

It did (round about six hours after I started it), but by then I'd been sucked in and spat out by the new Havok 2 physics engine that fully realises the cinematic scope the developers were aiming for in the original. Believe me when I say that The Fall Of Max Payne is one of the tightest, most thrillingly captivating games of all time, and like all good things in life I didn't want it to end. Cut forward a few hours and I was bom again, tired only of games that finish too early. I started playing the game at six o'clock on a Sunday evening after a heavy weekend, tired, hungover and in need of sleep. I'm not saying best, I'm just saying coolest, and it's just been superseded in almost every way possible. The original was, in my humble opinion, the coolest PC game ever. It's most obvious when a grenade goes off, nearby glass smashing as bodies bounce around.So why the huge score? Let me try to explain. When static, most levels are boring, but when it all kicks off you'll see the environment rip itself apart and bullets ding off metal furniture-it all adds to the action movie feel. Individual rooms amplify the chaos with plenty of weightless boxes, crates, and stools that will happily jump out a window if you so much as point your gun at them. If you can catch an enemy while they're running, your reward is a scene reminiscent of a kids' cartoon where their legs keep going one way and their head tries to go the other. Spitting a round from your Deagle into an enemy's skull will make their head snap back as if yanked by an invisible rope. Its headshots remain some of the most ridiculous you'll find in a shooter.


If you time it right you can phase out of bullet time before their bodies hit the floor with a satisfying thump. The trick is to wait for enemies to get as close as possible and then spring out, enter slow motion, and squeeze the trigger as hard as you can. I've never enjoyed rounding corners so much.
