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Max Payne 3: Difference between revisions
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Pyr0m4n14c (talk | contribs) m (Grammar, buddy. It's important. Anyway, I might go back later and re-do the incredibly bland, copy-paste screenshot captions if I find the motivation. And I really don't get why the G3SG/1 section is contradicting itself.) |
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=Handguns= | =Handguns= | ||
==Colt M1911A1== | ==Colt M1911A1== | ||
The [[ | The [[Colt M1911A1]] (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New York flashback levels. 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. | ||
[[file:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | |||
[[file:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - . | |||
[[file:MaxPayne3 colt 1911 viu.jpg|thumb|none|600px|Colt M1911A1 in Game.]] | [[file:MaxPayne3 colt 1911 viu.jpg|thumb|none|600px|Colt M1911A1 in Game.]] | ||
[[file:MaxPayne3 colt 1911 1.jpg|thumb|none|600px|Colt M1911A1 in Game.]] | [[file:MaxPayne3 colt 1911 1.jpg|thumb|none|600px|Colt M1911A1 in Game.]] | ||
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==Glock 17== | ==Glock 17== | ||
Third-generation [[Glock 17#Glock 17 (Converted to Full Auto)|Full-auto Glock 17s]] are available in several levels as the Auto 9mm, | Third-generation [[Glock 17#Glock 17 (Converted to Full Auto)|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 handgrip and accessory rail groove. The notch underneath is only modelled in the normal map, and is thus only apparent when viewed from below. These Glocks come with Glock 18C-style compensator ports on the top of the slide and a compensated barrel. Unlike the 18C however, there is no fire-select switch on the slide. Despite being modelled 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 player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. When equipped, the weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes despite lacking a selector lever. | ||
[[file:Glock17ext.jpg|thumb|none|350px|Glock 17 converted to full auto with 33 round magazine - 9x19mm Parabellum]] | |||
[[file:Glock17ext.jpg|thumb|none|350px|Glock 17 converted to full auto with 33 round magazine - 9x19mm]] | |||
[[file:MaxPayne3 2012-06-15 19-42-00-80.jpg|thumb|none|600px|Glock 17 in Game.]] | [[file:MaxPayne3 2012-06-15 19-42-00-80.jpg|thumb|none|600px|Glock 17 in Game.]] | ||
[[file:MaxPayne3 2012-06-15 19-42-20-32.jpg|thumb|none|600px|Glock 17 in Game. Note the 18C-style ported slide and compensated barrel]] | [[file:MaxPayne3 2012-06-15 19-42-20-32.jpg|thumb|none|600px|Glock 17 in Game. Note the 18C-style ported slide and compensated barrel]] | ||
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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 (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 chapter 7. | 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 chapter 7. | ||
[[file:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Desert Eagle MK VII with nickel finish - .44 Magnum]] | [[file:DesertEagleMarkVIInickel.jpg|thumb|none|350px|Desert Eagle MK VII with nickel finish - .44 Magnum]] | ||
[[file:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle Mark XIX - .50 AE]] | [[file:Desert-Eagle.jpeg|thumb|350px|none|Desert Eagle Mark XIX - .50 AE]] | ||
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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. | 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. | ||
[[file:Smith&WessonModel20.jpg|thumb|none|350px|Smith & Wesson Model 20 - .38/44]] | [[file:Smith&WessonModel20.jpg|thumb|none|350px|Smith & Wesson Model 20 - .38/44]] | ||
[[file:MaxPayne3 2012-06-14 20-36-21-13.jpg|thumb|none|600px|Smith & Wesson Model 20 in Game.]] | [[file:MaxPayne3 2012-06-14 20-36-21-13.jpg|thumb|none|600px|Smith & Wesson Model 20 in Game.]] | ||
[[file:MaxPayne3 model 20 gold viu.jpg|thumb|none|600px|Golden Smith & Wesson Model 20 in Game.]] | [[file:MaxPayne3 model 20 gold viu.jpg|thumb|none|600px|Golden Smith & Wesson Model 20 in Game.]] | ||
