Compara los precios de Max Payne 2: The Fall of Max Payne en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Remedy Entertainment. Publicado por Rockstar Games. Lanzado el 6/1/2011. Disponible en PC. Géneros: Action. Puntuación Metacritic: 86/100.

Remedy's tightest pre-Alan Wake shooter packs a tragic noir love story and one of the most satisfying bullet-time systems ever designed into roughly six hours of pure, focused action.

I went back to Max Payne 2 expecting a dated early-2000s shooter and came out the other side genuinely impressed by how well Remedy understood what their first game did right and where it needed fixing. This is a third-person shooter set across a single night in New York, and it leans hard on a film-noir tone: graphic novel panels, hard-boiled voice-over from James McCaffrey, and a central story that reframes Max not as a revenge machine but as a man falling apart over a woman he probably shouldn't trust. That shift from mythology-soaked revenge thriller to tragic romance is deliberate, and it works. The big mechanical upgrade is Bullet Time 2.0, and it genuinely changes the combat feel. In the original, bullet time slowed you down along with everyone else, making it a panic tool. Here, consecutive kills push you deeper into the zone, with Max moving faster while the world slows further and an instant reload spin animation keeping the flow from breaking. The result is that firefights become kinetic, almost choreographed sequences rather than careful survival puzzles. Shoot-dodge is still mapped separately and still burns no meter while airborne, so diving through doorways into slow-motion chaos remains a viable and satisfying strategy. The Havok physics engine adds a layer on top: cover boxes topple when hit, grenades send enemies tumbling realistically, and ragdoll reactions are punchy enough that landing a shotgun blast still feels good two decades later. Mona Sax becomes a playable character in a handful of levels, and the returning cast including Vladimir Lem and Vinnie Gognitti all get expanded roles. The graphic novel storytelling carries over from the first game, and cutscenes proper show up more frequently here since the production budget was clearly bigger. The voice work is sharp and the moody cello-driven soundtrack sets a distinctly heavier tone than the predecessor. Where things fall short: the enemy AI still misfires occasionally, the game is linear to a fault, and the runtime is genuinely short, somewhere between four and seven hours depending on difficulty. There is no side content, no replay hooks outside harder difficulties, and players new to the series will feel the story's reliance on the first game almost immediately. The PC version runs cleanly on modern hardware and Remedy released modding tools, so the community has kept the game alive with difficulty tweaks and content mods for anyone wanting more mileage. If you bounced off the first game's slower, more punishing rhythm, Max Payne 2's more aggressive bullet-time design might actually suit you better. If you loved the original's tense, resource-careful gunplay, the shift in balance can feel like the edges have been sanded off. Both reactions are fair. Alex, Scout Team

Max Payne 2: The Fall of Max Payne

Max Payne 2: The Fall of Max Payne

6 ene 2011Remedy EntertainmentRockstar Games
GamerScout opina

Remedy's tightest pre-Alan Wake shooter packs a tragic noir love story and one of the most satisfying bullet-time systems ever designed into roughly six hours of pure, focused action.

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I went back to Max Payne 2 expecting a dated early-2000s shooter and came out the other side genuinely impressed by how well Remedy understood what their first game did right and where it needed fixing. This is a third-person shooter set across a single night in New York, and it leans hard on a film-noir tone: graphic novel panels, hard-boiled voice-over from James McCaffrey, and a central story that reframes Max not as a revenge machine but as a man falling apart over a woman he probably shouldn't trust. That shift from mythology-soaked revenge thriller to tragic romance is deliberate, and it works. The big mechanical upgrade is Bullet Time 2.0, and it genuinely changes the combat feel. In the original, bullet time slowed you down along with everyone else, making it a panic tool. Here, consecutive kills push you deeper into the zone, with Max moving faster while the world slows further and an instant reload spin animation keeping the flow from breaking. The result is that firefights become kinetic, almost choreographed sequences rather than careful survival puzzles. Shoot-dodge is still mapped separately and still burns no meter while airborne, so diving through doorways into slow-motion chaos remains a viable and satisfying strategy. The Havok physics engine adds a layer on top: cover boxes topple when hit, grenades send enemies tumbling realistically, and ragdoll reactions are punchy enough that landing a shotgun blast still feels good two decades later. Mona Sax becomes a playable character in a handful of levels, and the returning cast including Vladimir Lem and Vinnie Gognitti all get expanded roles. The graphic novel storytelling carries over from the first game, and cutscenes proper show up more frequently here since the production budget was clearly bigger. The voice work is sharp and the moody cello-driven soundtrack sets a distinctly heavier tone than the predecessor. Where things fall short: the enemy AI still misfires occasionally, the game is linear to a fault, and the runtime is genuinely short, somewhere between four and seven hours depending on difficulty. There is no side content, no replay hooks outside harder difficulties, and players new to the series will feel the story's reliance on the first game almost immediately. The PC version runs cleanly on modern hardware and Remedy released modding tools, so the community has kept the game alive with difficulty tweaks and content mods for anyone wanting more mileage. If you bounced off the first game's slower, more punishing rhythm, Max Payne 2's more aggressive bullet-time design might actually suit you better. If you loved the original's tense, resource-careful gunplay, the shift in balance can feel like the edges have been sanded off. Both reactions are fair.

Alex
Alex · Scout Team

Catch-all

Etiquetas

singleplayerFilm NoirBullet TimeThird-Person ShooterShoot-DodgeRagdoll PhysicsLinear CampaignStory-DrivenClassic RemedyShort Playtime

Requisitos del sistema

Mínimos

OS *
Microsoft® Windows® 2000/XP
Input
Keyboard and mouse
Memory
512MB RAM
Graphics
64MB DirectX 9 compatible AGP graphics card with hardware T&L support
Processor
1Ghz PIII/Athlon or 1.2Ghz Celeron/Duron processor
Hard Drive
1.5 GB hard drive space
Sound Card
DirectSound compatible sound card
DirectX Version
DirectX 9.0

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Reseñas y valoraciones

Metacritic
86

Información del juego

Desarrolladora
Remedy Entertainment
Distribuidora
Rockstar Games
Fecha de lanzamiento
6 ene 2011
Clasificación por edad
PEGI 18

Modos de juego

singleplayer

Idiomas

Subtítulos (1)
English

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Max Payne 2: The Fall of Max Payne está disponible en PC.

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Max Payne 2: The Fall of Max Payne se lanzó el 6 de enero de 2011.

¿Quién desarrolló Max Payne 2: The Fall of Max Payne?

Max Payne 2: The Fall of Max Payne fue desarrollado por Remedy Entertainment y publicado por Rockstar Games.

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Max Payne 2: The Fall of Max Payne tiene una puntuación Metacritic de 86/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.