Maximum Action (stylised as "MAXIMUM Action") is a first-person shooter developed by George Mandell and published by Mandell under the name Balloon Moose Games. It started work in August 2016 and released in Early Access on Steam on September 19, 2018. In early 2019, John Szymanski joined the project as co-developer, and by June 2019, the team was officially partnered with New Blood Interactive under creative director David Szymanski. However, Mandell parted ways with New Blood in 2020, citing creative differences. The game is still in Early Access.
Maximum Action takes heavy inspiration from Hong Kong cinema, especially the works of John Woo, as well as games like Max Payne and Superhot. There is a heavy focus on player movement and control, allowing the player to interact with the levels via the standard shooting and punching, but also kicking, diving, and sliding. Kicks can knock weapons out of enemy hands, shatter glass windows and knock over props, while diving can be combined with a "bullet-time" mechanic (called "Action Time" in-game) to allow for precise shots in mid-air.
Note: this game features heavy Steam Workshop support; as Workshop content is unofficial, only the base game weapons will be included on this list.
The following weapons appear in the video game Maximum Action:
Every weapon can be dual-wielded in Maximum Action, and two separate weapons can be held at once. This results in a lot of nonsensical animations, where pump-action shotguns and underbarrel grenade launchers are operated on their own. However, weapons are correctly not mirrored when dual-wielded; this can also result in some awkward animations, such as chamberloading shotguns on the wrong side of the receiver, as the animations are mirrored. When picking up weapons, they default to right hand use.
Weapons can be reloaded while aiming down sights, like Call of Duty: Modern Warfare (2019).
The game has a "fire on release" option for all weapons that don't shoot full-auto, where the weapon will only fire once the fire button is released. The game will slow down time while the fire button is depressed, which compounds with the core Action Time mechanic, allowing players to stack the effects. When in "fire on release" mode, double-action revolvers are used in single-action, with the player manually cocking the hammer instead of just pulling the trigger like they would usually.
Suppressed versions of some weapons are available; these suppressors are unrealistically quiet, making a very Hollywood-esque "PEW" noise. Enemies are not alerted to the sounds of suppressed gunfire, unless you are close to them when firing.
Ammunition is generally sorted by weapon subtype, and not what the weapons use in real life, such as generic "Rifle" and "Shotgun" ammo, although some ammo type choices are somewhat questionable. There is no ammo cap in the game, making it possible to hold tens of thousands of rounds at once.
Moving the scroll wheel will make the player character flip their current held weapon(s); like dual-wielding, this can be done with any weapon, resulting in some fairly ridiculous animations.
Pistols have an oddly higher amount of variation in terms of ammo types; they are "Pistol", "Pistol Heavy", and "Magnum" ammo. The only handgun that doesn't use either of these is "The Jury", which uses shotgun ammo.
Beretta 92FS Inox
The Beretta 92FS Inox appears as the "92FS", with a correct 15 round magazine. The in-game model's texture is based on the image below.
Beretta 92FS Inox - 9x19mm Parabellum
The 92FS Inox in the game's opening video.
Drawing the Beretta with a quick tug of the slide out at the game's shooting range.
Flipping the pistol. Note that there is what appears to be a disembodied magazine floating at the ceiling; this is a trait shared with all but one of the magazine-fed pistols.
Aiming down the iron sights. This isn't something you'll be doing a lot of in this game, as hipfire is just as accurate without slowing you down, and dual-wielding is just plain better.
After aiming down the sights, the player character will hold the pistol with two hands.
Flicking away a magazine.
The empty reload will be held closer to the camera, and doesn't show as much of the gun.
A classic, all-black 92FS appears as the "92FS S". Apart from the colour and suppressor, the model and animations are identical.
Beretta 92FS - 9x19mm Parabellum
Drawing the suppressed Beretta.
Aiming. The suppressor blocks the iron sights, making this not particularly useful.
Non-empty reload. The magazine model is the same as on the Inox.
