Review: Max Payne (iPad)
Written By Matt Sainsbury on Sunday, April 15, 2012 | 17:00
So Max Payne is a real classic for a number of reasons, though the main innovation it brought into gaming was that bullet time effect. A simple tap of a button and everything slows down. Everything but Payne targeting sight, that is. When there’s enemies coming from all directions, being able to slow them all down and make an impromptu shooting gallery is not just cool-looking; it’s necessary for survival.
On the iPad the game is quite generous with an accurate auto-aim, though the higher difficult levels of Max Payne demand a great deal of precision on the part of the player as well. This is easy to accomplish thanks to some very well-designed virtual controls. Rockstar has already proven they understand virtual buttons with the rather excellent port of Grand Theft Auto 3, but Max Payne takes it to another level entirely – this is an exceedingly comfortable game to play.
Level design is largely linear, as with most of the games in the genre. Most of the settings of Max Payne consist of tight, enclosed corridors, but there’s a little more interactivity with the environment than we see in most modern games. TVs can be switched on and off, and players need to search health packs as there isn’t any regenerating health here. Unlike modern shooters, there’s also fewer set piece moments. Enemies tend to be encountered in small groups constantly, and as such there’s less of a feeling that the game is simply funnelling players from one “big moment” to another.
- Matt S
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