His path is littered with memorable and terrifying villains. First, he must take down the deranged, self-proclaimed "Angel of Death," Jack Lupino, a high-ranking Punchinello executive driven completely insane by his Valkyr addiction. However, Max quickly realizes the conspiracy goes far higher than street-level mob bosses. He eventually uncovers the true mastermind behind the drug—Nicole Horne, the ruthless CEO of the vast, global conglomerate Aesir Corporation. The story crescendos in a violent, slow-motion assault on the Aesir Plaza skyscraper. Max finally confronts and kills Nicole Horne on her private helipad, and after a lifetime of violence, he lays down his gun and watches the police swarm in to arrest him. In the rain, he finally cracks a small, knowing smile.
Behind you is death. One misstep, and you fall into a void. Ahead of you is a maze of identical platforms that goes on for what feels like an eternity. For players in 2001, this was a rite of passage. For players today, it is infuriating. But it is also brilliant. It strips away the shooting mechanics entirely and forces you to feel Max’s helplessness, paranoia, and trauma. It is a daring, experimental level that proved Remedy wasn't afraid to break the "shooter" mold to serve the story. Max Payne 1
The Colt Commando and Sniper Rifle handle mid-to-long-range encounters. His path is littered with memorable and terrifying villains
Before Max , the "tough guy" in games usually quipped one-liners (see Duke Nukem ). After Max , the tough guy had to have trauma. The Max Payne series directly influenced Alan Wake (also by Remedy), Quantum Break , and even narrative-heavy shooters like Spec Ops: The Line . He eventually uncovers the true mastermind behind the