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==Taurus Model 608== | ==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 is actually based on the model 608 as the in-game weapon is chambered for .357 and has an eight-shot capacity, as well as the fact that there is no "RAGING BULL" engraving on the side. Unlike the .38 revolver, this one uses a speed-loader. When the "killcam" focuses on the .608, the cylinder can be seen rotating. | 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 is actually based on the model 608 as the in-game weapon is chambered for .357 and has an eight-shot capacity, as well as the fact that there is no "RAGING BULL" engraving on the side. Unlike the .38 revolver, this one uses a speed-loader. When the "killcam" focuses on the .608, the cylinder can be seen rotating. | ||
[[file:Taurus_608.jpg|thumb|none|350px|Taurus Model 608 with 6.5" barrel and a matte finish- .357 Magnum]] | [[file:Taurus_608.jpg|thumb|none|350px|Taurus Model 608 with 6.5" barrel and a matte finish- .357 Magnum]] | ||
[[file:MaxPayne3 2012-06-15 19-01-05-76.jpg|thumb|none|600px|Taurus Model 608 in Game.]] | [[file:MaxPayne3 2012-06-15 19-01-05-76.jpg|thumb|none|600px|Taurus Model 608 in Game.]] | ||
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[[file:MaxPayne3 taurus gold.jpg|thumb|none|600px|Golden Taurus Model 608 in Game.]] | [[file:MaxPayne3 taurus gold.jpg|thumb|none|600px|Golden Taurus Model 608 in Game.]] | ||
==Taurus | ==Taurus PT92AF== | ||
Standing in for Max's signature [[Beretta 92FS]] sidearm is its Brazilian cousin, the [[Taurus PT92|Taurus | Standing in for Max's signature [[Beretta 92FS]] sidearm is its Brazilian cousin, the [[Taurus PT92|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. 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. 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|Blued Taurus PT92AF - 9x19mm Parabellum. The version in the game does not have a rail.]] | |||
[[file:PT92AFRail.jpg|thumb|none|350px|Blued Taurus PT92AF - 9x19mm. The version in the game does not have a rail.]] | |||
[[file:MaxPayne3 2012-06-14 20-15-29-64.jpg|thumb|none|600px|Taurus PT92AF in Game.]] | [[file:MaxPayne3 2012-06-14 20-15-29-64.jpg|thumb|none|600px|Taurus PT92AF in Game.]] | ||
[[file:MaxPayne3 pt92 gold viu.jpg|thumb|none|600px|Golden Taurus PT92AF in Game.]] | [[file:MaxPayne3 pt92 gold viu.jpg|thumb|none|600px|Golden Taurus PT92AF in Game.]] | ||
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=Submachine Guns= | =Submachine Guns= | ||
==Heckler & Koch MP5/40== | ==Heckler & Koch MP5/40== | ||
The [[MP5#Heckler_.26_Koch_MP5.2F10_and_MP5.2F40|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. | The [[MP5#Heckler_.26_Koch_MP5.2F10_and_MP5.2F40|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. | ||
[[File:MP540.jpg|thumb|none|450px|Heckler & Koch MP5/40 - .40 S&W]] | |||
[[File:MP540.jpg|thumb|none| | |||
[[file:MaxPayne3 mp5-40 viu.jpg|thumb|none|600px|Heckler & Koch MP5/40 in Game.]] | [[file:MaxPayne3 mp5-40 viu.jpg|thumb|none|600px|Heckler & Koch MP5/40 in Game.]] | ||
[[file:MaxPayne3 mp5-40 gold viu.jpg|thumb|none|600px|Golden Heckler & Koch MP5/40 in Game.]] | [[file:MaxPayne3 mp5-40 gold viu.jpg|thumb|none|600px|Golden Heckler & Koch MP5/40 in Game.]] | ||
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==IMI Mini/Micro UZI== | ==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 [[IMI Mini Uzi|Mini Uzi]] with the folding stock removed, it is the size of a [[IMI Micro Uzi|Micro Uzi]]. Called the Micro 9mm in-game. | A strange [[IMI Uzi]] hybrid is available throughout the game starting from the second chapter. While it has the appearance of a [[IMI Mini Uzi|Mini Uzi]] with the folding stock removed, it is the size of a [[IMI Micro Uzi|Micro Uzi]]. Called the Micro 9mm in-game. | ||
[[file:MicroUziPistolStock.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm Parabellum]] | |||
[[file:MicroUziPistolStock.jpg|thumb|none|350px|IMI Micro Uzi - 9x19mm]] | |||
[[file:MaxPayne3 2012-06-14 20-39-14-76.jpg|thumb|none|600px|Max Payne brandishing the IMI Mini/Micro Uzi hybrid in Game.]] | [[file:MaxPayne3 2012-06-14 20-39-14-76.jpg|thumb|none|600px|Max Payne brandishing the IMI Mini/Micro Uzi hybrid in Game.]] | ||
