Max Payne 2: The Fall of Max Payne
Max Payne 2: The Fall of Max Payne is a multiple-award winning third-person shooter video game, the sequel to Max Payne. Two years after the events of the first game in the series, Max has cleared his name and retaken his old job as a detective for the NYPD. While investigating a string of cases involving contract killers dressed as cleaners, Max reunites with Mona Sax, assumed dead at the end of the last game. Mona is framed for killing Senator Gates, and Max has to deal with the confused loyalties of his partner Detective Winterson, leading to a climactic clash of the Mafia and the cleaners.
The game was released for the PC, Xbox and PS2 in 2003. Unfortunately, like the first game, the PC version has no built-in render mode for 16:9 and 16:10 aspect ratio resolutions; instead, the game renders a 4:3 aspect ratio image with the same horizontal size and then compresses it vertically to fit. This results in the odd "squashed" look seen in the screenshots below. Early UT3 engine games would later do the same thing, but cut the top and bottom off the 4:3 aspect ratio image instead of resizing it.
The following weapons can be seen in the video game Max Payne 2:
Max Payne's signature 9mm Pistols are Beretta 92FS's. The magazine capacity for the Beretta in this game is 16 rounds, instead of 18 as in the previous game. While a 16 round capacity can be achieved with a full 15-round standard magazine and extra round in the chamber, a 16-round magazine itself is erroneous. It is worth noting that the Beretta 92FS isn't an authorized service weapon of the real-life NYPD and that the use of dual Beretta 92FS semi-automatic pistols is a homage to John Woo, which the Max Payne series borrows heavily from. For some reason, the slide does not move when fired, even though it is shown to do so in pre-release screenshots. The slide also never locks back when the pistol runs dry.
Desert Eagle Mark XIX
The Desert Eagle Mark XIX is the signature weapon of Mona Sax. The version in game is a very shiny stainless steel, with gold controls and ivory grips. Magazine capacity for the Desert Eagle in this game is 10 rounds, down from 12 in the first game. A 10-round magazine is erroneous - A 10-round capacity itself is only possible with a Desert Eagle in .357 Magnum with a round chambered and a full magazine. However, the gun in the game is modeled after a .50 AE variant (close examination of the gun shows ".50AE" on the front of the gun's frame). In the console versions of the game, the Desert Eagle is shown in something like olive drab, and the slide does not move when fired. In the PC version, the slide moves after each shot, but does not lock empty.
Smith & Wesson Model 29
'Dick Justice' is a TV show inside the game, named after its title character. Dick Justice, just like Dirty Harry, uses a Smith & Wesson Model 29 in the TV series. It follows the adventures of a cop who is framed for murdering his wife and must run from the law to clear his name. Sounds familiar?
The Remington 870P, distinguished by its folding stock, is the primary pump action shotgun available in the game. Holds 7 shells in the tubular magazine. The cleaning company members often carry it in the later levels. This like the Desert Eagle is one of the few weapons that shows the weapon cycling, showing the breach move back after each pump releasing the spent shell
Sawn-Off Double-Barrel shotgun
The "Sawed-Off" Side-by-Side double barrel shotgun is the first shotgun found by Max. Its primary usefulness comes from having the fastest rate of fire of the three shotguns, but given its capacity of only 2 shells, its effectiveness against multiple targets is limited. That disadvantage is completely bypassed in bullet-time mode however, since any and all weapons can be instantly reloaded while the player character performs a strange "spinning crouch" animation that somehow completely loads the weapons(s) in his or her hand(s).
Thus, when bullet-time mode is active, the Sawed-Off shotgun becomes the quickest way to shoot shotgun shells quickly and consistently at targets, which may be one reason why it cannot be accessed in the game's "Dead Man Walking" mode, as it would provide an overly easy method of achieving a high score.
Sentinel Arms Striker-12
A later model Sentinel Arms Striker-12 with a short 7" barrel is known as the "Striker" in-game. It has a 10-round capacity (a capacity true for some varants), and fires continuously as if it is an auto-shotgun, just like all the other semi-auto weapons in the game. Max reloads the weapon by replacing the drum magazine, which is impossible in real life; the fixed drum requires shells to be inserted one by one during reloading.
The MAC-10 is used frequently by both Max and gangsters throughout the game. Called "Ingram" in the game, which is a reference to the MAC-10's designer Gordon B. Ingram. The name is accurate - The weapon in-game is indeed modeled after an actual Ingram-designed MAC-10, and not a Cobray M11/9 as in the first game. Has a 32-round magazine and can be dual-wielded. Fires in 2-round burst when the fire key is clicked and the full-auto fire is also only a rapid series of 2-round bursts after each other. Interestingly, you can see the actual round chambered in the breach during cut scenes and when pressing the "pause" button.
Heckler & Koch HK94A3
Called simply the "MP5", the weapon is actually a chopped and converted Heckler & Koch HK94A3. This is likely because the developers were given an HK94 to model the game weapon from (the chopped-and-converted HK94 carbines are often seen used in films and TV as a stand-in for actual MP5A3s). The distinguishing features of the HK94 are its lack of a paddle magazine release, the different shape of the grip and where it connects to the lower receiver (which is also different), and the slightly different shape of the barrel (which is a regular barrel cut down from its original carbine length, actual MP5s feature lugged barrels for mounting suppressors). The weapon in-game also features a mounted AGOG scope.
Norinco Type 56
The Norinco Type 56, standing in for the AKM, appears in the game as the "Kalashnikov". Obtainable early in the game, it is most notably carried by Mike the Cowboy, one of Vladimir's high ranking soldiers. The "Kalashnikov" is depicted as the little brother of the M4A1, dealing significantly less damage when not aiming for the head.
Colt M4A1 Carbine
The Colt M4A1 appears in game as simply the "M4 Carbine", however fires in fully automatic mode. It is portrayed as having a very slow rate of fire, but makes up for it with power and accuracy. The in-game model has only safe and semi settings on the side where the ejection port is, but the auto is present on the other side correctly. When picked up, it always has only 15 rounds in the magazine.
Steyr SSG 69 PII
The Steyr SSG 69 PII appears in the game as the "Sniper Rifle". It is first seen in the hands of cleaners at Max's apartment complex, and Max can later get it for himself. Mona can never acquire this weapon. As in the first game, Max is not actually seen cycling the bolt, even though there is a "bolt action" sound effect after every shot.
FPK / PSL Sniper Rifle
The FPK / PSL Sniper Rifle appears in the game as the "Dragunov". It is a semi-automatic sniper rifle with a 10-round magazine. Used only by Mona to cover Max at the construction site and at the fun house.
While not available for use, actual SVD Dragunovs can be seen on several posters at Vladimir Lem's warehouse.
Mk 2 Hand Grenade
The Mk 2 Hand Grenade can be found and used by both Max and Mona. However, when viewed in the inventory, it looks like a M26 Hand grenade.
M26 Hand Grenade
The Mk 2 Hand grenade shows up as a M26 hand grenade when in inventory view.
Molotov cocktails return from the previous game as powerful thrown incendiary bombs that explode on contact.