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Difference between revisions of "Max Payne 3"
Pyr0m4n14c (talk | contribs) |
PyramidHead (talk | contribs) (I have a mod menu that lets me spawn multiplayer weapons in singleplayer. Will be updating the page accordingly.) |
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{{Infobox Video Game|{{PAGENAME}} | {{Infobox Video Game|{{PAGENAME}} | ||
− | |name = Max Payne 3 | + | |name = ''Max Payne 3'' |
|picture = Mp3cover1.jpg | |picture = Mp3cover1.jpg | ||
|caption = ''Offical Boxart'' | |caption = ''Offical Boxart'' | ||
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|date= 2012 | |date= 2012 | ||
|developer=Rockstar Studios | |developer=Rockstar Studios | ||
− | |platforms=Xbox 360<br> | + | |platforms=Xbox 360<br>PlayStation 3<br>PC |
|publisher=Rockstar Games | |publisher=Rockstar Games | ||
|genre=Third-Person Shooter | |genre=Third-Person Shooter | ||
}} | }} | ||
− | '''''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 | + | |
+ | '''''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 nine 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. | ||
{{VG Title}} | {{VG Title}} | ||
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=Overview= | =Overview= | ||
− | ''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; if a two-handed firearm is | + | ''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; if a two-handed firearm is currently in the inventory, Max will have to drop it in order to dual-wield. 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. This is also in contrast to the previous games, where weapons rarely shared ammunition with one another. |
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. | 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. | ||
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=Handguns= | =Handguns= | ||
==Colt M1911A1== | ==Colt M1911A1== | ||
− | The [[Colt M1911A1]] (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New | + | The [[Colt M1911A1]] (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New Jersey flashback levels, where it is widely used by mobsters. It is also apparently the standard sidearm of the UFE. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the [[Taurus PT92]] below. Its presence in the Brazil chapters may represent various IMBEL or Taurus-made M1911 variants. |
[[file:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | [[file:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | ||
− | [[file:MaxPayne3 colt 1911 viu.jpg|thumb|none|600px|Max skulks around | + | [[file:MaxPayne3 colt 1911 viu.jpg|thumb|none|600px|Max skulks around Hoboken with his M1911; note the uncocked hammer.]] |
[[file:MaxPayne3 colt 1911 1.jpg|thumb|none|600px|He then proceeds interrogate another M1911 dropped by a dead goon.]] | [[file:MaxPayne3 colt 1911 1.jpg|thumb|none|600px|He then proceeds interrogate another M1911 dropped by a dead goon.]] | ||
− | [[file:MaxPayne3 colt 1911 2.jpg|thumb|none|600px|A pair of | + | [[file:MaxPayne3 colt 1911 2.jpg|thumb|none|600px|A pair of M1911s in the weapon menu.]] |
[[File:GoldM1911Airsoft.jpg|thumb|none|350px|Gold tone replica of an M1911A1 - (fake) .45 ACP]] | [[File:GoldM1911Airsoft.jpg|thumb|none|350px|Gold tone replica of an M1911A1 - (fake) .45 ACP]] | ||
− | [[file:MaxPayne3 colt 1911 gold viu.jpg|thumb|none|600px|Having collected all the parts, Max takes his single Golden | + | [[file:MaxPayne3 colt 1911 gold viu.jpg|thumb|none|600px|Having collected all the parts, Max takes his single Golden M1911 for a stroll through the UFE station.]] |
[[file:MaxPayne3 colt 1911 3.jpg|thumb|none|600px|Back in the past, Max ducks behind a car to show everyone at home his pair of pimp guns.]] | [[file:MaxPayne3 colt 1911 3.jpg|thumb|none|600px|Back in the past, Max ducks behind a car to show everyone at home his pair of pimp guns.]] | ||
==Glock 17/18C== | ==Glock 17/18C== | ||
− | Third-generation full-auto [[Glock 17]]s are available in several levels as the "Auto 9mm", with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, as it only appears visible when looking from below the gun. The Auto 9mm comes with [[Glock 18C]]-style compensator ports on the top, which are of a different pattern from the 17C. It is not an 18C however, as there is no fire-selector switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds; when upgraded, it will have a capacity of 42 rounds. The Glock 17 has the same damage of that as the PT92 but offers faster rate of fire and magazine size. Depending on the player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. The weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes despite lacking a selector | + | Third-generation full-auto [[Glock 17]]s are available in several levels as the "Auto 9mm", with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, as it only appears visible when looking from below the gun. The Auto 9mm comes with [[Glock 18C]]-style compensator ports on the top, which are of a different pattern from the 17C. It is not an 18C however, as there is no fire-selector switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds; when upgraded, it will have a capacity of 42 rounds. The Glock 17 has the same damage of that as the PT92 but offers faster rate of fire and magazine size. Depending on the player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. The weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes despite lacking a selector switch. |
[[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (3rd Generation) - 9x19mm Parabellum]] | [[File:Glock173rdGen.jpg|thumb|none|350px|Glock 17 (3rd Generation) - 9x19mm Parabellum]] | ||
[[File:Glock_18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]] | [[File:Glock_18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm Parabellum]] | ||
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==IMI/Magnum Research Desert Eagle== | ==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 with a lack of scope mounts but a Mark XIX's taller slide 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. | + | 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 with a lack of scope mounts but a Mark XIX's taller slide 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. |
[[file:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Desert Eagle Mark VII with nickel finish - .44 Magnum]] | [[file:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Desert Eagle Mark VII with nickel finish - .44 Magnum]] | ||
[[File:DesertEagle50AE.jpg|thumb|350px|none|Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | [[File:DesertEagle50AE.jpg|thumb|350px|none|Desert Eagle Mark XIX with brushed chrome finish - .50 AE]] | ||
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[[file:MaxPayne3 model 20 gold viu.jpg|thumb|none|600px|If that wasn't enough, it even comes in a gold flavor complete with golden grips.]] | [[file:MaxPayne3 model 20 gold viu.jpg|thumb|none|600px|If that wasn't enough, it even comes in a gold flavor complete with golden grips.]] | ||
