His life in ruins, Max Payne finds himself back in the NYPD. During a routine murder investigation he runs into Mona Sax, a woman he thought dead, a femme fatale murder suspect. She holds the keys to the questions that haunt him. But nothing is simple in the dark and tragic night of New York City. An army of underworld thugs stands between Max and the answers he seeks. His journey deep into his own personal hell continues.
With the subtlty of Michael Bay, the slow motion grace of John Woo, and the big budget of a Hollywood blockbuster: 7th Serpent is an action packed romp through city limits with no breaks, no remorse, and plenty of ammunition along the way.
Posted by JoeX111 on Mar 29th, 2006 digg this super bookmark
Review
[page=Ready, Steady, Go]

With the subtlety of Michael Bay, the slow motion grace of John Woo, and the big budget of an Hollywood summer action flick: 7th Serpent is an action packed romp through city limits with no breaks, no remorse, and plenty of ammunition along the way.
I can't help but love action movies. There is something about having absolutely no subtlety, blowing up entire city blocks, shooting thousands of bad guys, then kissing a beautiful woman atop a pile of burning cars that just appeals to me. Can't imagine why.
And thus we come to 7th Serpent, the mod community's equivalent of a Michael Bay film. In this, people don't die; they get shot in the head and hurled from rooftops. In this, people can dive across a room in slow motion and still fire a rocket launcher with flawless accuracy. Unlike Max Payne 2, which pitted you solely against an army of thugs, 7th Serpent also asks you to take out helicopters, tanks, cars, armored trucks, hummers, and the occasional street sign in your .45-caliber quest to do....something.
Play begins with a long, startlingly well done introductory movie that explains little of what is going on, but is great to watch. Police forces chatter back and fourth on the radio about a building under siege as a helicopter races along the skyline of the busy metropolis. Below the chopper, police cars surround an office complex, setting up a defensive perimeter and sending in a twitchy squad of SWAT members. The camera then follows the troopers inside, flanking the building, silently moving through the deserted and blood soaked rooms, searching...
The voice acting, the camera angles, and the impressive visual flair make this simple opening sequence look more like a professionally made Machinema than the beginning of a community made mod.
Then, as the SWAT team finishes blowing apart an empty elevator, out steps our hero. Players take on the role of Damon, an abundantly Australian bad ass who looks like he should be holding a can of Red Bull as he goes about his day. Damon has a mission, an agenda, and I dare you to figure out what it is without reading the manual. However, much of it seems to consist of destroying the entire city police department, piece by piece, in a marvelously explosive action sequence that takes you from the interior of this office complex and out into the streets of downtown somewhere.
While the core game play elements remain the same, it is the presentation that propels this game forward. If there is one thing I learned from years of English writing classes, it is this: If you put enough style into your presentation, it doesn't matter what the substance is, because people will still eat it up. The same applies here.
7th Serpent is slick, engaging, and littered with little problems you will gladly ignore as you set the streets on fire and paint the town red.
[page=Bim Bam Smash]
Production values ooze out of this mod wherever you look. From the great soundtrack, to the attractive menus, to the great implementation of new and old models in the game world: 7th Serpent seems dressed for success.
And for the most part, it is. When you take on the persona of Damon, you will feel the excitement of this game world rippling around you. Does it matter that you have no idea what is going on? It didn't to me. That guy is shooting at me. So is that one. Seems reason enough to blow this entire town apart, right?
The core mechanics from Max Payne 2 are preserved here, just given a new gloss of paint and a spit shine. You collect weapons, you shoot weapons. When you start to get swarmed by enemy forces, you can dive sideways in slow motion, avoiding the sprays of bullets that tear apart everything in their path, and return fire in the process. Then, once you have killed enough foes, you can hit the Bullet Time button to slow everything down to a crawl, racing around at high speed as you dispense death to everything in your path.
The weapons, character, and environment are different, but the core is exactly the same, for better or worse, depending on your opinion of Max Payne 2.
What is different, however, are the load times. Or, load time, anyway. As the menu screen warns you as you begin to load up the main level of the game, this beast takes some serious time to load. Quite literally, we are talking about a five minute wait at a minimum, with the game cranked to maximum settings. Supposedly, it will be quicker if you turn these things down, but I wanted to experience everything to its fullest.
So I waited. And waited. And then I went downstairs. I got myself a glass of milk, drank it, refilled, and browsed around in the pantry a bit. Some Mexican bread? Maybe a peanut butter granola bar? Should I really be eating so late at night? Maybe it is best that I---Crap, the game!