[[file:MaxPayne3 mini uzi gold viu.jpg|thumb|none|600px|Golden IMI Mini/Micro UZI in Game.]] | [[file:MaxPayne3 mini uzi gold viu.jpg|thumb|none|600px|Golden IMI Mini/Micro UZI in Game.]] | ||
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==Ingram MAC-10== | ==Ingram MAC-10== | ||
The [[MAC-10|Ingram MAC-10]] are commonly used by mob hitmen in the New York/New Jersey flashbacks, as the M10. | The [[MAC-10|Ingram MAC-10]] are commonly used by mob hitmen in the New York/New Jersey flashbacks, as the M10. | ||
[[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]] | [[file:IngramMAC10.jpg|thumb|none|350px|MAC-10 - .45 ACP]] | ||
[[file:MaxPayne3 mac10 viu.jpg|thumb|none|600px|Ingram MAC-10 in Game.]] | [[file:MaxPayne3 mac10 viu.jpg|thumb|none|600px|Ingram MAC-10 in Game.]] | ||
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==Taurus M972== | ==Taurus M972== | ||
The [[Beretta_M12#Taurus_M972|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 [[Beretta_M12#Taurus_M972|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. | ||
[[File:Taurus M972.jpg|thumb|none|450px|Taurus M972 - 9x19mm Parabellum]] | |||
[[File:Taurus M972.jpg|thumb|none| | |||
[[file:MaxPayne3 2012-06-15 22-09-46-50.jpg|thumb|none|600px|Taurus M972 in Game.]] | [[file:MaxPayne3 2012-06-15 22-09-46-50.jpg|thumb|none|600px|Taurus M972 in Game.]] | ||
[[file:MaxPayne3 taurus m972 gold viu.jpg|thumb|none|600px|Golden Taurus M972 in Game.]] | [[file:MaxPayne3 taurus m972 gold viu.jpg|thumb|none|600px|Golden Taurus M972 in Game.]] | ||
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==Taurus MT-40== | ==Taurus MT-40== | ||
The [[SIG_SG_540#Taurus_MT-40|Taurus MT-40]], a .40 caliber version of the Chilean [[SIG_SG_540#FAMAE_SAF|FAMAE SAF]] built under license in Brazil, appears as the "SAF .40" fitted with a PDW-style folding stock. It is only usable in Chapter 13 | The [[SIG_SG_540#Taurus_MT-40|Taurus MT-40]], a .40 caliber version of the Chilean [[SIG_SG_540#FAMAE_SAF|FAMAE SAF]] built under license in Brazil, appears as the "SAF .40" fitted with a PDW-style folding stock. It is only usable in Chapter 13, being a common weapon of UFE members; in spite of this, a UFE officer wields one in a cutscene in Chapter 14, as opposed to the converted [[Glock 17]] that he uses during gameplay. | ||
[[file:Taurus MT-40.jpg|thumb|none|450px|Taurus MT-40 - .40 S&W]] | |||
[[file:Taurus MT-40.jpg|thumb|none| | |||
[[file:MaxPayne3 2012-06-17 15-49-28-71.jpg|thumb|none|600px|Taurus MT-40 in Game.]] | [[file:MaxPayne3 2012-06-17 15-49-28-71.jpg|thumb|none|600px|Taurus MT-40 in Game.]] | ||
[[file:MaxPayne3 saf gold viu.jpg|thumb|none|600px|Golden Taurus MT-40 in Game.]] | [[file:MaxPayne3 saf gold viu.jpg|thumb|none|600px|Golden Taurus MT-40 in Game.]] | ||
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=Shotguns= | =Shotguns= | ||
==Benelli M4 Super 90== | ==Benelli M4 Super 90== | ||
A [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|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. | A [[Benelli_M_Series_Super_90_Shotguns#Benelli_M4|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. | ||
[[file:Benelli_m4_2.jpg|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]] | |||
[[file:Benelli_m4_2.jpg|thumb|none| | |||
[[file:MaxPayne3 2012-06-14 21-09-55-61.jpg|thumb|none|600px|Benelli M4 Super 90 in Game.]] | [[file:MaxPayne3 2012-06-14 21-09-55-61.jpg|thumb|none|600px|Benelli M4 Super 90 in Game.]] | ||
[[file:MaxPayne3 m4 super 90 gold viu.jpg|thumb|none|600px|Golden Benelli M4 Super 90 in Game.]] | [[file:MaxPayne3 m4 super 90 gold viu.jpg|thumb|none|600px|Golden Benelli M4 Super 90 in Game.]] | ||
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The [[Franchi_SPAS-15|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. | The [[Franchi_SPAS-15|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. | ||
[[file:Franchi spas15.jpg|thumb| | [[file:Franchi spas15.jpg|thumb|450px|none|Franchi SPAS-15 - 12 gauge]] | ||
[[file:MaxPayne3 2012-06-15 22-01-25-75.jpg|thumb|none|600px|Franchi SPAS-15 in Game.]] | [[file:MaxPayne3 2012-06-15 22-01-25-75.jpg|thumb|none|600px|Franchi SPAS-15 in Game.]] | ||