Colt Single Action Army
The Colt Single Action Army is called the "Single Action". Aiming causes the player character to fan-fire the revolver, and the rate of fire will increase accordingly.
Colt Single Action Army "Cavalry" model - .45 Long Colt
Drawing the Colt with a spin...
...and then a hammer cock.
Giving the pistol a toss.
Aiming. The model completely lacks a rear sight.
...and recocking the hammer. This will correctly index the cylinder.
Fanning the revolver. Note the open loading gate.
Ejecting a case. The ejector rod does not move during this.
Loading in a new round. The player character never rotates the cylinder, so only one chamber is ever loaded.
Cocking the hammer again, after the reload. Note that there is no more round visible through the always-open loading gate.
A fourth-generation Glock 17 appears in game. It has a 17 round magazine and is known as the "G17". The weapon's in-game textures are based on the reference image below.
4th Generation Glock 17 - 9x19mm Parabellum
Throwing around the Glock. This is the only pistol that doesn't feature a floating magazine when flipping it around.
Aiming down the iron sights.
Dumping out an "empty" magazine...
...shoving in another one...
...and releasing the slide.
The Glock model returns as the "Letter Learner", a pistol that shoots neon white words of the player's choice by modifying their game files. By default, the words fired are a tutorial on how to edit the text that fires out of the gun. It holds 200 "words" in a magazine and unusable ironsights, due to the word "Words" placed on top of them.
Drawing the Letter Learner.
Flipping it around. While its texture may look broken, this is apparently how it's supposed to look like.
Teaching the wall the power of literature.
Dumping another empty magazine that still has rounds in it. Magdumping with the Learner is not a particularly good idea.
Loading in another magazine...
...and releasing the slide.
Kimber Custom TLE/RL II
The Kimber Custom TLE/RL II is present in game, known simply as "1911". A version with a suppressor and laser sight is available and called the "1911 S".
Kimber Custom TLE/RL II - .45 ACP
Drawing the Kimber in the white void that is the tutorial.
Flipping about the pistol.
Non-empty reload. The markings on the slide read "CUSTOM TLE/RL II" except mirrored for some reason.
The "1911 S" variant. Note the laser emitting from nowhere.
The Ruger GP100 is known as the "Magnum". When reloading, the correct amount of bullets can be seen fired from the revolver, however the casings appear to have been fired with the bullets, as the fired chambers are empty. This is obviously incorrect, but it does get around the common problem in videogames of not using the ejector rod to eject spent casings. Individual rounds are inserted for all reloads, except for empty reloads, where a speedloader is used instead.
Ruger GP100 - .357 Magnum
Drawing the GP100 by... racking the slide?
Tossing around the GP100.
Loading it up with a speedloader.
Closing it up. Surprisingly, the player character doesn't flick it shut, especially considering what this game is.
The GP100 model, modified to resemble a Taurus 4510PLYFS, appears as "The Jury". Unlike the real 4510PLYFS, it is depicted with a 4 round cylinder. It fires .410 bore shells (although the shells themselves appear to be closer to 12 gauge) and follows the same empty/non-empty reloading procedures as the stock GP100.
Taurus 4510PLYFS, for comparison - .45 Long Colt/.410 bore
Drawing the not-a-Taurus. The cylinder appears to be rather off-centre here.
Flipping it around. Here, some of the GP100's elements can be seen.
Opening the cylinder. Note that it still has 6 chambers like the GP100; also like the GP100, the cases simply disappear when fired. Also note the fingers clipping through the front of the cylinder as it reuses the GP100's animations which did not account for a longer cylinder.
Loading in a speedloader. Note that it has both shotgun shells and
.357 rounds in it.
Loading up shell by shell. As the shells are bigger than the chambers, they clip through the cylinder.
For some reason, the Endless Mode level "Office" has a few guns that are textured in solid wood, with the Jury being one of them.