[[file:MaxPayne3 Smith and Wesson Model 10 1.jpg|thumb|none|600px|Max aims at a Model 20 dropped on the floor, asking it what it knows.]] | [[file:MaxPayne3 Smith and Wesson Model 10 1.jpg|thumb|none|600px|Max aims at a Model 20 dropped on the floor, asking it what it knows.]] | ||
− | [[file:MaxPayne3 Smith and Wesson Model 10 2.jpg|thumb|none|600px|The | + | [[file:MaxPayne3 Smith and Wesson Model 10 2.jpg|thumb|none|600px|The .38 Revolver in the in-game weapon wheel. Yes, all the screencaps are in Polish; don't question it.]] |
[[file:MaxPayne3 Smith and Wesson Model 10 3.jpg|thumb|none|600px|Max chases after some gang members with his golden Model 20.]] | [[file:MaxPayne3 Smith and Wesson Model 10 3.jpg|thumb|none|600px|Max chases after some gang members with his golden Model 20.]] | ||
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[[File:MaxPayne3 Taurus Model 608 2.jpg|thumb|none|600px|The 608 in the weapon wheel.]] | [[File:MaxPayne3 Taurus Model 608 2.jpg|thumb|none|600px|The 608 in the weapon wheel.]] | ||
[[File:MaxPayne3 taurus gold.jpg|thumb|none|600px|Max ducks for cover with his shiny revolver.]] | [[File:MaxPayne3 taurus gold.jpg|thumb|none|600px|Max ducks for cover with his shiny revolver.]] | ||
− | [[File:MP3 Model 608 dropped.jpg|thumb|none|600px|An AUF | + | [[File:MP3 Model 608 dropped.jpg|thumb|none|600px|An AUF militiaman drops his revolver during a killshot cam, giving a nice view of the front.]] |
==Taurus PT92AF== | ==Taurus PT92AF== | ||
− | Standing in for Max's signature [[Beretta 92FS]] sidearm is its Brazilian cousin, the [[Taurus PT92AF]], where it appears under the correct moniker of "PT92". The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. The weapon can be found with a light, although it's tacked onto the frame due to said lack of a rail. The light - similarly to ''[[Battlefield 3]]'' - can blind enemies when aimed at them. The PT92 is one of the more common pistols in the game, second to the [[Glock 17]] for highest handgun magazine capacity and | + | Standing in for Max's signature [[Beretta 92FS]] sidearm is its Brazilian cousin, the [[Taurus PT92AF]], where it appears under the correct moniker of "PT92". The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. It is widely used by most of the enemy factions Max encounters throughout Brazil. The weapon can be found with a light, although it's tacked onto the frame due to said lack of a rail. The light - similarly to ''[[Battlefield 3]]'' - can blind enemies when aimed at them. The PT92 is one of the more common pistols in the game, second to the [[Glock 17]] for highest handgun magazine capacity and 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. After Max discards the suppressor, the tape remains wrapped around the gun. For whatever reason, this particular Taurus holds 16 rounds, whereas every other one in the game holds an appropriate 15. |
[[file:PT92AFRail.jpg|thumb|none|350px|Taurus PT92AF - 9x19mm Parabellum]] | [[file:PT92AFRail.jpg|thumb|none|350px|Taurus PT92AF - 9x19mm Parabellum]] | ||
[[file:MaxPayne3 2012-06-14 20-15-29-64.jpg|thumb|none|600px|Max takes his 92FS' Brazilian cousin for a spin at the Branco HQ.]] | [[file:MaxPayne3 2012-06-14 20-15-29-64.jpg|thumb|none|600px|Max takes his 92FS' Brazilian cousin for a spin at the Branco HQ.]] | ||
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[[file:MaxPayne3 taurus PT92 2.jpg|thumb|none|600px|The pair of PT92s in the in-game weapon wheel.]] | [[file:MaxPayne3 taurus PT92 2.jpg|thumb|none|600px|The pair of PT92s in the in-game weapon wheel.]] | ||
[[file:MaxPayne3 taurus PT92 3.jpg|thumb|none|600px|Max takes a pair of golden PT92s while chasing after Rodrigo Branco's kidnappers.]] | [[file:MaxPayne3 taurus PT92 3.jpg|thumb|none|600px|Max takes a pair of golden PT92s while chasing after Rodrigo Branco's kidnappers.]] | ||
− | [[file:MaxPayne3 PT92 sd lighter.jpg|thumb|none|600px|Out | + | [[file:MaxPayne3 PT92 sd lighter.jpg|thumb|none|600px|Out on the Tietê River on a rescue mission, Max brings his glittery stealth Taurus.]] |
[[File:MP3 PT92 empty.jpg|thumb|none|600px|Max holds an empty Taurus while watching UFE thugs. Due to certain cutscenes being rendered in real time, Max will be depicted with whichever secondary he was last using and if it was empty or not. This leads to some funny encounters like...]] | [[File:MP3 PT92 empty.jpg|thumb|none|600px|Max holds an empty Taurus while watching UFE thugs. Due to certain cutscenes being rendered in real time, Max will be depicted with whichever secondary he was last using and if it was empty or not. This leads to some funny encounters like...]] | ||
[[File:Maxpayne3emptytaurus2.jpg|thumb|none|600px|...Max threatening a corrupt doctor with an empty weapon.]] | [[File:Maxpayne3emptytaurus2.jpg|thumb|none|600px|...Max threatening a corrupt doctor with an empty weapon.]] | ||
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The [[Heckler & Koch MP5/40]] appears as the "MPK" in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the ''front'' of the magazine well. By default, the MP5 has an incorrectly low capacity of 20 rounds, but the gold version has the proper 30. | The [[Heckler & Koch MP5/40]] appears as the "MPK" in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the ''front'' of the magazine well. By default, the MP5 has an incorrectly low capacity of 20 rounds, but the gold version has the proper 30. | ||
[[File:MP540.jpg|thumb|none|450px|Heckler & Koch MP5/40 - .40 S&W]] | [[File:MP540.jpg|thumb|none|450px|Heckler & Koch MP5/40 - .40 S&W]] | ||
− | [[file:MaxPayne3 mp5-40 viu.jpg|thumb|none|600px|Max takes a purloined MP5 for a spin at the abandoned hotel; just barely visible is the magazine release in front of the mag, a design choice that would be very flawed in reality since holding the handguard could lead to accidental mag | + | [[file:MaxPayne3 mp5-40 viu.jpg|thumb|none|600px|Max takes a purloined MP5 for a spin at the abandoned hotel; just barely visible is the magazine release in front of the mag, a design choice that would be very flawed in reality since holding the handguard could lead to accidental mag release. The gun also lacks all its fire selector markings.]] |
[[file:MaxPayne3 mp5-40 gold viu.jpg|thumb|none|600px|Back in the past, Max takes his golden MP5 on a trip around NJ's criminal underbelly.]] | [[file:MaxPayne3 mp5-40 gold viu.jpg|thumb|none|600px|Back in the past, Max takes his golden MP5 on a trip around NJ's criminal underbelly.]] | ||
− | [[file:MaxPayne3 mp5-40 scope viu.jpg|thumb|none|600px|Over in Panama, Max checks out a MP5 with an Aimpoint CompM2 red dot sight; attachments like this appear randomly with enemies, with certain stat benefits like increased accuracy in the case of the sight.]] | + | [[file:MaxPayne3 mp5-40 scope viu.jpg|thumb|none|600px|Over in Panama, Max checks out a MP5 with an Aimpoint CompM2 red dot sight; attachments like this appear randomly with enemies, with certain stat benefits like increased accuracy and the ability to fire in first-person in the case of the sight.]] |
[[file:MaxPayne3 mp5-40 scope gold viu.jpg|thumb|none|600px|To round the group off, the gold plated MP5 complete with a gold CompM2 red dot sight.]] | [[file:MaxPayne3 mp5-40 scope gold viu.jpg|thumb|none|600px|To round the group off, the gold plated MP5 complete with a gold CompM2 red dot sight.]] | ||
