Max Payne 3
Max Payne 3 is the third game in the Max Payne third-person shooter franchise, developed by Rockstar Games and published by Take-Two interactive. Abandoning the film noir detective plotlines of previous games, it instead takes the story eight years after the events of Max Payne 2, with Max having quit the NYPD to become a private security guard for the rich and influential Branco family in São Paulo. Following a series of raids by mysterious armed thugs, Max finds himself on a rescue mission, but as ever things are more complicated than they seem.
The following weapons can be seen in the video game Max Payne 3:
Max Payne 3 dispenses with the mostly-limitless inventory of the prior games, instead allowing Max to carry two one-handed weapons and one two-handed weapon, which he will hold in his left hand if using a one-handed weapon. If he is not carrying a two-handed weapon he is able to dual-wield any combination of one-handed weapons he is carrying. Weapon reload animations are altered depending on Max's current loadout and whether or not he is in cover; awkward positioning results in longer reload times. Ammunition is for the most part divided by weapon class; for example, ammunition for the 5.56mm G36V also works in the 7.62mm FAL.
As with previous installments the game's gunplay is heavily influenced by Hong Kong action movies, with the same slow motion "bullet time" and "shootdodge" abilities, though Max will now collide heavily with objects and surfaces if he shootdodges into them rather than just brushing against them until the animation completes. While the game discards the "in the zone" mechanic of Max Payne 2 which allowed for showy slow-motion reloads, it retains the "bullet cam" showing the last enemy in a room's death, now rendered in far more grisly detail due to a new damage modelling system which shows both entry and exit wounds. As with previous games in the series, each bullet is treated as a physical projectile with defined speed rather than using hitscans.
Throughout the game, secret "gold" weapon parts can be found, each gold weapon requiring three parts. Typically the gold weapons have larger magazines, and sometimes are altered cosmetically to reflect this; occasionally a modelling glitch results in a weapon being displayed temporarily in a cutscene with the physical alterations (like Max tucking a standard PT92 into his shoulder holster and finding that it now has an extended magazine), while golden weapons do not appear as such in cutscenes but occasionally have the altered magazines, this time without the gold finish. Weapons can sometimes be found with modifications such as red dot scopes or flashlights, though in singleplayer the player has no influence over what upgrades they will have or when they will appear.
The Colt M1911A1 (simply referred to as a 1911) is a fairly common handgun throughout the game. The gun is fired as if it is double-action-only, which is incorrect. The M1911 offers higher damage than the previous pistols, but only holds 8 rounds inside the magazine unless you find all the gold parts, which would increase the magazine capacity to 12. The first time the handgun is used is during the New York flashback levels
Full-auto Glock 17s are available in several levels as the Auto 9mm, and is the starting handgun in Chapter 11. These Glocks come with Glock 18C-style compensator ports on the top of the slide. Despite being modeled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds. The Glock 17 has the same damage of that as the PT92 but offers faster rate of fire and magazine size (which when fully upgraded can have up to 45 rounds per magazine). Depending on the players progress, the model of the gun will have an extended magazine if all golden gun parts are found. Note that this is not a Glock 17C, as the Glock 17C has a completely different compensator design. When equipped, the weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes (select on the PS3) despite lacking a selector lever.
IMI/Magnum Research Desert Eagle
The Desert Eagle makes a return in Max Payne 3 as the DE .50. The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel (distinguished by the lack of scope rail mounts) but a Mark XIX slide (distinguished by the taller cocking serrations). Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition; unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols. One is also used by a Favela gang member in the beginning of Disc 2.
Smith & Wesson Model 20
The Smith & Wesson Model 20 Heavy Barrel is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos's weapon of choice during the first half of the first New Jersey flashback. The .38 offers higher stopping power than the PT92 but only holds 6 shells at a time. Interestingly, the cylinder does not rotate during "killcam" moments.
Taurus Model 608
The Taurus 608 is a relatively uncommon revolver, but found more commonly than the other magnum class handgun the Desert Eagle. Referred to as the 608 Bull. The "Bull" designation would suggest this is supposed to be the Taurus Raging Bull, but it's actually based on the model 608 as the in-game weapon is chambered for .357 and has an eight-shot capacity. Unlike the .38 Revolver which uses a speed loader. When the "killcam" focuses on the .608, the cylinder can be seen rotating.