[[file:MaxPayne3 spas-25 gold viu.jpg|thumb|none|600px|Golden Franchi SPAS-15 in Game.]] | [[file:MaxPayne3 spas-25 gold viu.jpg|thumb|none|600px|Golden Franchi SPAS-15 in Game.]] | ||
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==Remington 870 Folding Stock== | ==Remington 870 Folding Stock== | ||
The [[Remington 870 Folding Stock]] appears in the game as the "M500" (which suggests it is perhaps a developers confused it with the [[Mossberg 500]]) and holds 6 rounds. It is seen with a wooden furniture, rifle sights, heat sheld, 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. | The [[Remington 870 Folding Stock]] appears in the game as the "M500" (which suggests it is perhaps a developers confused it with the [[Mossberg 500]]) and holds 6 rounds. It is seen with a wooden furniture, rifle sights, heat sheld, 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. | ||
[[Image:Remington870LONGFolder.jpg|thumb|450px|none|Remington 870 Police Folder with extended magazine tube - stock extended - 12 gauge]] | |||
[[Image:Remington870LONGFolder.jpg|thumb| | |||
[[file:MaxPayne3 2012-06-14 20-19-44-76.jpg|thumb|none|600px|"M500" in Game. The characteristic trigger guard and safety button define this exactly as the Remington. The buttstock for some reason is attached to the breech cover instead the grip. Just to complete this confusion, the holes in the heat sheld seem to be ''drawn'', and are not holes as such.]] | [[file:MaxPayne3 2012-06-14 20-19-44-76.jpg|thumb|none|600px|"M500" in Game. The characteristic trigger guard and safety button define this exactly as the Remington. The buttstock for some reason is attached to the breech cover instead the grip. Just to complete this confusion, the holes in the heat sheld seem to be ''drawn'', and are not holes as such.]] | ||
[[file:MaxPayne3 m500 1.jpg|thumb|none|600px|"M500" in Game.]] | [[file:MaxPayne3 m500 1.jpg|thumb|none|600px|"M500" in Game.]] | ||
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==Remington 11-87== | ==Remington 11-87== | ||
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. | 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. | ||
[[file:11-87sportsman.jpg|thumb|450px|none|Remington 11-87 - 12 gauge]] | |||
[[file:11-87sportsman.jpg|thumb| | |||
[[file:MaxPayne3 2012-06-17 15-05-59-18.jpg|thumb|none|600px|Remington 11-87 in Game.]] | [[file:MaxPayne3 2012-06-17 15-05-59-18.jpg|thumb|none|600px|Remington 11-87 in Game.]] | ||
[[file:MaxPayne3 sport shotgun gold viu.jpg|thumb|none|600px|Golden Remington 11-87 in Game.]] | [[file:MaxPayne3 sport shotgun gold viu.jpg|thumb|none|600px|Golden Remington 11-87 in Game.]] | ||
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==Sawed off side by side shotgun== | ==Sawed off side by side shotgun== | ||
A [[12_Gauge_Double_Barreled_Shotgun#Short_barreled_Side_by_Side_Shotgun_.28Sawed_Off.29|Sawed off side by side shotgun]] 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. | A [[12_Gauge_Double_Barreled_Shotgun#Short_barreled_Side_by_Side_Shotgun_.28Sawed_Off.29|Sawed off side by side shotgun]] 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. | ||
[[Image:FuryRoadSarasqueta.jpg|thumb|none|450px|Screen-used Victor Sarasqueta sawed-off shotgun from ''[[Mad Max: Fury Road]]''. Image from MIL.SPEC.]] | |||
[[Image:FuryRoadSarasqueta.jpg|thumb|none| | |||
[[file:MaxPayne3 2012-06-15 21-10-03-69.jpg|thumb|none|600px|Sawed-Off shotgun in Game.]] | [[file:MaxPayne3 2012-06-15 21-10-03-69.jpg|thumb|none|600px|Sawed-Off shotgun in Game.]] | ||
[[file:MaxPayne3 sawed off gold viu.jpg|thumb|none|600px|Golden Sawed-Off shotgun in Game.]] | [[file:MaxPayne3 sawed off gold viu.jpg|thumb|none|600px|Golden Sawed-Off shotgun in Game.]] | ||
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=Rifles= | =Rifles= | ||
==AK-47== | ==AK-47== | ||
The [[AK-47#AK-47|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. | The [[AK-47#AK-47|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. | ||
[[file:TypeIII AK47.jpg|thumb|none|450px|Izhmash AK-47 - 7.62x39mm]] | |||
[[file:TypeIII AK47.jpg|thumb|none| | |||
[[file:MaxPayne3 ak-47 viu.jpg|thumb|none|600px|AK-47 in Game.]] | [[file:MaxPayne3 ak-47 viu.jpg|thumb|none|600px|AK-47 in Game.]] | ||