[[file:MaxPayne3 mp5-10 1.jpg|thumb|none|600px|Max menaces a dropped MP5 with his Uzi.]] | [[file:MaxPayne3 mp5-10 1.jpg|thumb|none|600px|Max menaces a dropped MP5 with his Uzi.]] | ||
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==IMI Mini/Micro Uzi Hybrid== | ==IMI Mini/Micro Uzi Hybrid== | ||
A strange [[IMI Uzi]] hybrid is available throughout the game as the "Micro 9mm", starting from the second chapter. It appears to be a [[Mini Uzi]] with the folding stock removed and the whole thing shrunk down to [[Micro Uzi]] size. | A strange [[IMI Uzi]] hybrid is available throughout the game as the "Micro 9mm", starting from the second chapter. It appears to be a [[Mini Uzi]] with the folding stock removed and the whole thing shrunk down to [[Micro Uzi]] size. | ||
− | [[File:MiniUzi_01.jpg|thumb|none| | + | [[File:MiniUzi_01.jpg|thumb|none|400px|IMI Mini Uzi - 9x19mm Parabellum]] |
− | [[file:MicroUziPistolStock.jpg|thumb|none| | + | [[file:MicroUziPistolStock.jpg|thumb|none|400px|IMI Micro Uzi - 9x19mm Parabellum]] |
[[file:MaxPayne3 2012-06-14 20-39-14-76.jpg|thumb|none|600px|Max takes his adorably tiny Mini Uzi for a trip to the club. Its depiction as closed-bolt would be wrong for a Mini Uzi, but correct for a Micro.]] | [[file:MaxPayne3 2012-06-14 20-39-14-76.jpg|thumb|none|600px|Max takes his adorably tiny Mini Uzi for a trip to the club. Its depiction as closed-bolt would be wrong for a Mini Uzi, but correct for a Micro.]] | ||
[[file:MaxPayne3 mini uzi gold viu.jpg|thumb|none|600px|And yes, it does come in a gaudy gold version as seen here.]] | [[file:MaxPayne3 mini uzi gold viu.jpg|thumb|none|600px|And yes, it does come in a gaudy gold version as seen here.]] | ||
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==Ingram MAC-10== | ==Ingram MAC-10== | ||
− | The [[Ingram MAC-10]] appears as the "M10", commonly used by mob hitmen in the | + | The [[Ingram MAC-10]] appears as the "M10", commonly used by mob hitmen in the New Jersey flashbacks. |
− | [[file:IngramMAC10.jpg|thumb|none| | + | [[file:IngramMAC10.jpg|thumb|none|400px|MAC-10 - 9x19mm Parabellum]] |
[[file:MaxPayne3 mac10 viu.jpg|thumb|none|600px|Having angered every mob goon in New Jersey, Max grabs a stolen MAC to make his escape.]] | [[file:MaxPayne3 mac10 viu.jpg|thumb|none|600px|Having angered every mob goon in New Jersey, Max grabs a stolen MAC to make his escape.]] | ||
[[file:MaxPayne3 mac10 gold viu.jpg|thumb|none|600px|Later on, he finds the shiny gold version.]] | [[file:MaxPayne3 mac10 gold viu.jpg|thumb|none|600px|Later on, he finds the shiny gold version.]] | ||
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==Taurus M972== | ==Taurus M972== | ||
− | The [[Taurus M972]] is featured as the "M972". The in-game weapon has been shortened and the folding stock and foregrip removed to facilitate storage in Max's shoulder holsters. It's found relatively uncommon | + | The [[Taurus M972]] is featured as the "M972". The in-game weapon has been shortened and the folding stock and foregrip removed to facilitate storage in Max's shoulder holsters. It's found relatively uncommon throughout the game, first in the favela levels. |
[[File:Taurus M972.jpg|thumb|none|450px|Taurus M972 - 9x19mm Parabellum]] | [[File:Taurus M972.jpg|thumb|none|450px|Taurus M972 - 9x19mm Parabellum]] | ||
[[file:MaxPayne3 2012-06-15 22-09-46-50.jpg|thumb|none|600px|Max walks through the favela with his shortie M972.]] | [[file:MaxPayne3 2012-06-15 22-09-46-50.jpg|thumb|none|600px|Max walks through the favela with his shortie M972.]] | ||
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[[file:MaxPayne3 m972 3.jpg|thumb|none|600px|Max ducks for cover, revealing that the gun is sadly rendered as closed bolt.]] | [[file:MaxPayne3 m972 3.jpg|thumb|none|600px|Max ducks for cover, revealing that the gun is sadly rendered as closed bolt.]] | ||
[[file:MaxPayne3 m972 4.jpg|thumb|none|600px|A Taurus on a table with some booze and an ashtray.]] | [[file:MaxPayne3 m972 4.jpg|thumb|none|600px|A Taurus on a table with some booze and an ashtray.]] | ||
− | [[file:MaxPayne3 m972 5.jpg|thumb|none|600px|Outrunning both local favela gangs as well as the UFE, Max opts for his shiny Taurus as his defensive weapon | + | [[file:MaxPayne3 m972 5.jpg|thumb|none|600px|Outrunning both local favela gangs as well as the UFE, Max opts for his shiny Taurus as his defensive weapon.]] |
==Taurus MT-40== | ==Taurus MT-40== | ||
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=Shotguns= | =Shotguns= | ||
==Benelli M4 Super 90== | ==Benelli M4 Super 90== | ||
− | A [[Benelli M4 Super 90]] is available throughout the game as the "M4 Super 90". It is shown with a | + | A [[Benelli M4 Super 90]] is available throughout the game as the "M4 Super 90", used by almost every enemy faction. It is shown with a four-shot tube magazine, even for the "gold" version which has a capacity of seven rounds. |
− | [[file:Benelli_m4_2.jpg|thumb|none|450px|Benelli M4 Super 90 with | + | [[file:Benelli_m4_2.jpg|thumb|none|450px|Benelli M4 Super 90 with four-shot tube - 12 gauge]] |
[[file:MaxPayne3 2012-06-14 21-09-55-61.jpg|thumb|none|600px|Max sweeps the stadium with his M4 Super 90.]] | [[file:MaxPayne3 2012-06-14 21-09-55-61.jpg|thumb|none|600px|Max sweeps the stadium with his M4 Super 90.]] | ||
[[file:MaxPayne3 m4 super 90 gold viu.jpg|thumb|none|600px|Future Max sweeps the police station instead, with the golden Super 90.]] | [[file:MaxPayne3 m4 super 90 gold viu.jpg|thumb|none|600px|Future Max sweeps the police station instead, with the golden Super 90.]] | ||
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==Franchi SPAS-15== | ==Franchi SPAS-15== | ||
− | The [[Franchi SPAS-15]] appears in the game as a high-level shotgun, first used by a mob hitman in the New | + | The [[Franchi SPAS-15]] appears in the game as a high-level shotgun, first used by a mob hitman in the New Jersey 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. |
[[file:Franchi SPAS-15 fixed.jpg|thumb|450px|none|Franchi SPAS-15 - 12 gauge]] | [[file:Franchi SPAS-15 fixed.jpg|thumb|450px|none|Franchi SPAS-15 - 12 gauge]] | ||
[[file:MaxPayne3 2012-06-15 22-01-25-75.jpg|thumb|none|600px|Max plays around with the formerly mafia SPAS-15.]] | [[file:MaxPayne3 2012-06-15 22-01-25-75.jpg|thumb|none|600px|Max plays around with the formerly mafia SPAS-15.]] | ||
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=="Hammerhead"== | =="Hammerhead"== | ||
− | The "Hammerhead" shotgun was added in the ''Disorderly Conduct'' DLC, and is only available in multiplayer; it appears to be a rather odd hybrid of the [[Pancor Jackhammer]] and the [[Daewoo USAS-12]]. | + | The "Hammerhead" shotgun was added in the ''Disorderly Conduct'' DLC, and is only available in multiplayer; it appears to be a rather odd hybrid of the [[Pancor Jackhammer]] and the [[Daewoo USAS-12]]. It holds 20 rounds in a drum magazine, the highest of the shotguns, and has the highest effective range in its class. |
