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Mod Review on Jan 5th, 2014
This mod is fantastic. Get it now. There are many, many issues, but the good FAR outweighs the bad. Despite this, I will now present my complaints and praises to let you know what to expect.
First, the bad.
This is a nitpick, but Max's jacket clips into his torso and head quite a bit. This can be very distracting, but it isn't gamebreaking no matter how much you suffer from OCD.
Your first one-handed weapon slot is locked to a weak revolver, but this is explained in-lore as it is the issued weapon by the police.
The crosshair often stays during cutscenes, which is, again, a bit of a distraction.
More than once I switched weapons, only to pick up my gun a second time but with no ammunition, and the gun I was trying to retrieve had disappeared.
Laser sights are never aiming where you are, and you can see them off to the side aiming to a completely different area when you are in a scope. Yet another minor distraction.
This one isn't a distraction, but rather a disappointment. The melee animations are horribly rigid. You can see an example of this in the trailer.
Max grunts when jumping, and I didn't recognize either of them from Max Payne 3. One of them sounds autotuned, and is painful to listen to.
Now, the good. There are less listed here than the bad, but they weigh far more on the scale.
The new weapon and character models are orgasmic, being ripped straight from Max Payne 3 in most circumstances.
The new voice clips for when you grab painkillers are a good addition, and really help the Max Payne 3 feeling hit home.
I only experienced this once in the main campaign, but Max has flashbacks that superimpose themselves over the screen. They're very well done, and while they are a new addition and not inspired by MP3, they're an interesting addition.
The new firing sounds are also ripped from Max Payne 3, which means they are meaty and high quality.
Mod Review on Aug 3rd, 2013
This mod has almost no faults. Max's skin is great, the weapon skins are great, everything about this mod is fantastic. It isn't as deep a change as Payne Effects, but the new weapons and the gibbing system are fantastic.
Mod Review on Mar 26th, 2013 - 1 person agrees
This was a fantastic play. This feels more like sci-fi rather than futuristic compared to the previous installment...if that makes any sense. To explain what I mean, if the previous installment was Deus Ex this would be Star Wars. It still is fantastic to play. It is well voiced, the mapping work is fantastic, and there wasn't a single battle sequence I didn't enjoy.
Mod Review on Mar 25th, 2013
The mod itself is absolutely fantastic. However, when you unlock a new skill you have NO CLUE how to use it. Things like "Wall Run" are extremely obvious, of course, but some are much more vague and I went most of the game not using almost all of the skills I unlocked.
Mod Review on Sep 17th, 2012 - 1 person agrees
An exceptional mod. The map design was equal if not superior to the base game. The ending level was tacked on, though. Another thing that bothered me was in Alleyways part 3 (I think) where if you don't find the path, you are met with infinite waves of enemies. That was the only time I ran out of ammo in ALL weapons in Max Payne 2.
Mod Review on Sep 11th, 2012
A simple but entertaining mod. You only tweaked the damage values, but it made the game much more tactical and fun. A great way to play the game if the vanilla difficulty isn't enough.
Mod Review on Sep 8th, 2012 - 1 person agrees
An amazing mod for Max Payne 2. The new weapons are amazing, and so are the new skins. Almost everything about this mod is perfect. The only problem I have with it (and this doesn't even effect gameplay, it's just a peeve of mine) is the shootdodge animation. When he flips, and his gun is turned in a complete different direction then where he should be shooting.