The TT-33 appears in the game, with a correct 8 round magazine. It is presumably meant to be a Norinco Type 54, a Chinese copy of the Tokarev that was used in many Hong Kong movies. A suppressed variant known as the "TT33 S" is available.
Tokarev TT-33 - 7.62x25mm Tokarev
Aiming. It for some reason has a modern type of rear sight that doesn't really belong on a Tokarev.
Non-empty reload. Note that it has an extractor on the left side of the gun; this is because the texture is referenced from the right side of the gun but with the ejection port filled in.
The .475 version of the Wildey Hunter is known as the "475 Wildmag". It has a 5 inch barrel and an 8 round magazine, which is one more round than the real pistol.
Wildey Hunter with 5" barrel - .44 Magnum
Aiming down the sights. The front sight is aligned slightly too high.
Firing. The gas piston (a large ring just ahead of the slide) does not move.
Non-empty reload. The player character presses a nonexistent thumb magazine release instead of the heel release of the real pistol, and the magazine itself appears to be one for a .44 Magnum Desert Eagle
rather than an actual Wildey magazine.
SMGs for some reason do not share ammo with the pistols, despite them all using 9x19mm Parabellum, and instead use "SMG" ammo.
The Calico M950A is known as the "CM950". The weapon has no front sight; instead, it seems to use a polygon line on the top of magazine as one. Of note is that the textures on the in-game weapon were directly based on the image below.
Calico M950A - 9x19mm Parabellum
Aiming down the "sights".
Firing the weapon. Note that the casings incorrectly eject out the right, instead of the bottom.
Removing the magazine. Note the fingers clipping through the magazine.
...and using the bolt hold open as a charging handle.
Heckler & Koch MP5A3
The MP5A3 (simply called "MP5") is depicted with a AKS-74-style stock stuck to the right side of the gun. It also has a rail on top and on the left side of the gun. Due to the retro art style of the game, there is no aperture or notch in the rear sight; this would result in shots going high of the point of aim in real life.
The "MP5 S" is a version of the MP5A3 with a suppressor, the stock unfolded, along with a red laser emitting out from under the handguard.
Heckler & Koch MP5A3 with Navy trigger group - 9x19mm Parabellum
AKS-74U - 5.45x39mm. Image used to show the stock.
It in idle. Note the selector pointed at safe.
Flipping it around shows off some of the white background to the model's texture.
Firing unaimed, as you don't really need to aim down sights at all for this game.
Knocking away the old magazine with the new one...
...and then slapping the charging handle down. This is in spite of the fact that the charging handle is never locked back nor does it do a Far Cry 3
and lock itself on empty, and in fact never moves at all.
Dual-wielding an MP5 with an M16, showing off the MP5's strange stock.
The "MP5 S" variant. Like the "1911 S", the laser comes out of nowhere.
The Uzi is referred to simply as the "SMG". Incorrectly, it is depicted as closed-bolt and the charging handle reciprocates when firing. The weapon's textures are mirrored on the left and right side, resulting in double-sided ejection ports.
IMI Uzi - 9x19mm Parabellum
Aiming. There is no rear sight whatsoever.
Firing. The left ejection port does not move.
Reloading. Note the locked-back charging handle.
Pulling said charging handle. This animation doesn't seem to have been made with the locked-back charging handle in mind, as the player character grabs absolutely nothing to charge the gun. Also note the bolt clipping through the back of the receiver.
IWI Uzi Pro
A large, Mini Uzi sized Uzi Pro appears as the "Micro SMG". It has the top rail removed, and is depicted with a top-mounted charging handle like the other Uzi variants, and the real weapon's side-mounted handle is simply rendered as a flat texture. It has the stock from the regular Uzi somewhat awkwardly pasted onto the bottom of the gun. It is never used as a stock, but is instead used as a foregrip - before aiming down the sights, the gun is held with one hand, but afterwards, the left hand will use the buttstock as a grip. Despite this, the stock grip does nothing for the recoil control; it has the same recoil with or without the left hand on the grip. It also helps that it has a much lower rate of fire compared to the real Uzi Pro. The weird stock is not present in the 3rd person model.
