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Max Payne 3
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Max Payne 3 is the third game in the Max Payne third-person shooter franchise, developed by Rockstar Games and published by Take-Two interactive. Abandoning the film noir detective plotlines of previous games, it instead takes the story eight years after the events of Max Payne 2, with Max having quit the NYPD to become a private security guard for the rich and influential Branco family in São Paulo. Following a series of raids by mysterious armed thugs, Max finds himself on a rescue mission, but as ever things are more complicated than they seem.
The following weapons appear in the video game Max Payne 3:
Overview
Max Payne 3 dispenses with the mostly-limitless inventory of the prior games, instead allowing Max to carry two one-handed weapons and one two-handed weapon, which he will hold in his left hand if using a one-handed weapon. If he is not carrying a two-handed weapon he is able to dual-wield any combination of one-handed weapons he is carrying; if a two-handed firearm is currenty in the inventory, Max will have to drop it in order to dual-wield. Weapon reload animations are altered depending on Max's current loadout and whether or not he is in cover; awkward positioning results in longer reload times. Ammunition is for the most part divided by weapon class; for example, ammunition for the 5.56mm G36V also works in the 7.62mm FAL. This is also in contrast to the previous games, where weapons rarely shared ammunition with one another.
As with previous installments, the game's gunplay is heavily influenced by Hong Kong action movies, with the same slow motion "bullet time" and "shootdodge" abilities, though Max will now collide heavily with objects and surfaces if he shootdodges into them rather than just brushing against them until the animation completes. While the game discards the "in the zone" mechanic of Max Payne 2 which allowed for showy slow-motion reloads, it retains the "bullet cam" showing the last enemy in a room's death, now rendered in far more grisly detail due to a new damage modelling system which shows both entry and exit wounds. As with previous games in the series, each bullet is treated as a physical projectile with defined speed rather than using hitscans.
Throughout the game, secret "gold" weapon parts can be found, each gold weapon requiring three parts. Typically the gold weapons have larger magazines, and sometimes are altered cosmetically to reflect this; occasionally a modelling glitch results in a weapon being displayed temporarily in a cutscene with the physical alterations (like Max tucking a standard PT92 into his shoulder holster and finding that it now has an extended magazine), while golden weapons do not appear as such in cutscenes but occasionally have the altered magazines, this time without the gold finish. Weapons can sometimes be found with modifications such as red dot scopes or flashlights, though in singleplayer the player has no influence over what upgrades they will have or when they will appear.
Handguns
Colt M1911A1
The Colt M1911A1 (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New York flashback levels. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the Taurus PT92 below.
Glock 17/18C
Third-generation full-auto Glock 17s are available in several levels as the "Auto 9mm", with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, as it only appears visible when looking from below the gun. The Auto 9mm comes with Glock 18C-style compensator ports on the top, which are of a different pattern from the 17C. It is not an 18C however, as there is no fire-selector switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds; when upgraded, it will have a capacity of 42 rounds. The Glock 17 has the same damage of that as the PT92 but offers faster rate of fire and magazine size. Depending on the player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. The weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes despite lacking a selector lever.
IMI/Magnum Research Desert Eagle
The Desert Eagle makes a return in Max Payne 3 as the DE .50. The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel with a lack of scope mounts but a Mark XIX's taller slide serrations. Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition. Unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols.
Smith & Wesson Model 20
The Smith & Wesson Model 20 is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos' weapon of choice during the first half of the first New Jersey flashback. Called the ".38 Revolver", it offers higher stopping power than the PT92 but only holds 6 rounds at a time. Interestingly, the cylinder does not rotate during "killcam" moments.
Taurus Model 608
The Taurus Model 608 is a relatively uncommon revolver, but found more commonly than the Desert Eagle. Referred to as the "608 Bull", it seems to confuse itself with the Raging Bull but the 8 shot cylinder confirms it as the 608. Unlike the Model 20, when the "killcam" focuses on the 608, the cylinder can be seen rotating.
Taurus PT92AF
Standing in for Max's signature Beretta 92FS sidearm is its Brazilian cousin, the Taurus PT92AF, where it appears under the correct moniker of "PT92". The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. The weapon can be found with a light, although it's tacked onto the frame due to said lack of a rail. The light - similarly to Battlefield 3 - can blind enemies when aimed at them. The PT92 is one of the more common pistols in the game, second to the Glock 17 for highest handgun magazine capacity and it can be seen in several variations through the single player, such as with wooden grips in Chapter 12. When infiltrating the derelict hotel, Max fits his PT92 with an improvised suppressor made from duct tape and a water bottle. After Max discards the suppressor, the tape remains wrapped around the gun. For whatever reason, this particular Taurus holds 16 rounds, whereas every other one in the game holds an appropriate 15.