[[file:MaxPayne3 ak-47 gold viu.jpg|thumb|none|600px|Golden AK-47 in Game.]] | [[file:MaxPayne3 ak-47 gold viu.jpg|thumb|none|600px|Golden AK-47 in Game.]] | ||
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==FN FAL 50.00== | ==FN FAL 50.00== | ||
The [[FN_FAL#FN_FAL|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. | The [[FN_FAL#FN_FAL|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. | ||
[[file:FN FAL 50 00.jpg|thumb|none|450px|FN FAL 50.00 - 7.62x51mm NATO]] | |||
[[file:FN FAL 50 00.jpg|thumb|none| | |||
[[file:MaxPayne3 2012-06-15 19-08-08-53.jpg|thumb|none|600px|FN FAL 50.00 in Game.]] | [[file:MaxPayne3 2012-06-15 19-08-08-53.jpg|thumb|none|600px|FN FAL 50.00 in Game.]] | ||
[[file:MaxPayne3 fal gold viu.jpg|thumb|none|600px|Golden FN FAL 50.00 in Game.]] | [[file:MaxPayne3 fal gold viu.jpg|thumb|none|600px|Golden FN FAL 50.00 in Game.]] | ||
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==Heckler & Koch G36V== | ==Heckler & Koch G36V== | ||
The police special units use the [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36|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. | The police special units use the [[Heckler_%26_Koch_G36#Heckler_.26_Koch_G36|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. | ||
[[file:G36.jpg|thumb|450px|none|Heckler & Koch G36V with export optical sight - 5.56x45mm NATO]] | |||
[[file:G36.jpg|thumb| | [[file:FX-05 Xiuhcoatl.jpg|thumb|none|350px|FX-05 Xiuhcoatl for comparison - 5.56x45mm NATO]] | ||
[[file:FX-05 Xiuhcoatl.jpg|thumb|none|350px|FX-05 Xiuhcoatl for comparison - 5.56x45mm]] | |||
[[file:MaxPayne3 2012-06-15 22-05-17-79.jpg|thumb|none|600px|Heckler & Koch G36V in game. Note how the fire selector is set to semi auto.]] | [[file:MaxPayne3 2012-06-15 22-05-17-79.jpg|thumb|none|600px|Heckler & Koch G36V in game. Note how the fire selector is set to semi auto.]] | ||
[[file:MaxPayne3 fx-05 gold viu.jpg|thumb|none|600px|Golden Heckler & Koch G36V in game.]] | [[file:MaxPayne3 fx-05 gold viu.jpg|thumb|none|600px|Golden Heckler & Koch G36V in game.]] | ||
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==IMBEL MD-97 LC== | ==IMBEL MD-97 LC== | ||
The [[IMBEL MD-97|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. | The [[IMBEL MD-97|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. | ||
[[File:Imbel MD97LC.jpg|thumb|none|450px|Imbel MD 97 LC - 5.56x45mm NATO]] | |||
[[File:Imbel MD97LC.jpg|thumb|none| | |||
[[file:MaxPayne3 2012-06-15 19-50-21-56.jpg|thumb|none|600px|IMBEL MD-97 LC in Game.]] | [[file:MaxPayne3 2012-06-15 19-50-21-56.jpg|thumb|none|600px|IMBEL MD-97 LC in Game.]] | ||
[[file:MaxPayne3 md viu.jpg|thumb|none|600px|Golden IMBEL MD-97 LC in Game.]] | [[file:MaxPayne3 md viu.jpg|thumb|none|600px|Golden IMBEL MD-97 LC in Game.]] | ||
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==IMI Galil ARM== | ==IMI Galil ARM== | ||
The [[IMI Galil ARM]] with an unlockable red dot sight is added in the Painful Memories DLC pack | The [[IMI Galil ARM]] with an unlockable red dot sight is added in the Painful Memories DLC pack. It is incorrectly depicted as firing in 3-round bursts, for whatever reason.. | ||
[[File:GalilARM-2.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]] | |||
[[File:GalilARM-2.jpg|thumb|none| | |||
[[file:Mp3arm.jpg|thumb|none|600px]] | [[file:Mp3arm.jpg|thumb|none|600px]] | ||
==IMI Tavor TAR-21== | ==IMI Tavor TAR-21== | ||
The [[IMI Tavor TAR-21]] with an unlockable red dot sight and | The [[IMI Tavor TAR-21]] with an unlockable red dot sight and suppressor is added in the Painful Memories DLC pack. | ||
[[Image:TAR-21 Flat Top.jpg|thumb|none|450px|IMI Tavor TAR-21 with flat top, Surefire Universal weaponlight, RIS foregrip, and Meprolight red dot sight (officially designated "TAR-21 Flat Top" by IMI) - 5.56x45mm NATO]] | |||
[[Image:TAR-21 Flat Top.jpg |thumb|none| | |||
[[File:Mp3tav.jpg|thumb|none|600px]] | [[File:Mp3tav.jpg|thumb|none|600px]] | ||
==Ruger Mini-30== | ==Ruger Mini-30== | ||
The [[Ruger_Mini-14#Ruger_Mini-30|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. | The [[Ruger_Mini-14#Ruger_Mini-30|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. | ||