[[File:Jackhammerprototype.jpg|thumb|none|450px|Pancor Jackhammer (toolroom prototype) - 12 gauge]] | [[File:Jackhammerprototype.jpg|thumb|none|450px|Pancor Jackhammer (toolroom prototype) - 12 gauge]] | ||
[[File:Usas-12.jpg|thumb|none|450px|Daewoo USAS-12 CQ with 20-round drum - 12 gauge]] | [[File:Usas-12.jpg|thumb|none|450px|Daewoo USAS-12 CQ with 20-round drum - 12 gauge]] | ||
[[File:MP3 Disorderly Conduct.jpg|thumb|none|600px|The "G9 Grenade Launcher" and "Hammerhead" (below).]] | [[File:MP3 Disorderly Conduct.jpg|thumb|none|600px|The "G9 Grenade Launcher" and "Hammerhead" (below).]] | ||
+ | [[file:Max Payne 3 Hammerhead 1.jpeg|thumb|none|600px|Thanks to the magic of PC trainers, Max acquires a mutant shotgun of his own.]] | ||
+ | [[File:Max Payne 3 Hammerhead 2.jpeg|thumb|none|600px|Soon after, the dropped Hammerhead is interrogated to find out just what parts it was cobbled together from.]] | ||
+ | [[File:Max Payne 3 Hammerhead 3.jpeg|thumb|none|600px|The weapon wheel icon, a bit shorter than the real thing.]] | ||
+ | [[File:Max Payne 3 Hammerhead 4.jpeg|thumb|none|600px|Max prepares his modern blunderbuss to clear the superyacht of pirates.]] | ||
==Mossberg 590== | ==Mossberg 590== | ||
− | The "M500" in the game is actually a [[Mossberg 590]] that also apparently wants to be a folding-stocked [[Remington 870]]. It is seen with an 870-style folding stock rather awkwardly tacked on to the gun's receiver, as well as a wooden pump handle and pistol grip (which appear to be slightly warped versions of the Mossberg's and Remington's, respectively). Seen mostly by | + | The "M500" in the game is actually a [[Mossberg 590]] that also apparently wants to be a folding-stocked [[Remington 870]]. It is seen with an 870-style folding stock rather awkwardly tacked on to the gun's receiver, as well as a wooden pump handle and pistol grip (which appear to be slightly warped versions of the Mossberg's and Remington's, respectively). Seen used mostly by lower tier gang member enemies early in the game, this shotgun has the highest damage of its class, while sacrificing its accuracy at even mid-range distances. |
[[File:Moss590M4.jpg|thumb|none|450px|Mossberg 590 with heat shield, extended magazine, and M4 stock - 12 gauge]] | [[File:Moss590M4.jpg|thumb|none|450px|Mossberg 590 with heat shield, extended magazine, and M4 stock - 12 gauge]] | ||
[[Image:Remington870LONGFolder.jpg|thumb|450px|none|Remington 870 Police Folder with extended magazine tube - 12 gauge]] | [[Image:Remington870LONGFolder.jpg|thumb|450px|none|Remington 870 Police Folder with extended magazine tube - 12 gauge]] | ||
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[[file:MaxPayne3 M500 3.jpg|thumb|none|600px|Not letting that stop him from attacking angry gang members, he takes cover with his shiny Mossberg.]] | [[file:MaxPayne3 M500 3.jpg|thumb|none|600px|Not letting that stop him from attacking angry gang members, he takes cover with his shiny Mossberg.]] | ||
− | ==Sawed | + | ==Sawed-Off Double Barreled Shotgun== |
− | A [[Sawed Off | + | A [[Sawed-Off Double Barreled Shotgun]] appears only in Chapter 7 in the story, 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. In the Social Club and multiplayer, it is depicted in menus as having exposed hammers, but is hammerless in-game. |
[[Image:FuryRoadSarasqueta.jpg|thumb|none|450px|Screen-used Victor Sarasqueta sawed-off shotgun from ''[[Mad Max: Fury Road]]'' - 12 gauge]] | [[Image:FuryRoadSarasqueta.jpg|thumb|none|450px|Screen-used Victor Sarasqueta sawed-off shotgun from ''[[Mad Max: Fury Road]]'' - 12 gauge]] | ||
− | [[file:MaxPayne3 2012-06-15 21-10-03-69.jpg|thumb|none|600px|Max rips up the bar with his sawn off shotgun.]] | + | [[file:MaxPayne3 2012-06-15 21-10-03-69.jpg|thumb|none|600px|Max rips up the bar with his sawn-off shotgun.]] |
[[file:MaxPayne3 sawed off gold viu.jpg|thumb|none|600px|And yes, there is a golden version of it.]] | [[file:MaxPayne3 sawed off gold viu.jpg|thumb|none|600px|And yes, there is a golden version of it.]] | ||
− | [[file:MaxPayne3 sawed off 1.jpg|thumb|none|600px|Staring down at a discarded sawn off.]] | + | [[file:MaxPayne3 sawed off 1.jpg|thumb|none|600px|Staring down at a discarded sawn-off.]] |
[[file:MaxPayne3 sawed off 2.jpg|thumb|none|600px|Max ducks for cover with his boomstick.]] | [[file:MaxPayne3 sawed off 2.jpg|thumb|none|600px|Max ducks for cover with his boomstick.]] | ||
==Winchester Super X3 Coyote== | ==Winchester Super X3 Coyote== | ||
− | + | The [[Winchester Super X3|Winchester Super X3 Coyote]] appears in-game as the "Super Sport" and boasts the highest rate of fire in its class. It only appears wielded by the Crachá Preto in Chapter 12. | |
[[file:X3 Coyote.jpeg|thumb|450px|none|Winchester Super X3 Coyote - 12 gauge]] | [[file:X3 Coyote.jpeg|thumb|450px|none|Winchester Super X3 Coyote - 12 gauge]] | ||
[[file:MaxPayne3 2012-06-17 15-05-59-18.jpg|thumb|none|600px|Max sweeps the hotel with his X3.]] | [[file:MaxPayne3 2012-06-17 15-05-59-18.jpg|thumb|none|600px|Max sweeps the hotel with his X3.]] | ||
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=Rifles= | =Rifles= | ||
==AK Hybrid== | ==AK Hybrid== | ||
− | This hybrid of AK models is available all throughout Brazil, simply known as the "AK-47". It commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The rifle consists of a [[Norinco Type 56]] stamped receiver, but has an unhooded front sight, the straight stock of an [[AKM]], and the ported gas tube of a Type 1 [[AK-47]]. The AK is first found in the burnt out apartment building next to Max's apartment in the | + | This hybrid of AK models is available all throughout Brazil and the first New Jersey flashback, simply known as the "AK-47". It commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The rifle consists of a [[Norinco Type 56]] stamped receiver, but has an unhooded front sight, the straight stock of an [[AKM]], and the ported gas tube of a Type 1 [[AK-47]]. The AK is first found in the burnt-out apartment building next to Max's apartment in Chapter 4 and is used by mobsters throughout the level. It is also a starting weapon in the multiplayer mode. |
[[File:Type56Standard.jpg|thumb|none|450px|Norinco Type 56 - 7.62x39mm]] | [[File:Type56Standard.jpg|thumb|none|450px|Norinco Type 56 - 7.62x39mm]] | ||
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]] | [[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]] | ||
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==Colt Model 933== | ==Colt Model 933== | ||
− | A [[Colt Model 933]] with an optional red dot sight was added in the multiplayer DLC pack ''Local Justice'', incorrectly named the "[[ | + | A [[Colt Model 933]] with an optional red dot sight was added in the multiplayer DLC pack ''Local Justice'', incorrectly named the "[[M4A1|M4 Assault]]". 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. |
[[Image:ColtM4commando.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]] | [[Image:ColtM4commando.jpg|thumb|none|450px|Colt Model 933 - 5.56x45mm NATO]] | ||
− | [[file:MP3_M4.jpg|thumb|none|600px|A | + | [[file:MP3_M4.jpg|thumb|none|600px|A São Paulo Police Officer fires his flat-topped "M4" in multiplayer.]] |