Submachine Guns
Heckler & Koch MP5/40
The Heckler & Koch MP5/40 appears as the "MPK" in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the front of the magazine well. By default, the MP5 has an incorrectly low capacity of 20 rounds, but the gold version has the proper 30.
IMI Mini/Micro Uzi Hybrid
A strange IMI Uzi hybrid is available throughout the game as the "Micro 9mm", starting from the second chapter. It appears to be a Mini Uzi with the folding stock removed and the whole thing shrunk down to Micro Uzi size.

Ingram MAC-10
The Ingram MAC-10 appears as the "M10", commonly used by mob hitmen in the New York/New Jersey flashbacks.
Taurus M972
The Taurus M972 is featured as the "M972". The in-game weapon has been shortened and the folding stock and foregrip removed to facilitate storage in Max's shoulder holsters. It's found relatively uncommon through the game, first in the favela levels.
Taurus MT-40
The Taurus MT-40, a .40 caliber version of the Chilean FAMAE SAF built under license in Brazil appears as the "SAF .40", fitted with an MP5K-PDW-style folding stock. It is only usable in Chapter 13, being a common weapon of the UFE police force.
Shotguns
Benelli M4 Super 90
A Benelli M4 Super 90 is available throughout the game as the "M4 Super 90". It is shown with a 4-shot tube magazine, even for the "gold" version which has a capacity of 7 rounds.
Franchi SPAS-15
The Franchi SPAS-15 appears in the game as a high-level shotgun, first used by a mob hitman in the New York cemetery. The SPAS-15 holds less rounds and has more pellet spread than the Benelli M4, but it offers much faster reload times by holding those rounds in a detachable box magazine.
"Hammerhead"
The "Hammerhead" shotgun was added in the Disorderly Conduct DLC, and is only available in multiplayer; it appears to be a rather odd hybrid of the Pancor Jackhammer and the Daewoo USAS-12.
Mossberg 590
The "M500" in the game is actually a Mossberg 590 that also apparently wants to be a folding-stocked Remington 870. It is seen with an 870-style folding stock rather awkwardly tacked on to the gun's receiver, as well as a wooden pump handle and pistol grip (which appear to be slightly warped versions of the Mossberg's and Remington's, respectively). Seen mostly by the lower gang echelon enemies in the game, this shotgun provides the fastest fire rate of all the shotguns, while sacrificing its accuracy at even mid range distances.
Sawed off side by side shotgun
A sawed off side by side shotgun appears a few times, referred to as simply the "Sawn-Off" and counted as a one-handed gun for inventory purposes. Max can, appropriately, find one in the hands of the bartender of a seedy strip club he shoots up in the Favela.

Winchester Super X3 Coyote
A Winchester Super X3 Coyote appears in game relatively uncommonly as the "Super Sport". It is only used by the Paramilitary group in the abandoned hotel.
Rifles
AK Hybrid
This hybrid of AK models is available all throughout Brazil, simply known as the "AK-47". It commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The rifle consists of a Norinco Type 56 stamped receiver, but has an unhooded front sight, the straight stock of an AKM, and the ported gas tube of a Type 1 AK-47. The AK is first found in the burnt out apartment building next to Max's apartment in the New York flash back levels. It is also a starting weapon in the multiplayer mode.
Colt Model 933
A Colt Model 933 with an optional red dot sight was added in the multiplayer DLC pack Local Justice, incorrectly named the "M4 Assault". It has the carry handle removed and no rear sight installed (even when the red dot is not being used), which would make aiming very difficult.
Heckler & Koch G36V
The UFE paramilitary unit use the Heckler & Koch G36V which is called the "G6 Commando" in-game. The carry handle is modelled far too low, and the handguard appears to have been based on the one for use with the AG36 grenade launcher; the fire selector also has a completely incorrect design. It also has a strange semi-solid stock and short barrel. The golden upgrade has a Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with normal mags as well as the Beta C.
IMBEL MD-97 LC
The IMBEL MD-97 LC is a fairly common assault rifle, mostly used by paramilitaries and the UFE. It's incorrectly named the "MD-97L", which is the designation for the full-length rifle, not the carbine.
IMI Galil ARM
The IMI Galil ARM was added in the Painful Memories DLC pack, oddly named the "IMG 5.56". It is incorrectly depicted as firing in 3-round bursts.
IMI Tavor TAR-21
The IMI Tavor TAR-21 is added in the Painful Memories DLC pack. Notably it was the base for the "advanced rifle" in Grand Theft Auto 5's trailer. It is named the "UAR-21" in-game.