So I head back upstairs, and it has just finished loading. I fully expected it to take a while, but come on. This borders on ludicrous.
However, once you get past this hurdle, the game runs flawlessly. With such a daunting amount of time spent on loading, I fully expected this game to creep past my eyes with a single digit frame rate. Imagine my surprise when the game popped up going full speed and looking phenomenal. Dying and reloading the game also only takes a matter of seconds, meaning that once you leap over the game's initial hump, the rest is just a smooth slide downward.
Those of you who have played Serious Sam 2 may get a feeling of deja-vu as you start playing the game. Rather than a logical and constant progression forward through the levels, 7th Serpent initially locks you into a series of zones and demands that you combat a set amount of enemies before moving on. As the game begins, you must blast through a SWAT team in a crowded building interior. Kill them all and the doors open for you to head outside, where you are stopped by a massive police road block. You can back track into the building you've been in before, but you cannot advance until killing all of the enemies hiding behind this level wall. Kill them, and progress into the next zone, and so on and so fourth until you destroy your first tank and are fully released into the rest of the city. And though these big city areas really follow the exact same pattern, they are large enough to trick you into thinking they are something more, which is not a bad thing.
And as these zones progressively get bigger, the action rises with it. When the game begins, you are blasting police in hallways and over desktops and blotters. By the end of the level, expect to have blown up helicopters, tanks, subway trains, any and everything that stands in your way. Each time you progress, the stakes get higher, the explosions get bigger, and the body count swims. Pop some meds, reload your guns, and just try to guess how much you're going to destroy by the time when you reach the end.
And if you don't laugh your ass off when you shoot down that helicopter, you should just quit while you are ahead.
[page=Damage Report?]
And while explosions, guns, and damage in general are nice on their own, they work even better if they look cool.
Visually, 7th Serpent does not disappoint. When you are in-doors, the building seems cramped and claustrophobic, almost too small to accommodate the action taking place. Then you hit the streets and the world opens up before you like a freight train tunnel to a mouse. Though your mobility in this environment is limited, it's huge! When I saw the view from the helicopter at the beginning, I figured it was just a set piece that would never see play time. Yet there I was, diving behind the skeletal remains of flaming cars, dodging sniper shots from the top of a nearby high rise building not ten minutes later.
The action of the game is big, but the sheer size and scope of the world is what makes everything feel epic in scale. When you see an entire police blockade blow up, it isn't just cool because it is an explosion that you helped cause: but also because it is blowing up half the street! Imagine the ever-escalating action of F.E.A.R. set in New York's Times Square and you might begin to approximate the sensation a bit.
I haven't felt such glee at city wide destruction since playing through Duke Nukem for the first time.
And a lot of what makes this work comes down to tiny details. If you pay attention to your environment, while you are busily shooting it apart, you'll notice lots of street signs and advertisements. Big billboards hang from the sides of buildings, bus station kiosks have different displays, even the lampost have little decorative flags on them, proclaiming some upcoming event or location. While the world indeed feels massive, it is these nice brush strokes on the finished painting that makes the whole world just feel plausible.
Then, more stuff blows up.
On the sound front, however, things are a bit of a mixed bag. Voice work in this mod, though not perfect, is definitely above par. The only notable exception is the main character, who sounds a bit like Crocodile Dundee after a bad day of pit fighting. It almost sounds more like someone trying to imitate an Australian accent, rather than actually having one. I seriously saved my game right before moments where I knew he would speak, just so I could replay them again and again and try to place his accent. Maybe he is a hardworking man from the South with a cough, or just your typical Aussie down under, but I couldn't tell you. It isn't bad, but it feels off somehow, as if the delivery is stilted.
Sound effects also suffer some, most of which sound ridiculously under powered and really fail to give off an effective BANG for the weapons I was using. I mean, come on, why does a game that features a three minute long explosion also suffer from having weak sounding weapons? If nothing else, these guns should be too damned loud, drowning out the screams and the music in a beautiful operatic ballet of death. Instead, half the time it feels as though I'm shooting a potato gun at people.
Sure, Max Payne 2 was guilty of this as well, but it still feels out of place here.