Taurus PT92 AF
Standing in for Max's signature Beretta 92FS sidearm is its Brazilian cousin, the Taurus PT92 AF, where it appears under the correct moniker of "PT92." The PT92 shown in the game is a modern production version with large cocking serrations. Though it can be found with a flashlight, it does not have an accessory rail, the light simply being shown mounted to the bottom of the frame. The light - similarly to Battlefield 3 - can blind enemies when aimed at them. The PT92 is a more common pistol in the game, second to the Glock 17 for highest handgun magazine capacity. It can be seen in several variations through the single player, such as with wooden grips in Chapter 12. When infiltrating the derelict hotel, Max fits his PT92 with an improvised suppressor made from duct tape and a water bottle. While the suppressor lasts longer than it would in real life, it does lose effectiveness very quickly. After Max discards the suppressor, the tape remains wrapped around the gun.
Heckler & Koch MP5/40
The Heckler & Koch MP5/40 Called the "MPK" in-game. The weapon has the shape of a MP5 but the paddle magazine release is on the front of the magazine well. It also has straight magazines, similar to the MP5/40 or MP5/10; these normally contain 20 rounds, though the gold weapon ups this to 30.
IMI Mini/Micro UZI
A strange IMI Uzi hybrid is available throughout the game starting from the second chapter. While it has the appearance of a Mini Uzi with the folding stock removed, it is the size of a Micro Uzi. Called the Micro 9mm in-game.
The Ingram MAC-10 are commonly used by mob hitmen in the New York/New Jersey flashbacks, as the M10.
The Taurus M972 is featured as the "M972". The folding stock and foregrip have been removed from the in-game weapon, to facilitate storage in Max's shoulder holsters. Found rather uncommonly in the game, first instance being during the Favela levels.
The Taurus MT-40, a .40 caliber version of the Chilean FAMAE SAF built under license in Brazil, appears as the "SAF .40" fitted with a PDW-style folding stock. Mainly used by the UFE in their HQ toward the end of the game.
Benelli M4 Super 90
A Benelli M4 Super 90 is available throughout the game as the "M4 Super 90". It is shown with a 4-shot tube magazine, even for the "gold" version which has a capacity of 7 rounds.
The Franchi SPAS-15 appears in the game as a high-level shotgun, first used by a mob hitman in the New York cemetery. The SPAS-15 holds less rounds and has more pellet spread than the Benelli M4, but it offers much faster reload times by holding those rounds in a detachable box magazine.
Mossberg 500 Cruiser
The Mossberg 500 Cruiser appears in the game as the "M500". It is seen with a pistol grip, wooden furniture, an aftermarket wire folding stock, and an extended magazine tube. Seen mostly by the lower gang echelon enemies in the game, this shotgun provides the fastest turn rate of all the shotguns, while sacrificing its accuracy at even mid range distances.
A Remington 11-87 with a pistol grip stock appears in game relatively uncommonly as the "Super Sport". Used by the Paramilitary group in the abandoned hotel.
Sawed-Off Remington SBS
A Sawed-Off Remington SBS appears a few times, referred to as simply the "Sawn-Off" and counted as a one-handed gun for inventory purposes. Max can, appropriately, find one in the hands of the bartender of a seedy strip club he shoots up in the Favela.
The AK-47 is available all throughout Brazil, commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The AK-47 is first found in the burnt out apartment building next to Max's apartment in the New York flash back levels. The AK-47 is also a starting weapon in the multiplayer mode. A modelling error means that it has the stamped receiver and straighter stock of an AKM, but the gas tube holes and lack of strengthening ribs like an AK-47.
FN FAL 50.00
The FN FAL is commonly used by Brazilian gangsters, paramilitary units and police; given the location it is probably supposed to be the IMBEL-manufactured M964 version, though this is just a standard FAL. Though it shares ammo with the 5.56mm weapons, it has a standard FAL magazine. This does not change on the gold version, despite the capacity increasing to 30 rounds.
