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Max Payne 2: The Fall of Max Payne
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Max Payne 2: The Fall of Max Payne is a multiple-award winning third-person shooter video game and the sequel to Max Payne, released for the PC, Xbox and PS2 in 2003. Two years after the events of the first game in the series, Max has cleared his name and retaken his old job as a detective for the NYPD. While investigating a string of cases involving contract killers dressed as cleaners, Max reunites with Mona Sax, assumed dead at the end of the last game. Mona is framed for killing Senator Gates, and Max has to deal with the confused loyalties of his partner Detective Winterson, leading to a climactic clash of the Mafia and the cleaners.
A remake of the first two games is currently in development by Remedy Entertainment.
Note: Like the first game, the PC version does not properly support widescreen resolutions by default. Playing the game in 16:9 or 16:10 aspect ratios results in a "squashed" look as the game still renders a 4:3 image but compresses it vertically to fit. Fan-made patches exist that correct this error, but the screenshots below were not taken with them.
The following weapons appear in the video game Max Payne 2: The Fall of Max Payne:
Handguns
Beretta 92FS
Max Payne's signature "9mm Pistol" is now an actual Beretta 92FS, as opposed to the previous game's Reck Miami 92F. The magazine capacity for the Beretta in this game is 16 rounds, down from 18 in the previous game; while a 16 round capacity can be achieved with a full 15-round standard magazine and extra round in the chamber, a 16-round magazine itself is erroneous, and the 17-round magazines that could be underloaded to 16 were not available at the time of the game's release. Like the previous game, the Beretta's appearance in the game is a John Woo homage, as the 92FS isn't actually an authorised service weapon of the NYPD in the real world. Oddly, the trigger is always in the single-action position, despite the fact that the hammer is never cocked. For some reason, the slide does not move when fired, even though it is shown to do so in pre-release screenshots and in the previous game.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX is the signature weapon of Mona Sax. The version in game appears to have been based on the one in The Sopranos, as it has a very shiny chrome finish with gold controls and ivory grips. The magazine capacity for the Desert Eagle in this game is 10 rounds, down from the 12 in the first game; this is erroneous, as a 10-round capacity is only possible with a Desert Eagle in .357 Magnum with a round chambered and a full magazine. However, the gun in the game is modeled after a .50 AE variant (the barrel is unfluted and has a ".50AE" mark at the front). Unlike the Beretta, the slide does properly cycle when fired, but is incorrectly shown as firing in double-action only. As seen in some pre-release images, the gun was originally fitted with a scope, but this was removed prior to release. Unlike the Desert Eagle in the previous game, Max can dual-wield the Desert Eagle.
Shotguns
Remington 870
The Remington 870P, distinguished by its folding stock, is the primary pump action shotgun available in the game. It holds 7 shells in a tubular magazine that should realistically only hold 4. The cleaning company members often carry it.
Sawn-Off Double-Barrel shotgun
The Sawed-off Double Barrel Shotgun is the first shotgun found by Max. Its primary usefulness comes from having the fastest rate of fire of the three shotguns, but given its capacity of only 2 shells, effectiveness against multiple targets is limited. That disadvantage is completely bypassed in bullet-time mode however, since any and all weapons can be instantly reloaded by performing a strange "spinning crouch" animation that somehow completely reloads the weapon(s) in the player's hand(s) - thus, when bullet-time mode is active, the sawed-off shotgun becomes the quickest way to shoot shotgun shells quickly and consistently at targets, which may be one reason why it cannot be accessed in the game's "Dead Man Walking" mode, as it would provide an overly easy method of achieving a high score.
Sentinel Arms Striker-12
A later model Sentinel Arms Striker-12 with a short 7" barrel is known as the "Striker" in-game. It has a 10-round capacity (correct for some variants - specifically those sold in locales with capacity restrictions, where the normal 12-round capacity is over the limit), and fires continuously as if it is fully automatic, essentially serving as a replacement for the previous game's Pancor Jackhammer. Also like the Jackhammer, it inexplicably doesn't share its ammunition with the rest of the game's shotguns. Max reloads the weapon by switching out the drum as if it was a magazine, which is impossible in real life; said drum is actually a fixed revolving cylinder that requires shells to be inserted one-by-one. The Striker-12 is obtained in late-game chapters.