[[file:Mp3m42.jpg|thumb|none|600px|A multiplayer character walks with his flat top 933.]] | [[file:Mp3m42.jpg|thumb|none|600px|A multiplayer character walks with his flat top 933.]] | ||
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The UFE paramilitary unit use the [[Heckler & Koch G36V]] which is called the "G6 Commando" in-game. The carry handle is modelled far too low, and the handguard appears to have been based on the one for use with the [[AG36]] grenade launcher; the fire selector also has a completely incorrect design. It also has a strange semi-solid stock and short barrel. The golden upgrade has a Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with normal mags as well as the Beta C. | The UFE paramilitary unit use the [[Heckler & Koch G36V]] which is called the "G6 Commando" in-game. The carry handle is modelled far too low, and the handguard appears to have been based on the one for use with the [[AG36]] grenade launcher; the fire selector also has a completely incorrect design. It also has a strange semi-solid stock and short barrel. The golden upgrade has a Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with normal mags as well as the Beta C. | ||
[[file:G36.jpg|thumb|450px|none|Heckler & Koch G36V with export optical sight - 5.56x45mm NATO]] | [[file:G36.jpg|thumb|450px|none|Heckler & Koch G36V with export optical sight - 5.56x45mm NATO]] | ||
− | [[File:HK_G36_with_AG36.jpg|thumb|none|450px|Heckler & Koch G36 with AG36 grenade launcher - 5.56x45mm NATO | + | [[File:HK_G36_with_AG36.jpg|thumb|none|450px|Heckler & Koch G36 with AG36 grenade launcher - 5.56x45mm NATO/40x46mm grenade]] |
[[file:MaxPayne3 2012-06-15 22-05-17-79.jpg|thumb|none|600px|Max takes a former UFE G36 for a spin in the favela; note the completely wrong design of the selector switch which is also set to semi-auto. The rounds visible in the clear window on the magazine (which is also incorrect, as the entire magazine should be translucent) never deplete.]] | [[file:MaxPayne3 2012-06-15 22-05-17-79.jpg|thumb|none|600px|Max takes a former UFE G36 for a spin in the favela; note the completely wrong design of the selector switch which is also set to semi-auto. The rounds visible in the clear window on the magazine (which is also incorrect, as the entire magazine should be translucent) never deplete.]] | ||
[[file:MaxPayne3 fx-05 gold viu.jpg|thumb|none|600px|Later on in the UFE station, Max finds a golden one fitted with a Beta C mag and a laser sight.]] | [[file:MaxPayne3 fx-05 gold viu.jpg|thumb|none|600px|Later on in the UFE station, Max finds a golden one fitted with a Beta C mag and a laser sight.]] | ||
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==IMI Galil ARM== | ==IMI Galil ARM== | ||
− | The [[IMI Galil ARM]] was added in the ''Painful Memories'' DLC pack, oddly named the "IMG 5.56". It is incorrectly depicted as firing in | + | The [[IMI Galil ARM]] was added in the ''Painful Memories'' DLC pack, oddly named the "IMG 5.56". It is incorrectly depicted as firing in three-round bursts. |
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]] | [[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]] | ||
[[file:Mp3arm.jpg|thumb|none|600px]] | [[file:Mp3arm.jpg|thumb|none|600px]] | ||
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==L1A1 SLR== | ==L1A1 SLR== | ||
− | The [[L1A1 SLR]] appears as the "FAL" and is commonly used by Brazilian gangsters, paramilitary units and police; given the location, it is probably supposed to be the IMBEL-manufactured M964 version, but has several features distinctive of the L1A1, namely the front sight, two-hole handguard, and a shortened version of the flash hider. However, it fires full-auto in the game and has the charging handle and magazine release from a standard FAL. Due to ammunition being mainly sorted by weapon type, it shares ammo with the game's 5.56x45mm and 7.62x39mm assault rifles. It is loaded with a 20-round magazine; this does not change on the gold version, despite the capacity increasing to 30 rounds. | + | The [[L1A1 SLR]] appears as the "FAL" and is commonly used by Brazilian gangsters, paramilitary units, and police; given the location, it is probably supposed to be the IMBEL-manufactured M964 version, but has several features distinctive of the L1A1, namely the front sight, two-hole handguard, and a shortened version of the flash hider. However, it fires full-auto in the game and has the charging handle and magazine release from a standard FAL. Due to ammunition being mainly sorted by weapon type, it shares ammo with the game's 5.56x45mm and 7.62x39mm assault rifles. It is loaded with a 20-round magazine; this does not change on the gold version, despite the capacity increasing to 30 rounds. |
[[Image:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]] | [[Image:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]] | ||
[[file:MaxPayne3 2012-06-15 19-08-08-53.jpg|thumb|none|600px|Max aims a borrowed L1A1.]] | [[file:MaxPayne3 2012-06-15 19-08-08-53.jpg|thumb|none|600px|Max aims a borrowed L1A1.]] | ||
[[file:MaxPayne3 fal gold viu.jpg|thumb|none|600px|Panama Max aims the gold version, revealing the lack of a larger magazine release of the L1A1.]] | [[file:MaxPayne3 fal gold viu.jpg|thumb|none|600px|Panama Max aims the gold version, revealing the lack of a larger magazine release of the L1A1.]] | ||
− | [[file:MaxPayne3 2012-06-15 19-14-54-31.jpg|thumb|none|600px|Back | + | [[file:MaxPayne3 2012-06-15 19-14-54-31.jpg|thumb|none|600px|Back in the jungle, Max aims an L1A1 fitted with a teeny tiny red dot sight.]] |
[[file:MaxPayne3 fal scope gold viu.jpg|thumb|none|600px|Before finding one with a fancy gold finish.]] | [[file:MaxPayne3 fal scope gold viu.jpg|thumb|none|600px|Before finding one with a fancy gold finish.]] | ||
[[file:MaxPayne3 fal 2.jpg|thumb|none|600px|The L1A1 in the weapon wheel.]] | [[file:MaxPayne3 fal 2.jpg|thumb|none|600px|The L1A1 in the weapon wheel.]] | ||
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==Ruger Mini Thirty== | ==Ruger Mini Thirty== | ||
− | The [[Ruger Mini Thirty]] makes its video-game debut as simply the "Mini-30", and is fitted 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. | + | The [[Ruger Mini Thirty]] makes its video-game debut as simply the "Mini-30", and is fitted with a Butler Creek folding stock (oddly enough, the Social Club image for the weapon depicts it with a solid stock). It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Partway through the helicopter sequence in Chapter 2, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini Thirty. Several snipers use them with laser sights as late as the final chapter. |
[[File:RugerMini30NewSS.jpg|thumb|none|450px|Stainless Ruger Mini Thirty - 7.62x39mm]] | [[File:RugerMini30NewSS.jpg|thumb|none|450px|Stainless Ruger Mini Thirty - 7.62x39mm]] | ||
[[File:Ruger Mini-14 Custom de.wiki.jpg|thumb|450px|none|Ruger Mini-14 with aftermarket folding stock, sniper scope, and muzzle brake - 5.56x45mm NATO]] | [[File:Ruger Mini-14 Custom de.wiki.jpg|thumb|450px|none|Ruger Mini-14 with aftermarket folding stock, sniper scope, and muzzle brake - 5.56x45mm NATO]] | ||