The weapon holds 25 rounds despite being modelled with a 32-round magazine.
Due to the retro art style of the game, the rear sight aperture is filled in, and the front sight is angled above it. This would result in shots going high of the point of aim in real life, which doesn't happen in-game.
A suppressed version is also present, known as the "Micro SMG S".
IWI Uzi Pro Pistol - 9x19mm Parabellum
Drawing the confused Uzi.
Flipping it around and getting a good view of the stock thing. Also note that the underbarrel rail has been rotated 90 degrees for some reason and the stock clipping through it.
Shooting. The reciprocating charging handle would be incorrect for any of the top-mounted handle Uzis, but would be correct for the Uzi Pro, however the in-game one has a top-mounted handle instead of the real one's side-mount so... this is getting a bit confusing.
Reloading. Like the full-size Uzi, the bolt will incorrectly lock open on empty, but it's a bit less wrong here because the Uzi Pro is closed-bolt in real life.
Pulling the charging handle. Also like the regular Uzi, the animations don't seem to have taken the locked-back charging handle in mind, as it clips into the rear sight here.
A couple of Uzi Pros on the ground, looking abnormally normal.
The "Micro SMG S" variant.
For all shotguns except the AA-12 and the Model 1887, a shell is loaded into the chamber upon an empty reload. They all use "Shotgun" ammo.
The AA-12 CQB appears in the game, with a shell holder containing six unusable shells. It has the 20 round drum and is incorrectly depicted as closed-bolt with a reciprocating charging handle.
The AA-12 in idle. Note the arm clipping into the drum; the drum also has shells visible in it that never get depleted.
Flipping the shotgun around.
Looking down the iron sights.
Firing the weapon. Note the incorrect reciprocating charging handle.
Pulling out the drum. As with Killing Floor 2
, the weapon erroneously features a safety.
...and pulling the charging handle.
Double Barrel Shotugn
A somewhat indistict double barreled shotgun appears as the "Super Shotgun". The left barrel will always fire first, and the player character will cover the right chamber with their hand when reloading with one barrel fired.
Stoeger/IGA coach gun - 12 gauge
Drawing the double barrel by twisting... something.
Flipping it around. Note the two floating shells.
Firing. Unlike the Super Shotgun of legend
, this one only fires one barrel at a time.
Opening up the shotgun. The opening latch is not used, and the player character simply presses it open.
Flicking away the spent shells.
Loading in some fresh ones.
Flicking the shotgun shut.
Sawn-off Double Barrel Shotgun
The same shotgun with the barrels sawn-off appears as the "Sawed Off". The stock may also be sawn-off, although it is most common for it to be retained; the stock is also purely a cosmetic change, as there is no difference between the stocked and stockless versions.
Stevens side-by-side with the barrels sawn off (Photoshopped) - 12 gauge
Pulling out a sawn-off. This one is of the more common stocked variety, which actually makes it more closely resemble the Super Shotgun.
Flipping it around. Like its full-sized cousin, the sawn-off also has a couple of floating shells of its own.
Firing. This one also sadly only fires one barrel at a time, despite how it may look.
Opening the shotgun. As it uses the same animations as the full-sized version, the opening latch is also not used.
Flicking out the old shells...
...loading in new ones...
...and flicking it closed.
A pair of the rarer stockless shotguns.
A Mossberg 500A appears as the "M500 Hunting". It has a 6-round capacity, which is most likely a 5 round tube and 1 in the chamber.
Mossberg 500A Field Gun - 12 gauge
The shotgun in the game's startup sequence. Note the completely white trigger and white areas of the sight rib; those are the background of the model's texture.
Pulling out the Mossberg.
It in idle. Note that it lacks the Mossberg's top-mounted safety.
Flipping the shotgun around and seeing the loading gate.
Loading a shell into the chamber...
