Greatly improved gunplay mechanics although default difficulty felt far too easy. It was very possible to just recklessly charge into rooms without any sort of plan and take everyone out, which could not be more different of a gameplay experience than Max Payne 1 where the game’s high difficulty necessitated very careful planning. Leaning towards a more run and gun style of gameplay isn’t necessarily a bad thing though - it makes the gameplay experience of Max Payne 2 very reactive and spontaneous, which is fun. However, the low default difficulty tends to make these encounters rather mindless, which is a shame. This sort of gameplay is much more enjoyable when the player is challenged to react to situations in a creative way instead of just strafing and easily gunning down enemies in slow motion for almost every encounter.

Max Payne 2, despite having some comical moments, adopts a far more serious tone on the whole than it’s predecessor. This game doesn’t joyfully lean into the noir cliches and action movie schlock nearly as much, and its writing is unfortunately not strong enough to carry a mostly serious story. A lot of the charm present in the first game is noticeably absent here as a result.

There is additionally (and somewhat paradoxically) both a heavy refinement of gameplay mechanics and also a lack of polish and detail on display here. Like I said before, gunplay has been greatly enhanced - mostly though small but important tweaks to Max’s movement during bullet time. MP2 also fixes some balancing issues present in the first game like making the effective range of shotguns feel more realistic or at least more in line with what most players would expect from a shooter. Despite all this, Max Payne 2 feels very unpolished and a bit underbaked from a technical standpoint. There’s far less visual variety in the levels with many of them feeling quite samey and several of them being reused throughout the game. There are also some significant problems that I noticed with sound design and mixing - particularly Max’s footsteps, which are way too loud, as well as guns, which sound super compressed and low quality. Dialogue during cutscenes is fine but in game dialogue - a lot of which is Max’s inner monologue (something I certainly wanted to be able to hear) - is way too quiet. I needed to switch on subtitles to be able to actually understand what he was saying. I would have missed out on quite a bit of plot and character development without doing this. I’m unsure if this game was rushed or had its budget cut part way through or there was a totally new dev team but it feels like significantly less care went into making it than its predecessor.

Overall this game is a fun time and is able to fully realize the potential of Max Payne’s signature bullet time mechanic, which is certainly to get commended. Max Payne 2, however, is the perfect example of a very enjoyable game that’s truly nothing special. It’s not particularly interesting or charming and it doesn’t do anything particularly creative. MP1, for all its problems, was still oozing with passion and charm and creativity. I’m certain I’ll remember that game for a long time. I highly doubt I’ll remember much about Max Payne 2 a week from now.

Reviewed on Jan 02, 2024


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