[[File:RugerMini30NewSS.jpg|thumb|none|450px|Stainless Ruger Mini-30 new production model semiautomatic rifle with flush factory five round magazine - 7.62x39mm]] | |||
[[File:RugerMini30NewSS.jpg|thumb|none| | |||
[[File:Ruger Mini-14 Custom de.wiki.jpg|thumb|350px|none|For comparision: Custom Ruger Mini-14 with aftermarket folding stock, sniper scope and muzzle brake - .223 Remington]] | [[File:Ruger Mini-14 Custom de.wiki.jpg|thumb|350px|none|For comparision: Custom Ruger Mini-14 with aftermarket folding stock, sniper scope and muzzle brake - .223 Remington]] | ||
[[file:MaxPayne3 2012-06-14 20-20-23-29.jpg|thumb|none|600px|Max holds a Mini-30 with a laser pointer as he provides cover from a helicopter in the second chapter.]] | [[file:MaxPayne3 2012-06-14 20-20-23-29.jpg|thumb|none|600px|Max holds a Mini-30 with a laser pointer as he provides cover from a helicopter in the second chapter.]] | ||
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=Sniper Rifles= | =Sniper Rifles= | ||
==Barrett M107== | ==Barrett M107== | ||
Snipers use [[Barrett M107]] anti-materiel rifles to ambush a deal in the soccer stadium in the | Snipers use [[Barrett M107]] anti-materiel rifles to ambush a deal in the soccer stadium in Chapter 3, with the rifle only being 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 bodyshops 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| | |||
[[file:MaxPayne3 2012-06-17 15-19-05-95.jpg|thumb|none|600px|Barrett M107 in Game.]] | [[file:MaxPayne3 2012-06-17 15-19-05-95.jpg|thumb|none|600px|Barrett M107 in Game.]] | ||
[[file:MaxPayne3 barret 82a1 gold viu.jpg|thumb|none|600px|Golden Barrett M107 in Game.]] | [[file:MaxPayne3 barret 82a1 gold viu.jpg|thumb|none|600px|Golden Barrett M107 in Game.]] | ||
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==Heckler & Koch G3SG/1== | ==Heckler & Koch G3SG/1== | ||
A scoped [[Heckler_%26_Koch_G3#Heckler_.26_Koch_G3SG.2F1|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. | A scoped [[Heckler_%26_Koch_G3#Heckler_.26_Koch_G3SG.2F1|Heckler & Koch G3SG/1]] appears as the FMP G3S. The lack of a cheek rest on the stock indicates that it's a scoped G3 instead of a G3SG/1 or MSG90. | ||
[[file:H&KSG1.jpg|thumb|none|450px|Heckler & Koch G3SG/1 - 7.62x51mm NATO. The in-game rifle has no cheek rest.]] | |||
[[file:H&KSG1.jpg|thumb|none| | |||
[[file:MaxPayne3 2012-06-17 16-51-46-81.jpg|thumb|none|600px|Heckler & Koch G3SG/1 in Game.]] | [[file:MaxPayne3 2012-06-17 16-51-46-81.jpg|thumb|none|600px|Heckler & Koch G3SG/1 in Game.]] | ||
[[file:MaxPayne3 g3 gold viu.jpg|thumb|none|600px|Golden Heckler & Koch G3SG/1 in Game.]] | [[file:MaxPayne3 g3 gold viu.jpg|thumb|none|600px|Golden Heckler & Koch G3SG/1 in Game.]] | ||
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==IMBEL IA2== | ==IMBEL IA2== | ||
The 7.62mm version of Brazil's new service rifle in | The 7.62mm sniper-rifle-configured version of Brazil's new service rifle, the [[IMBEL IA2]], was added in the Hostage Negotiation DLC pack, with an unlockable scope. Added in the Hostage Negotiation DLC pack. | ||
[[File:IMBEL IA2 762.jpg|thumb|none|450px|IMBEL IA2 7.62mm Prototype - 7.62x51mm NATO]] | |||
[[File:IMBEL IA2 762.jpg|thumb|none| | [[File:Imbelia2.jpg|thumb|none|350px|Photoshopped mock-up of IMBEL IA2 7.62mm sniper rifle - 7.62x51mm NATO. This image was made by the Small Arms Illustrated project.]] | ||
[[File:Imbelia2.jpg|thumb|none|350px|Photoshopped mock-up of IMBEL IA2 7.62mm sniper rifle - 7.62x51mm. This image was made by the Small Arms Illustrated project.]] | |||
[[file:Mp3ia.jpg|thumb|none|600px]] | [[file:Mp3ia.jpg|thumb|none|600px]] | ||
==M24 Sniper Weapon System== | ==M24 Sniper Weapon System== | ||
The [[M24]] | The [[M24 SWS]]was added in the Hostage Negotiation DLC pack, with an unlockable suppressor. | ||
[[file:M24A2.jpg|thumb|none| | [[file:M24A2.jpg|thumb|none|450px|M24 SWS - 7.62x51mm NATO]] | ||
[[file:Mp3m24.jpg|thumb|none|600px]] | [[file:Mp3m24.jpg|thumb|none|600px]] | ||
=Machine Guns= | =Machine Guns= | ||
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. | 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== | ==Heckler & Koch HK21== | ||
