuals to crazed psychopaths the moment either of them is shot at.
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* DynamicDifficulty: Depending on how well the player is doing, the game would adjust the level of aim assist and enemy health, adding more a challenge if you were doing well and giving you a bit of a break if doing badly. This is disabled on Hard Boiled and Dead On Arrival difficulties, which permalocked them to the hardest levels.

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* DynamicDifficulty: Depending on how well the player is doing, the game would adjust the level of aim assist and enemy health, adding more of a challenge if you were doing well and giving you a bit of a break if doing badly. This is disabled on Hard Boiled and Dead On Arrival difficulties, which permalocked them to the hardest levels.
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** When he raids the Aesir Building to find and kill Horne, he takes a good look at her personal computer inside her office and finds that there are a lot of evidence, enough to get her and the company in trouble with the law. Seeing as Max is out for blood, he simply blasts at the monitor.

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** When he raids the Aesir Building to find and kill Horne, he takes a good look at her personal computer inside her office and finds that there are is a lot of evidence, enough to get her and the company in trouble with the law. Seeing as Max is out for blood, he simply blasts at the monitor.
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* CutsceneIncompetence: In Punchinello Manor after Max kills a few of [[spoiler:Nichole Horne's ]] goons, the player opens a door and a cutscene starts where Max just gives up as more goons hold him up and their boss injects him with Valkyr. Had the player been in control killing those goons and their boss would have been almost trivial, having done so to more than that number of Mafia goons before that point. The player even goes on to kill more than that number of the same sort of goons afterward.

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* CutsceneIncompetence: In Punchinello Manor after Max kills a few of [[spoiler:Nichole Horne's ]] [[spoiler:Nicole Horne's]] goons, the player opens a door and a cutscene starts where Max just gives up as more goons hold him up and their boss injects him with Valkyr. Had the player been in control killing those goons and their boss would have been almost trivial, having done so to more than that number of Mafia goons before that point. The player even goes on to kill more than that number of the same sort of goons afterward.
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** In the final part requires an explosive weapon and a sniper rifle. Two mooks will inexplicably have these just in case.

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** In the The final part requires an explosive weapon and a sniper rifle. Two mooks will inexplicably have these just in case.
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* AlwaysNight: The events of the game takes place during three nights. Max misses the daytime between them being drugged or knocked out.

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* AlwaysNight: The events of the game takes take place during three nights. Max misses the daytime between them being drugged or knocked out.
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* AbsurdlySpaciousSewer: The first game has these. Max has to use one to escape from Angel Punchinello's restaurant as his {{Mook}}s burn it down.

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* AbsurdlySpaciousSewer: The first game has these. Max has to use one to escape from Angel Angelo Punchinello's restaurant as his {{Mook}}s burn it down.
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The film received a UsefulNotes/GameBoyAdvance version in 2003, and was also ported to Android and [=iOS=] in 2012.

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The film game received a UsefulNotes/GameBoyAdvance version in 2003, and was also ported to Android and [=iOS=] in 2012.

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Authority Equals Asskicking has been renamed.


* AuthorityEqualsAsskicking: Bosses have a lot more health and much better aim than regular Mooks. Rico Muerte, your first really bullet-spongy opponent, can withstand a full 36 rounds from your dual Berettas before dropping (compared to 4-7 shots to kill basic Mooks), and later bosses (Jack Lupino, Frankie Niagara, Boris Dime, and B.B.) can take a good 64-70 9mm pistol rounds to kill (though you generally have better ordinance by the time you fight them). Even Candy Dawn and Vinnie Gognitti, who you wouldn't expect to have any sort of combat skills, are quite a bit tougher than regular mob Mooks.


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* RankScalesWithAsskicking: Bosses have a lot more health and much better aim than regular Mooks. Rico Muerte, your first really bullet-spongy opponent, can withstand a full 36 rounds from your dual Berettas before dropping (compared to 4-7 shots to kill basic Mooks), and later bosses (Jack Lupino, Frankie Niagara, Boris Dime, and B.B.) can take a good 64-70 9mm pistol rounds to kill (though you generally have better ordinance by the time you fight them). Even Candy Dawn and Vinnie Gognitti, who you wouldn't expect to have any sort of combat skills, are quite a bit tougher than regular mob Mooks.
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-->'''Max:''' Collecting evidence had gotten old a few hundred bullets back. I was already so far past the point of no return I couldn't even remember what it looked like when I had passed it.

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-->'''Max:''' --->'''Max:''' Collecting evidence had gotten old a few hundred bullets back. I was already so far past the point of no return I couldn't even remember what it looked like when I had passed it.



-->'''Max:''' I've seen much of it already.

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-->'''Max:''' --->'''Max:''' I've seen much of it already.
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* VocalDissonance: Max's voice ''really'' doesn't fit the facial expressions Sam Lake uses in this game.

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* VocalDissonance: Max's voice ''really'' doesn't fit the facial expressions Sam Lake uses in this game.game.
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