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 Grindhouse Games

September 10th - PC/PS2
Michael Liked Max Payne
In the mist of one of computer gaming's most damaging droughts, in a time when MMO (Massive Multiplayer Online) games represent the only innovation present on the platform, it is nice to see the traditional 3rd person shooter pull a few deviations of its own. Max Payne manages to implement its one radical feature flawlessly into gameplay. This feature is called "bullet-time", a matrix-inspired temporal distortion allowing for exceptional reflexes, seen only recently in today's most popular videogames. (Conker’s Bad Fur Day is a prime example) "What is bullet-time?" you ask, "And why is it so important to this game?"  Bullet time is essentially slow motion with real-time
thinking and acting.  It allows the game's pilot character, the cheesily named Max Payne, to see bullets as they are coming at him and dodge accordingly.  It allows Max Payne to trace an enemy's trajectory through space and aim his guns to compensate for their  movement.  In Max Payne's remarkable physics system, bullets do not instantly jump from point of origin to point of destination; they travel. Bullet-time makes this beautiful but otherwise ordinary shooter stand out from the crowd.  But the game's simple, tight control system, quality atmospheres and character models, plot, and sound effects, serve as a vessel for this single innovation. Max Payne is an enjoyable play that has a sense of completeness rarely found in modern PC games.  The game system is well
developed, and definitely worth a single play through.  While at times frustratingly difficult, even impossible seeming on higher
difficulties, it has a good balance of risk and reward and effectively achieves its old-fashioned arcade shooter feel.
8.8/10

-Michael L.

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