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=Sniper Rifles= | =Sniper Rifles= | ||
==Barrett M107== | ==Barrett M107== | ||
− | Snipers use [[Barrett M107]]s to ambush a deal in the soccer stadium in Chapter 3, while the rifle is only usable in Chapter 12. It is incorrectly referred to in-game as the "M82A1". 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. In keeping with Max's surprisingly quick recovery, the M107 in-game is severely underpowered, taking 2 to 3 bodyshots to kill basic enemies, and being utterly incapable of piercing | + | Snipers use [[Barrett M107]]s to ambush a deal in the soccer stadium in Chapter 3, while the rifle is only usable in Chapter 12. It is incorrectly referred to in-game as the "M82A1". 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. In keeping with Max's surprisingly quick recovery, the M107 in-game is severely underpowered, taking 2 to 3 bodyshots to kill basic enemies, and being utterly incapable of piercing Kevlar vests. |
[[file:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]] | [[file:Berrett M107.jpg|thumb|none|450px|Barrett M107 - .50 BMG]] | ||
[[file:MaxPayne3 2012-06-17 15-19-05-95.jpg|thumb|none|600px|Max finally takes a M107 for a spin.]] | [[file:MaxPayne3 2012-06-17 15-19-05-95.jpg|thumb|none|600px|Max finally takes a M107 for a spin.]] | ||
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==Heckler & Koch G3SG/1== | ==Heckler & Koch G3SG/1== | ||
− | The [[Heckler & Koch G3SG/1]] appears as its Portuguese version, the FMP G3S (Fábrica de Braço de Prata, G3 Sniper). It is the rarest gun in the game, only found in the hands of two enemies in Chapter 13 and only acquirable if you | + | The [[Heckler & Koch G3SG/1]] appears as its Portuguese version, the FMP G3S (Fábrica de Braço de Prata, G3 Sniper). It is the rarest gun in the game, only found in the hands of two enemies in Chapter 13 who stand atop unreachable locations and only acquirable if you kill them in such a way that they drop their rifles to the floor. |
[[file:H&KSG1.jpg|thumb|none|450px|Heckler & Koch G3SG/1 - 7.62x51mm NATO]] | [[file:H&KSG1.jpg|thumb|none|450px|Heckler & Koch G3SG/1 - 7.62x51mm NATO]] | ||
[[file:MaxPayne3 2012-06-17 16-51-46-81.jpg|thumb|none|600px|Max aims the G3SG/1; the rifle seems to be missing both the cheek rest as well as the rear sight diopter. The receiver is also quite off, in both proportions and general design.]] | [[file:MaxPayne3 2012-06-17 16-51-46-81.jpg|thumb|none|600px|Max aims the G3SG/1; the rifle seems to be missing both the cheek rest as well as the rear sight diopter. The receiver is also quite off, in both proportions and general design.]] | ||
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[[file:MaxPayne3 g3 1.jpg|thumb|none|600px|Max checks a dropped G3SG/1 with his pimp Uzi.]] | [[file:MaxPayne3 g3 1.jpg|thumb|none|600px|Max checks a dropped G3SG/1 with his pimp Uzi.]] | ||
[[file:MaxPayne3 g3 2.jpg|thumb|none|600px|The in-game weapon wheel for the G3SG/1.]] | [[file:MaxPayne3 g3 2.jpg|thumb|none|600px|The in-game weapon wheel for the G3SG/1.]] | ||
− | [[file:MaxPayne3 g3 3.jpg|thumb|none|600px|Max does some room clearing through a kill course with the | + | [[file:MaxPayne3 g3 3.jpg|thumb|none|600px|Max does some room clearing through a kill course with the G3SG/1.]] |
==IMBEL IA2== | ==IMBEL IA2== | ||
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==M24 Sniper Weapon System== | ==M24 Sniper Weapon System== | ||
− | The [[M24 SWS]] was added in the ''Hostage Negotiation'' DLC pack, with an unlockable suppressor. | + | The [[M24 SWS]] was added in the ''Hostage Negotiation'' DLC pack, with an unlockable suppressor. It is referred to as simply "M24". |
[[File:M24-2.jpg|thumb|none|450px|M24 SWS - 7.62x51mm NATO]] | [[File:M24-2.jpg|thumb|none|450px|M24 SWS - 7.62x51mm NATO]] | ||
[[file:Mp3m24.jpg|thumb|none|600px]] | [[file:Mp3m24.jpg|thumb|none|600px]] | ||
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=Machine Guns= | =Machine Guns= | ||
==Heckler & Koch HK21== | ==Heckler & Koch HK21== | ||
− | The [[Heckler & Koch HK21]] is known as the "LMG .30". It first appears in the speedboat chase, where it has a belt box and infinite ammo, while later levels have it with a fictional 100-round drum ( | + | The [[Heckler & Koch HK21]] is known as the "LMG .30". It first appears in the speedboat chase, where it has a belt box and infinite ammo, while later levels have it with a fictional 100-round drum (it appears to be inspired by some of the 50-round drum magazines made for the G3; but larger) and limited ammunition. Several times, heavily armored enemies are encountered wielding the HK21, somehow holding it by the stock and firing it. |
[[file:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]] | [[file:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]] | ||
[[File:HK21 Magazine Feed.jpg|thumb|none|450px|Heckler & Koch HK21 with rear mounted bipod and magazine feed - 7.62x51mm NATO]] | [[File:HK21 Magazine Feed.jpg|thumb|none|450px|Heckler & Koch HK21 with rear mounted bipod and magazine feed - 7.62x51mm NATO]] | ||
− | [[File:MaxPayne3HK21.jpg|thumb|none|600px|A heavily armored enemy holds the HK21 by the stock; for some reason he is carrying a belt of ammunition even though his weapon | + | [[File:MaxPayne3HK21.jpg|thumb|none|600px|A heavily armored enemy holds the HK21 by the stock; for some reason he is carrying a belt of ammunition even though his weapon is magazine-fed.]] |
[[file:MaxPayne3 2012-06-15 19-54-54-71.jpg|thumb|none|600px|Max grabs the HK21 from a crashed paramilitary jeep.]] | [[file:MaxPayne3 2012-06-15 19-54-54-71.jpg|thumb|none|600px|Max grabs the HK21 from a crashed paramilitary jeep.]] | ||
[[file:MaxPayne3 hk gold viu.jpg|thumb|none|600px|Later he brings the pain to the UFE with the gold version.]] | [[file:MaxPayne3 hk gold viu.jpg|thumb|none|600px|Later he brings the pain to the UFE with the gold version.]] | ||
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==RPD== | ==RPD== | ||
− | An [[RPD]] with the bipod removed appears in the game | + | An [[RPD]] with the bipod removed (although the Social Club image depicts it with a bipod) appears in the game under its real name. In singleplayer, it is only found 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. When reloading, Max simply replaces the belt box and swipes the charging handle, without bothering to position the belt. |
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]] | [[file:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]] | ||
[[file:MaxPayne3 rpd viu.jpg|thumb|none|600px|Max prepares to sweep the room with his RPD.]] | [[file:MaxPayne3 rpd viu.jpg|thumb|none|600px|Max prepares to sweep the room with his RPD.]] | ||
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==M72A2 LAW== | ==M72A2 LAW== | ||
− | 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 | + | 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 uses an invisible RPG foregrip. |
[[file:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]] | [[file:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]] | ||