L1A1 SLR
The L1A1 SLR appears as the "FAL" and is commonly used by Brazilian gangsters, paramilitary units and police; given the location, it is probably supposed to be the IMBEL-manufactured M964 version, but has several features distinctive of the L1A1, namely the front sight, two-hole handguard, and a shortened version of the flash hider. However, it fires full-auto in the game and has the charging handle and magazine release from a standard FAL. Due to ammunition being mainly sorted by weapon type, it shares ammo with the game's 5.56x45mm and 7.62x39mm assault rifles. It is loaded with a 20-round magazine; this does not change on the gold version, despite the capacity increasing to 30 rounds.
Ruger Mini Thirty
The Ruger Mini Thirty makes its video-game debut as simply the "Mini-30", and is fitted with a Butler Creek folding stock. It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Though partway though the helicopter sequence, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini Thirty. Several snipers use them with laser sights as late as the final chapter.
Sniper Rifles
Barrett M107
Snipers use Barrett M107s to ambush a deal in the soccer stadium in Chapter 3, while the rifle is only usable in Chapter 12. It is incorrectly referred to in-game as the "M82A1". Max takes a round to the shoulder from one, but thanks to the magic of video games, Passos is able to patch him up with just some bandages and a bottle of painkillers. Max uses an M107 later in the chapter to cover Passos and the rifle is seen used by snipers several times, including by Passos himself. In keeping with Max's surprisingly quick recovery, the M107 in-game is severely underpowered, taking 2 to 3 bodyshots to kill basic enemies, and being utterly incapable of piercing kevlar vests.
Heckler & Koch G3SG/1
The Heckler & Koch G3SG/1 appears as its Portuguese version, the FMP G3S (Fábrica de Braço de Prata, G3 Sniper). It is the rarest gun in the game, only found in the hands of two enemies in Chapter 13 and only acquirable if you incapacitate them, making them drop the rifle.
IMBEL IA2
The 7.62mm sniper-rifle-configured version of Brazil's new service rifle, the IMBEL IA2, was added in the Hostage Negotiation DLC pack. It is called the "IA2 AR" and, befitting of that name, is shown as a full-auto assault rifle.
M24 Sniper Weapon System
The M24 SWS was added in the Hostage Negotiation DLC pack, with an unlockable suppressor.
Machine Guns
Heckler & Koch HK21
The Heckler & Koch HK21 is known as the "LMG .30". It first appears in the speedboat chase, where it has a belt box and infinite ammo, while later levels have it with an RPD-style 100-round drum and limited ammunition. Several times, heavily armored enemies are encountered wielding the HK21, somehow holding it by the stock and firing it.
RPD
An RPD with the bipod removed appears in the game starting in Chapter 12. The 100-round drum only holds 75 rounds on the normal version of the weapon, though the "gold" version has the correct capacity. When reloading, Max simply replaces the belt box and swipes the charging handle, without bothering to position the belt.
Launchers
DefTech 37mm Launcher
A DefTech 37mm Launcher fitted with a non-vertical foregrip appears as the "Rotary Grenade Launcher", available in a few levels and inaccurately shooting explosive projectiles. It is most prominently given to Max in the final chase sequence with 100 rounds of ammunition. As with the thrown grenades in the game, rounds from this weapon have a flashing light added to make them easier to see, and can be shot down with gunfire.
"G9 Grenade Launcher"
The "G9 Grenade Launcher" was added in the Disorderly Conduct DLC along side the Hammerhead shotgun. It appears to be a combination of the Heckler & Koch HK69A1 and a standalone M203; for reasons which are not readily apparent, it also features the stock of an FN F2000.
M72A2 LAW
The M72A2 LAW appears as the "LAW" and is used in Chapter 13 to destroy an armored UFE truck. It is correctly depicted as a single shot weapon, but an NPC gangster using one is accidentally holding an invisible RPG foregrip.
RPG-7
The RPG-7 appears simply as the "RPG". The weapon is used by enemies in singleplayer, but can never be picked up. For some reason, golden parts for it can be found in Chapter 12, serving absolutely no purpose whatsoever.
Grenades
Unlike previous games, grenades are not usable in the singleplayer campaign, although enemies may still use them; they are only usable in the multiplayer portion of the game.
M18 Smoke Grenade
The M18 smoke grenade is featured in the game, depicted as a tear gas grenade. In the singleplayer, it only appears in Chapter XIII, "A Fat Bald Dude with a Bad Temper", where it is used by the UFE to gas a stairwell.
M26 Hand Grenade
The M26 hand grenade appears in the game. In the campaign, enemies will occaisionally use them against Max, who can shoot them in mid-air to detonate them prematurely. In the multiplayer, it is one of the several grenades available. When thrown, they emit a bright flashing red light to make spotting them easier.
Other
UFE Arsenal
In several points in the game, Max comes across several cabinets and lockers of unusable firearms, mostly using more correct models of the game's usable firearms.