Heckler & Koch G36V
The police special units use the Heckler & Koch G36V. The dual rows of gas vents (which should actually be a single row of serpentine vents) and low scope mount seem to indicate it is supposed to be an FX-05 Xiuhcoatl, but the ejection port placement indicates that in real life it would be a dressed-up G36. It is also fitted with a custom stock that appears to be a combination of the standard G36 skeletal stock and a standard solid stock. Called "G6 Commando" in-game. The golden upgrade has a Beta C-Mag that only holds 40 rounds; Brazilian paramilitary UFE can also be seen with this configuration, and sometimes their guns spawn with both the C-Mag and the normal magazine in place. Three regular G36s can be seen in the armory of the derelict hotel.
IMBEL MD-97 LC
The IMBEL MD-97 LC is a fairly common assault rifle, mostly used by paramilitaries and the UFE. It's incorrectly designated as the "MD-97L". That designation is for the full-length rifle, which the MD-97 featured in-game is not.
IMI Galil ARM
The IMI Galil ARM with an unlockable red dot sight is added in the Painful Memories DLC pack.
IMI Tavor TAR-21
The IMI Tavor TAR-21 with an unlockable red dot sight and silencer is added in the Painful Memories DLC pack.
The Ruger Mini-30 makes its video-game debut as simply the "Mini-30", and is seen with a Butler Creek folding stock. It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Though partway though the helicopter sequence, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini-30. Several snipers use them with laser sights as late as the final chapter.
Colt Model 933
An Colt Model 933 assault rifle with optional red dot sight was added in the multiplayer DLC pack Local Justice. Notably, it has the carry handle removed and no rear sight installed (even when the red dot is not being used), which would make aiming very difficult.
Snipers use Barrett M107 anti-materiel rifles to ambush a deal in the soccer stadium in the third chapter. Max takes a round to the shoulder from one, but thanks to the magic of video games Passos is able to patch him up with just some bandages and a bottle of painkillers. Max uses an M107 later in the chapter to cover Passos and the rifle is seen used by snipers several times, including by Passos himself.
Heckler & Koch G3SG/1
A scoped Heckler & Koch G3SG/1 appears as the FMP G3S. The lack of cheek rest on the stock indicates that it's a scoped G3 instead of a G3SG/1 or MSG90.
The 7.62mm version of Brazil's new service rifle in its sniper configuration with unlockable scope. Added in the Hostage Negotiation DLC pack.
M24 Sniper Weapon System
The M24 with an unlockable silencer. Added in the Hostage Negotiation DLC pack.
With both machine guns, the reload animations show Max mounting a new drum/belt box and pulling the charging handle, but do not have a stage showing him mounting the new belt, which is simply shown in the mounted position on the drum/belt box model itself as it is inserted.
Heckler & Koch HK21
The Heckler & Koch HK21 with the bipod is seen several times as the LMG .30. In a speedboat chase it is used with a belt box and has unlimited ammo, while later levels have it with an RPD-style 100-round drum and limited ammunition, usually only having at time about 33 rounds left in the magazine even if the enemy holding the weapon is killed before using it once. Several times, heavily armored enemies are encountered wielding the HK21, holding it by the stock and somehow firing it.
The RPD with the bipod removed appears in the game starting in Chapter 12. The 100-round drum only holds 75 rounds on the normal version of the weapon, though the "gold" version has the correct capacity.
DefTech 37mm Launcher
The DefTech 37mm Launcher appears as the Rotary Grenade Launcher with a 6-round cylinder, available in a few levels. It is most prominently given to Max in the final chase sequence with 100 rounds of ammunition. As with the grenades shown in the game, rounds from this weapon have a flashing light added to make them easier to see, and can be shot down with gunfire. Getting dropped into last stand with this weapon is a death sentence due to the slow projectile velocity.
The M72A2 LAW appears as the LAW and is used in Chapter 13 to destroy an armored UFE truck. It is correctly depicted as a single shot weapon, but an NPC gangster using one is accidentally holding an invisible RPG foregrip (Max and all others use it correctly).
The RPG-7 appears as the RPG. The weapon is used by enemies in singleplayer, but can never be picked up.
In several points in the game, the player comes across several cabinets and lockers of unusable firearms. Some that appear are the Mossberg 590 with wooden furniture, Ruger Mini-14 GB with wooden stock and an MP5A3.
- Max Payne - The film, based loosely on the videogame series.