[[file:MaxPayne3 lav viu.jpg|thumb|none|600px|Max grabs a LAW as he prepares to delete the truck.]] | [[file:MaxPayne3 lav viu.jpg|thumb|none|600px|Max grabs a LAW as he prepares to delete the truck.]] | ||
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Unlike previous games, grenades are not usable in the singleplayer campaign, although enemies may still use them; they are only usable in the multiplayer portion of the game. | Unlike previous games, grenades are not usable in the singleplayer campaign, although enemies may still use them; they are only usable in the multiplayer portion of the game. | ||
==M18 Smoke Grenade== | ==M18 Smoke Grenade== | ||
− | The [[M18 smoke grenade]] is featured in the game, depicted as a tear gas grenade. In the singleplayer, it only appears in Chapter | + | The [[M18 smoke grenade]] is featured in the game, depicted as a tear gas grenade. In the singleplayer, it only appears in Chapter 13, "A Fat Bald Dude with a Bad Temper", where it is used by the UFE to gas a stairwell. |
[[File:M18yellow_actual.jpg|thumb|none|200px|M18 smoke grenade (yellow)]] | [[File:M18yellow_actual.jpg|thumb|none|200px|M18 smoke grenade (yellow)]] | ||
[[File:Mp3m18-1.jpg|thumb|none|600px|In the UFE building, Max decides the ignore the tear gas suffocating him in order to take a closer look at an M18.]] | [[File:Mp3m18-1.jpg|thumb|none|600px|In the UFE building, Max decides the ignore the tear gas suffocating him in order to take a closer look at an M18.]] | ||
==M26 Hand Grenade== | ==M26 Hand Grenade== | ||
− | The [[M26 hand grenade]] appears in the game. In the campaign, enemies will | + | The [[M26 hand grenade]] appears in the game. In the campaign, enemies will occasionally use them against Max, who can shoot them in mid-air to detonate them prematurely. In the multiplayer, it is one of the several grenades available. When thrown, they emit a bright flashing red light to make spotting them easier. |
[[File:M26_Grenade.jpg|thumb|none|200px|M26 hand grenade]] | [[File:M26_Grenade.jpg|thumb|none|200px|M26 hand grenade]] | ||
Revision as of 06:06, 16 February 2024
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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 nine 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 appear in the video game Max Payne 3:
Overview
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; if a two-handed firearm is currently in the inventory, Max will have to drop it in order to dual-wield. 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. This is also in contrast to the previous games, where weapons rarely shared ammunition with one another.
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.
Handguns
Colt M1911A1
The Colt M1911A1 (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New Jersey flashback levels, where it is widely used by mobsters. It is also apparently the standard sidearm of the UFE. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the Taurus PT92 below. Its presence in the Brazil chapters may represent various IMBEL or Taurus-made M1911 variants.
Glock 17/18C
Third-generation full-auto Glock 17s are available in several levels as the "Auto 9mm", with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, as it only appears visible when looking from below the gun. The Auto 9mm comes with Glock 18C-style compensator ports on the top, which are of a different pattern from the 17C. It is not an 18C however, as there is no fire-selector switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds; when upgraded, it will have a capacity of 42 rounds. The Glock 17 has the same damage of that as the PT92 but offers faster rate of fire and magazine size. Depending on the player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. The weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes despite lacking a selector switch.
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 with a lack of scope mounts but a Mark XIX's taller slide 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.
Smith & Wesson Model 20
The Smith & Wesson Model 20 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' weapon of choice during the first half of the first New Jersey flashback. Called the ".38 Revolver", it offers higher stopping power than the PT92 but only holds 6 rounds at a time. Interestingly, the cylinder does not rotate during "killcam" moments.
Taurus Model 608
The Taurus Model 608 is a relatively uncommon revolver, but found more commonly than the Desert Eagle. It is referred to as the "608 Bull" in-game; this could be due to the game confusing it with the Raging Bull (something which its 8-round cylinder confirms it is not), or simply a reference to "Taurus" being Latin for "bull". Unlike the Model 20, when the "killcam" focuses on the 608, the cylinder can be seen rotating.
Taurus PT92AF
Standing in for Max's signature Beretta 92FS sidearm is its Brazilian cousin, the Taurus PT92AF, where it appears under the correct moniker of "PT92". The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. It is widely used by most of the enemy factions Max encounters throughout Brazil. The weapon can be found with a light, although it's tacked onto the frame due to said lack of a rail. The light - similarly to Battlefield 3 - can blind enemies when aimed at them. The PT92 is one of the more common pistols in the game, second to the Glock 17 for highest handgun magazine capacity and 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. After Max discards the suppressor, the tape remains wrapped around the gun. For whatever reason, this particular Taurus holds 16 rounds, whereas every other one in the game holds an appropriate 15.
Submachine Guns
Heckler & Koch MP5/40
The Heckler & Koch MP5/40 appears as the "MPK" in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the front of the magazine well. By default, the MP5 has an incorrectly low capacity of 20 rounds, but the gold version has the proper 30.
IMI Mini/Micro Uzi Hybrid
A strange IMI Uzi hybrid is available throughout the game as the "Micro 9mm", starting from the second chapter. It appears to be a Mini Uzi with the folding stock removed and the whole thing shrunk down to Micro Uzi size.
Ingram MAC-10
The Ingram MAC-10 appears as the "M10", commonly used by mob hitmen in the New Jersey flashbacks.
Taurus M972
The Taurus M972 is featured as the "M972". The in-game weapon has been shortened and the folding stock and foregrip removed to facilitate storage in Max's shoulder holsters. It's found relatively uncommon throughout the game, first in the favela levels.
Taurus MT-40
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 an MP5K-PDW-style folding stock. It is only usable in Chapter 13, being a common weapon of the UFE police force.
Shotguns
Benelli M4 Super 90
A Benelli M4 Super 90 is available throughout the game as the "M4 Super 90", used by almost every enemy faction. It is shown with a four-shot tube magazine, even for the "gold" version which has a capacity of seven rounds.
Franchi SPAS-15
The Franchi SPAS-15 appears in the game as a high-level shotgun, first used by a mob hitman in the New Jersey 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.