Submachine Guns
MAC-10
The "Ingram" from the first game returns, now modelled after a proper MAC-10 instead of a Cobray M11/9. It is used frequently by both Max and gangsters throughout the game. It now has a proper 32-round magazine, which along with its damage-per-shot being lower than the Beretta, likely denotes it as the 9x19mm version (though its in-game ammo pool is independent from both the HK94A3 mentioned below and Beretta 92FS, and the MAC itself is modelled with the .45 ACP version's grip). Like with its prequel's counterpart, the MAC-10 can also be dual-wielded. The MAC fires in a 2-round burst when the fire key is tapped, lowered from the previous game's 4-round burst, and fires in full-auto when the button is held down. When looking inside the open ejection port, the magazine is visibly empty.
Heckler & Koch HK94A3 (Chopped and converted)
Called simply the "MP5", the weapon is actually a chopped and converted Heckler & Koch HK94A3. This is likely because the developers were given an HK94 to model the game weapon from (the chopped-and-converted HK94 carbines are often seen used in films and TV as a stand-in for actual MP5A3s). The distinguishing features of the HK94 are its lack of a paddle magazine release, the different shape of the grip and where it connects to the (also different) lower receiver, and the lack of barrel lugs for attaching suppressors. The weapon in-game also features a mounted AGOG scope.
Rifles
Norinco Type 56
The Norinco Type 56 appears in the game as the "Kalashnikov". Obtainable early in the game, the first character seen using it is Mike the Cowboy, one of Vladimir's high ranking soldiers, and can be acquired on that level from either Gognitti's goons or Mike himself if he dies. In an inversion of typical video game tropes, the Type 56 is depicted as the little brother of the M4A1, dealing significantly less damage when not aiming for the head.
Colt M4A1 Carbine
The Colt M4A1 appears in game as the "M4 Carbine", a name that actually refers to the burst-fire version. It is portrayed as having a very slow rate of fire (at 590 RPM, much lower than the M4's real-life 700 to 900 RPM), but makes up for it with power and accuracy. The in-game rifle is only modeled with safe and semi settings on the selector. The gun's HUD icon shows it loaded with a 20-round magazine, while in-game it both holds 30 rounds and is modeled with a 30-round magazine.
Steyr SSG 69 PII
The Steyr SSG 69 PII appears in the game as the "Sniper Rifle". It is first seen in the hands of cleaners at Max's apartment complex, and Max can later get it for himself. Mona can never acquire this weapon. As in the first game, the bolt is shown to cycle itself, and the gun's rate of fire is faster than the bolt animation. It retains the adjustable scope zoom, and Max can now Shootdodge while holding the weapon.
PSL Sniper Rifle
The PSL Sniper Rifle appears in the game as the "Dragunov", a rifle which the PSL is often used to stand in for. A semi-automatic sniper rifle with a 10-round magazine, it is Mona's other signature weapon, and is the only weapon never acquired by Max. The PSL is only usable by the player in the last three chapters of Part II. Unlike the SSG 69, it does not have an adjustable zoom level, nor does it have the "bullet cam" view.
Grenades
Grenades are now bound to a "quick-use" button rather than selecting them on their own as in the previous game. The same applies to melee attacks.
Mk 2 Hand Grenade
The Mk 2 Hand Grenade can be found and used by both Max and Mona. It is actually based on an inert training grenade, as the bottom of the body is drilled out and the lever is painted blue.
Molotov Cocktail
Molotov cocktails return from the previous game as powerful thrown incendiary bombs that explode on contact.
Unusable Weapons
Gatling Gun
Posters of Gatling Guns can be seen inside Vlad's warehouse.
M18 Smoke Grenade
In the level "The Dearest of All My Friends", the cleaners throw M18 smoke grenades into Gognitti's hideout. It is not usable by Max.
M26 Hand Grenade
The Mk 2 hand grenade shows up as an M26 hand grenade when in inventory view.
Smith & Wesson Model 29
Dick Justice is an in-game TV show, named after its title character, and by extension one of Max's own planned names during development. Dick Justice, just like Dirty Harry, uses a Smith & Wesson Model 29 in the TV series. It follows the adventures of a cop who is framed for murdering his wife and must run from the law to clear his name. Sound familiar?
SVD Dragunov
While not available for use, actual SVD Dragunovs can be seen on several posters at Vladimir Lem's warehouse.