...and then the magazine.
A black, sawed-off version of the Mossberg 500 appears as the "M500 Covert", fitted with a large suppressor. It might be a reference to the suppressed Remington 11-87 from No Country for Old Men.
Mossberg 500A with sawed-off barrel and stock - 12 gauge
Drawing the suppressed Mossberg.
Flipping it around. As it is just a modified version of the regular Mossberg model, the issues with the original model are still present, such as the white trigger.
Firing. Unlike the other suppressed weapons in the game, it produces a small burst of light when fired as if it still had a muzzle flash.
Chamberloading a shell...
...and loading up the magazine tube.
A customised Remington 870 appears as the "870 Tactical". It has a Magpul M4 stock on a stock adaptor and a 6-round capacity.
Remington 870 New Tactical Model with Magpul CTR telescoping stock - 12 gauge
Drawing the 870 with a chamber check.
Throwing it around. Note the shell floating near the stock.
Aiming. The front sight is incredibly tiny.
...and pumping it at a rather uncomfortable angle.
Chamberloading a shell (also at a wrist-breakingly awkward angle)...
...and magazine-loading five more.
Serbu Super Shorty
A Remington 870-based Serbu Super Shorty appears as the "Shockwave" (presumably referencing the Mossberg 590 Shockwave, however the in-game weapon is clearly not a Shockwave nor is it a Mossberg-based Super Shorty). It has a shell holder containing 3 unusable shells on the right side. It incorrectly holds 6 shells in the 2-round tube.
Serbu Super Shorty (Remington 870-based) - 12 gauge
Drawing the Super Shorty.
Aiming the shotgun; like the real shotgun, it has no sights whatsoever.
Loading a shell into the... somewhere.
Loading up three more shells than what the magazine can hold...
...and racking the pump again for some reason.
Winchester Model 1887
A sawed-off Winchester Model 1887 is referred to as the "1887". The lever is operated normally unless it is dual-wielded, where it is spin-cocked instead. The shotgun holds 7 shells, which is presumably meant to represent a fully loaded tube with one in the chamber and lifter.
Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge
...and working the lever.
Reloading. The player character appears to insert the shells into the barrel, however the shells appear on the lifter instead.
Closing the action. For some reason the player character closes the action, and then runs it again.
Spin-cocking the 1887, which would more likely result in broken fingers rather than anything successful.
The rifles, with one exception, use generic "Rifle" ammo; this ammo type is also used by the M60, Remington 700, and also for some reason the RPG.
An AK-47 appears in game. It appears to be a Type 2, as it has a milled receiver and the distinctive stock mounting bracket. The rear sight appears very squished and misshapen, and the front sight is shorter than it should be; regardless, they still line up when aiming down them. The weapon's bolt is also misplaced too far back in-game.
Firing. Note the bolt clipping through the back of the receiver.
Locking in a new one. The magazine floating at the right is what appears on the ground after an empty reload, and is also for some reason an MP5 magazine.
Pulling the bolt back. This also makes it clip through the receiver.
The misplaced bolt can be seen when dual-wielding it in the left hand.
A Henry 1860 appears as the "Repeater". It has an oddly boxy receiver. Like the Model 1887 above, it is flip-cocked when dual-wielded. The reload animation is very wrong, depicting the rifle with a loading gate. It holds 10 rounds of a cartridge that is much longer than actual .44 Henry, and for some reason shares ammo with the game's shotguns.
Henry 1860 - .44 Henry rimfire
Aiming. The ladder sight is flipped up, but there is no rear sight notch in it.
...and working the action. The hammer is severly misplaced on the in-game weapon.
Phasing cartridges through the side of the receiver...
...and chambering the round.
Flip-cocking the Henry while dual-wielding it with a sawn-off shotgun. Note the round visible in the action.
The M16A1 is always fitted with a heat shield and a 30 round magazine. The "M16A1 GL" variant has an underslung Cobray CM203 attached.