However, these few discrepancies don't mar the overall experience. If it sounds like I am bashing the game, it is because it has a few rough edges, but nothing that can't be overlooked for the fun and mayhem these creators have imbued into the title. Above any and all else, it is an experience, one that grabs ahold of you and refuses to let go from beginning to end. It isn't revolutionary and it isn't all that new, but the developers knew exactly what they wanted to do and they accomplished it. This is an action game for action game fans, one that pulls no punches and delivers exactly what is selling.
While it may not appeal to everyone, anyone with an appreciation of widespread destruction should definitely give this a try. It is easily one of the best Max Payne 2 mods out there.
The full release can be downloaded from the team's official website, or you can check out a preview trailer here.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
As you can see, dear site regulars, I have done away with the normal Mod Score at the end of the review.
Why? Well, a few reasons really. But mostly, I think adding a point score onto the end of our reviews is pointless. Really, do we need an arbitrary number added onto the tail end of every mod we review? Do we really need to be able to directly compare a racing game for engine X to first person shooter mod Y? Does it matter?
I'm going to argue no. I think our reviews should be focusing more on the experience of playing a mod and whether that is good or bad. If we can convey that in our text, we don't need a score box at the end. Let the users themselves score a mod what they will, but let the feature staff say what they will with the words they write. If we spend too much time focusing on on whether graphics are a 4 or a 5, we strain our focus away from what we really should be doing: letting you, the reader, know what is good and bad about a given mod, and what the experience of playing it truly is.
Agree, disagree? Let me know what you think here, in addition to all of the usual review responses. If you don't like this new formatting idea, rally together, and I'll change it back. Like it, and I'll see to implementing it on all reviews in the future. It is really up to you.
well, you could post the positives and negatives.
scores doesent mean much (mostly)
i liked the scores at the end, but it would be better if there was a 1-10 range instead of a 1-5, but w/e.
Unfortunately, Joe. It means that people who don't want to sift through the entire review won't be able to get a quick idea of what your impressions were.
In my case, I didn't want to read the entire review but I was curious was the score would be, and dissapointed to find none.
Just read the summary then. I'm with Joe on this one.
The formula seems to be that there is an introduction page, a page on the good aspects, then a page on the let-downs. That works for me.
I like the format used in PCGamer where you get a summary of the pros and cons for the game. It's usually the main 3 points on either side, with each one a comment of no more than 10 words. There's a reader score in the mod profile in any case, and I think the ModDB should be encouraging members to play completed mods, as it gives valuable feedback to the developers who will hopefully come back for a second project with a better approach to design and implementation.
Knowing just how bad the bad points are will let you come up with your own opinion on whether you'd like to play it or not. For instance, there are people out there who'll kill to play a game with a good storyline, but don't care much for graphics if this requisite is present. Other (more shallow) readers might prefer the inverse, but either way a summary of the +s and -s would help different types of gamers find the games they want to play at a glance.
A good summary of the main points in the final paragraph is a must in any review though.
I agree with crispy on this one. A summary of the good and bad will satisfy those fast-traking through the article. Good article btw, all the wisecracks made me laugh out loud (maybe just because i worked so long on the damn thing :P). And yes, I've had plenty of feedback for the main character that is along the same lines... The next chapter will feature a new main character though.
Dear Joe:
A review score may be an arbitrary number chosen by the reviewer, but it serves as an overview at a quick glance for those who may not have the time or energy to invest into reading a multi-page article. Often times in a magazine I will only read an article of a game that I have had an ongoing interest in, and will flip through browsing the scores of those I do not. I will read any pro/con summaries attached to the score, and if something catches my interest I will read through the article.
The number is pointless, but it gives people an idea of where you stand and your general feelings on the game. Whether it is awesome, good, average, or horrible, the number communicates this. Now, with this in mind, you don't have to use numbers if you can come up with something that delivers a similar result.
The problem with numbers is that as technology progresses those scores only reflect how good the game/mod was when it was released, so people flipping over scores will see two games that would never get the same score today (apart from the gameplay score, possibly).
Dear Crispy:
That really depends on whether you're judging the graphics by comparison or by function. Comparison is how 'good' the graphics are compared to other games on the market. Function, on the other hand, is if the graphics do their intended job, and how well they do it. For instance, if the palette is full of dull grays and browns, and it is hard to distinguish between objects, then it would receive a poorer visual rating for it's execution, independent of any 'next-gen' comparisons.
yeah crispy, i disagree.
But it would have to made clear to both the staff rating the mods AND the people reading the marks that "Visuals" mean implementation and not 'flashiness'.