"Hammerhead"
The "Hammerhead" shotgun was added in the Disorderly Conduct DLC, and is only available in multiplayer; it appears to be a rather odd hybrid of the Pancor Jackhammer and the Daewoo USAS-12. It holds 20 rounds in a drum magazine, the highest of the shotguns, and has the highest effective range in its class.
Mossberg 590
The "M500" in the game is actually a Mossberg 590 that also apparently wants to be a folding-stocked Remington 870. It is seen with an 870-style folding stock rather awkwardly tacked on to the gun's receiver, as well as a wooden pump handle and pistol grip (which appear to be slightly warped versions of the Mossberg's and Remington's, respectively). Seen used mostly by lower tier gang member enemies early in the game, this shotgun has the highest damage of its class, while sacrificing its accuracy at even mid-range distances.
Sawed-Off Double Barreled Shotgun
A Sawed-Off Double Barreled Shotgun appears only in Chapter 7 in the story, 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. In the Social Club and multiplayer, it is depicted in menus as having exposed hammers, but is hammerless in-game.
Winchester Super X3 Coyote
The Winchester Super X3 Coyote appears in-game as the "Super Sport" and boasts the highest rate of fire in its class. It only appears wielded by the Crachá Preto in Chapter 12.
Rifles
AK Hybrid
This hybrid of AK models is available all throughout Brazil and the first New Jersey flashback, simply known as the "AK-47". It commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The rifle consists of a Norinco Type 56 stamped receiver, but has an unhooded front sight, the straight stock of an AKM, and the ported gas tube of a Type 1 AK-47. The AK is first found in the burnt-out apartment building next to Max's apartment in Chapter 4 and is used by mobsters throughout the level. It is also a starting weapon in the multiplayer mode.
Colt Model 933
A Colt Model 933 with an optional red dot sight was added in the multiplayer DLC pack Local Justice, incorrectly named the "M4 Assault". 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.
Heckler & Koch G36V
The UFE paramilitary unit use the Heckler & Koch G36V which is called the "G6 Commando" in-game. The carry handle is modelled far too low, and the handguard appears to have been based on the one for use with the AG36 grenade launcher; the fire selector also has a completely incorrect design. It also has a strange semi-solid stock and short barrel. The golden upgrade has a Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with normal mags as well as the Beta C.
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 named the "MD-97L", which is the designation for the full-length rifle, not the carbine.
IMI Galil ARM
The IMI Galil ARM was added in the Painful Memories DLC pack, oddly named the "IMG 5.56". It is incorrectly depicted as firing in three-round bursts.
IMI Tavor TAR-21
The IMI Tavor TAR-21 is added in the Painful Memories DLC pack. Notably it was the base for the "advanced rifle" in Grand Theft Auto 5's trailer. It is named the "UAR-21" in-game.
L1A1 SLR
The L1A1 SLR appears as the "FAL" and is commonly used by Brazilian gangsters, paramilitary units, and police; given the location, it is probably supposed to be the IMBEL-manufactured M964 version, but has several features distinctive of the L1A1, namely the front sight, two-hole handguard, and a shortened version of the flash hider. However, it fires full-auto in the game and has the charging handle and magazine release from a standard FAL. Due to ammunition being mainly sorted by weapon type, it shares ammo with the game's 5.56x45mm and 7.62x39mm assault rifles. It is loaded with a 20-round magazine; this does not change on the gold version, despite the capacity increasing to 30 rounds.
Ruger Mini Thirty
The Ruger Mini Thirty makes its video-game debut as simply the "Mini-30", and is fitted with a Butler Creek folding stock (oddly enough, the Social Club image for the weapon depicts it with a solid stock). It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Partway through the helicopter sequence in Chapter 2, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini Thirty. Several snipers use them with laser sights as late as the final chapter.
Sniper Rifles
Barrett M107
Snipers use Barrett M107s to ambush a deal in the soccer stadium in Chapter 3, while the rifle is only usable in Chapter 12. It is incorrectly referred to in-game as the "M82A1". 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. In keeping with Max's surprisingly quick recovery, the M107 in-game is severely underpowered, taking 2 to 3 bodyshots to kill basic enemies, and being utterly incapable of piercing Kevlar vests.
Heckler & Koch G3SG/1
The Heckler & Koch G3SG/1 appears as its Portuguese version, the FMP G3S (Fábrica de Braço de Prata, G3 Sniper). It is the rarest gun in the game, only found in the hands of two enemies in Chapter 13 who stand atop unreachable locations and only acquirable if you kill them in such a way that they drop their rifles to the floor.
IMBEL IA2
The 7.62mm sniper-rifle-configured version of Brazil's new service rifle, the IMBEL IA2, was added in the Hostage Negotiation DLC pack. It is called the "IA2 AR" and, befitting of that name, is shown as a full-auto assault rifle.
M24 Sniper Weapon System
The M24 SWS was added in the Hostage Negotiation DLC pack, with an unlockable suppressor. It is referred to as simply "M24".
Machine Guns
Heckler & Koch HK21
The Heckler & Koch HK21 is known as the "LMG .30". It first appears in the speedboat chase, where it has a belt box and infinite ammo, while later levels have it with a fictional 100-round drum (it appears to be inspired by some of the 50-round drum magazines made for the G3; but larger) and limited ammunition. Several times, heavily armored enemies are encountered wielding the HK21, somehow holding it by the stock and firing it.
RPD
An RPD with the bipod removed (although the Social Club image depicts it with a bipod) appears in the game under its real name. In singleplayer, it is only found 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. When reloading, Max simply replaces the belt box and swipes the charging handle, without bothering to position the belt.
Launchers
DefTech 37mm Launcher
A DefTech 37mm Launcher fitted with a non-vertical foregrip appears as the "Rotary Grenade Launcher", available in a few levels and inaccurately shooting explosive projectiles. It is most prominently given to Max in the final chase sequence with 100 rounds of ammunition. As with the thrown grenades 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.
"G9 Grenade Launcher"
The "G9 Grenade Launcher" was added in the Disorderly Conduct DLC along side the Hammerhead shotgun. It appears to be a combination of the Heckler & Koch HK69A1 and a standalone M203; for reasons which are not readily apparent, it also features the stock of an FN F2000.
M72A2 LAW
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 uses an invisible RPG foregrip.
RPG-7
The RPG-7 appears simply as the "RPG". The weapon is used by enemies in singleplayer, but can never be picked up. For some reason, golden parts for it can be found in Chapter 12, serving absolutely no purpose whatsoever.
Grenades
Unlike previous games, grenades are not usable in the singleplayer campaign, although enemies may still use them; they are only usable in the multiplayer portion of the game.
M18 Smoke Grenade
The M18 smoke grenade is featured in the game, depicted as a tear gas grenade. In the singleplayer, it only appears in Chapter 13, "A Fat Bald Dude with a Bad Temper", where it is used by the UFE to gas a stairwell.
M26 Hand Grenade
The M26 hand grenade appears in the game. In the campaign, enemies will occasionally use them against Max, who can shoot them in mid-air to detonate them prematurely. In the multiplayer, it is one of the several grenades available. When thrown, they emit a bright flashing red light to make spotting them easier.
Other
UFE Arsenal
In several points in the game, Max comes across several cabinets and lockers of unusable firearms, mostly using more correct models of the game's usable firearms.