The [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|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 [[Heckler_%26_Koch_HK_series_machine_guns#Heckler_.26_Koch_HK21|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. | ||
[[file:HK21MachineGun.jpg|thumb|none|450px|Heckler & Koch HK21 - 7.62x51mm NATO]] | |||
[[file:HK21MachineGun.jpg|thumb|none| | [[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| | |||
[[file:MaxPayne3 2012-06-15 19-54-54-71.jpg|thumb|none|600px|Heckler & Koch HK21 in Game.]] | [[file:MaxPayne3 2012-06-15 19-54-54-71.jpg|thumb|none|600px|Heckler & Koch HK21 in Game.]] | ||
[[file:MaxPayne3 hk gold viu.jpg|thumb|none|600px|Golden Heckler & Koch HK21 in Game.]] | [[file:MaxPayne3 hk gold viu.jpg|thumb|none|600px|Golden Heckler & Koch HK21 in Game.]] | ||
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==RPD== | ==RPD== | ||
The [[RPD|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. | The [[RPD|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. | ||
[[file:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]] | |||
[[file:RPD-Light-Machine-Gun.jpg|thumb|none| | |||
[[file:MaxPayne3 rpd viu.jpg|thumb|none|600px|RPD in Game.]] | [[file:MaxPayne3 rpd viu.jpg|thumb|none|600px|RPD in Game.]] | ||
[[file:MaxPayne3 rpd gold viu.jpg|thumb|none|600px|Golden RPD in Game.]] | [[file:MaxPayne3 rpd gold viu.jpg|thumb|none|600px|Golden RPD in Game.]] | ||
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=Launchers= | =Launchers= | ||
==DefTech 37mm Launcher== | ==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 [[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. | ||
[[file:Federallabs37.jpg|thumb|none|450px|DefTech 37mm Launcher - 37mm]] | |||
[[file:Federallabs37.jpg|thumb|none| | |||
[[file:MaxPayne3 granatnik viu.jpg|thumb|none|600px|DefTech 37mm Launcher in Game.]] | [[file:MaxPayne3 granatnik viu.jpg|thumb|none|600px|DefTech 37mm Launcher in Game.]] | ||
[[file:MaxPayne3 gl gold viu.jpg|thumb|none|600px|Golden DefTech 37mm Launcher in Game.]] | [[file:MaxPayne3 gl gold viu.jpg|thumb|none|600px|Golden DefTech 37mm Launcher in Game.]] | ||
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==M72A2 LAW== | ==M72A2 LAW== | ||
The [[M72 LAW|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 [[M72 LAW|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). | ||
[[file:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]] | |||
[[file:M72A2LAW.jpg|thumb|none| | |||
[[file:MaxPayne3 lav viu.jpg|thumb|none|600px|M72A2 LAW in Game.]] | [[file:MaxPayne3 lav viu.jpg|thumb|none|600px|M72A2 LAW in Game.]] | ||
[[file:MaxPayne3 lav gold viu.jpg|thumb|none|600px|Golden M72A2 LAW in Game.]] | [[file:MaxPayne3 lav gold viu.jpg|thumb|none|600px|Golden M72A2 LAW in Game.]] | ||
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==RPG-7== | ==RPG-7== | ||
The [[RPG-7]] appears as the RPG. The weapon is used by enemies in singleplayer, but can never be picked up | 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 [[RPG-7]] parts can be found in Chapter 12, serving absolutely no practical purpose whatsoever. | ||
[[file:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]] | |||
[[file:Rpg-7-1-.jpg|thumb|none| | |||
[[file:MaxPayne3 2012-06-14 20-52-38-62.jpg|thumb|none|600px|A thug takes aim at Max's helicopter with his RPG-7.]] | [[file:MaxPayne3 2012-06-14 20-52-38-62.jpg|thumb|none|600px|A thug takes aim at Max's helicopter with his RPG-7.]] | ||
[[file:MaxPayne3 2012-06-14 21-46-11-84.jpg|thumb|none|600px|RPG-7 in Game.]] | [[file:MaxPayne3 2012-06-14 21-46-11-84.jpg|thumb|none|600px|RPG-7 in Game.]] | ||
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==UFE ARSENAL== | ==UFE ARSENAL== | ||
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]]. | 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]]. | ||
[[file:MaxPayne3 arsenal 1.jpg|thumb|none|600px|G36K, AK-101, FN FAL.]] | [[file:MaxPayne3 arsenal 1.jpg|thumb|none|600px|G36K, AK-101, FN FAL.]] | ||
[[file:MaxPayne3 arsenal 2.jpg|thumb|none|600px|G36K, AK-101, FN FAL.]] | [[file:MaxPayne3 arsenal 2.jpg|thumb|none|600px|G36K, AK-101, FN FAL.]] |
Revision as of 03:43, 25 July 2019
|