M16A1 with Cobray CM203 - 5.56x45mm NATO & 37mm flare
Flipping around the rifle. Note the selector pointed at semi-auto.
Dropping a magazine without using the magazine release...
...inserting in a new one...
...and hitting the bolt release.
Remington Model 700 USR
The Remington Model 700 USR appears in game, with a regular length barrel and a shorter top rail. The rifle is loaded with a 5 round magazine (though the magazine appears to be a 10-rounder), a large scope, and is known as the "M24A". It is the only weapon in the game with a functional scope. A suppressed variant is available and is called the "M24A_Suppressed".
Remington USR - .308 Winchester
Flipping the rifle. Note the... something floating at the left.
Aiming through the scope. Unlike the other weapons, aiming actually serves some purpose, as the scope features higher magnification than the others.
...and closing it back up.
The "M24A_Suppressed" variant. Yes, the underscore is actually part of the weapon's name.
The M60 appears in the game. It has what appears to be an M60E3 vertical foregrip in front of the M60's own. It feeds from a 100-round loose belt and is known as the "M60".
M60E3 with short barrel - 7.62x51mm NATO
Flipping it around and getting a really
close look at the vertical foregrip.
Letting out the inner Rambo.
Opening up the top cover.
Seating the belt. Note the hand clipping through the gun, as the hands are placed too far forward on the gun during the animation.
Closing the cover. The clipping can be seen very well here.
Pulling the charging handle.
The AirTronic PSRL is referred to as the "RPG". It has no stock, no rear grip, and no sights; instead, a polygon line on the rocket is used to aim, somehow. It lacks the real weapon's hammer and the rocket appears to be missing its booster charge. It somehow uses the same "rifle" ammo that is used by the M16, AK-47, and M60.
Holding the launcher, with a rather unorthodox grip.
Flipping it around. Note that the attachment point for the stock is present, but there is no stock on it.
Firing. The rocket travels rather slowly and has a slight left lean; aiming also doesn't make it fire straight.
It eventually makes its way to the wall to explode.
The Cobray CM203 is only available mounted underneath the "M16A1 GL" version of the M16A1. Like the action movies from which the game was inspired, the CM203 stands in for an M203 and fires explosive rounds. An infinite amount of reserve grenades are carried with it.
Cobray CM203 mounted on M16A1 - 37mm flare & 5.56x45mm NATO
Drawing an M16 with a CM203 mounted on it.
Idle. Note the presence of a safety on the launcher, indicating a CM203.
Flipping them around. The "37MM LAUNCHER" marking is another indicator of a CM203.
...and then finding out that someone had apparently mixed up the less-lethal with the more-lethal munitions. Note that the player character has only now pulled the trigger; there is a slight delay between the launcher firing and the trigger pull animation. Like the PSRL, the grenades fired out of the launcher travel slightly to the left of where you're aiming.
Opening up the launcher and ejecting an unspent case...
...putting in another one...
Mk. 2 hand grenade
The Mk 2 hand grenade appears in-game. It does not appear to have been based on a real grenade, as it has a very plastic-like sheen on the body and the body itself has screw holes and is much fatter than a real Mk. 2, being somewhat reminiscent of the one in Half-Life. There is no animation for the pin being pulled nor the grenade being thrown - it simply appears in mid-air where you are looking. Grenades can be shot to detonate them prematurely, which also adds to the in-game score multiplier. Like the CM203, the player seems to carry an infinite amount of grenades at all times; this also means that it can be spammed to great speed and effect.
Hurling a grenade. Despite there not being an animation for pulling the pin, the pin and lever still come off of the grenade.
FN Model 1910
What appears to be an FN Model 1910 appears on some of the newspaper sheets scattered throughout various levels.
The 1910 on a newspaper in the level "Mean Streets".
The silhouette of either a SIG-Sauer P220R or a P226R appears in the level editor as the icon for a weapon pickup.
SIG-Sauer P220R - .45 ACP