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:
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. 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.
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 York flashback levels. 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.
Glock 17
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 handgrip and accessory rail groove. The notch underneath is only modelled in the normal map, and is thus only apparent when viewed from below. These Glocks come with Glock 18C-style compensator ports on the top of the slide and a compensated barrel. Unlike the 18C however, there is no fire-select switch on the slide. Despite being modelled 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 player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. When equipped, the weapon comes with a native customization allowing the user to switch from automatic firing to semi automatic firing modes 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 chapter 7.
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 is actually based on the model 608 as the in-game weapon is chambered for .357 and has an eight-shot capacity, as well as the fact that there is no "RAGING BULL" engraving on the side. Unlike the .38 revolver, this one uses a speed-loader. 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. 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. 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 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.
Ingram MAC-10
The Ingram MAC-10 are commonly used by mob hitmen in the New York/New Jersey flashbacks, as the M10.
Taurus M972
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.
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 a PDW-style folding stock. It is only usable in Chapter 13, being a common weapon of UFE members; in spite of this, a UFE officer wields one in a cutscene in Chapter 14, as opposed to the converted Glock 17 that he uses during gameplay.
Shotguns
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.
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 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.
Remington 870 Folding Stock
The Remington 870 Folding Stock appears in the game as the "M500" (which suggests it is perhaps a developers confused it with the Mossberg 500) and holds 6 rounds. It is seen with a wooden furniture, rifle sights, heat sheld, 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.
Remington 11-87
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 side by side shotgun
A Sawed off side by side shotgun 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.
Rifles
AK-47
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. It is incorrectly depicted as firing in 3-round bursts, for whatever reason..
IMI Tavor TAR-21
The IMI Tavor TAR-21 with an unlockable red dot sight and suppressor is added in the Painful Memories DLC pack.
Ruger Mini-30
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.
Sniper Rifles
Barrett M107
Snipers use Barrett M107 anti-materiel rifles to ambush a deal in the soccer stadium in Chapter 3, with the rifle only being 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 bodyshops to kill basic enemies, and being utterly incapable of piercing kevlar vests.
Heckler & Koch G3SG/1
A scoped Heckler & Koch G3SG/1 appears as the FMP G3S. The lack of a cheek rest on the stock indicates that it's a scoped G3 instead of a G3SG/1 or MSG90.
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, with an unlockable scope. Added in the Hostage Negotiation DLC pack.
M24 Sniper Weapon System
The M24 SWSwas added in the Hostage Negotiation DLC pack, with an unlockable suppressor.
Machine Guns
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.
RPD
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.
Launchers
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.
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 is accidentally holding an invisible RPG foregrip (Max and all others use it correctly).
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 RPG-7 parts can be found in Chapter 12, serving absolutely no practical purpose whatsoever.
Other
UFE ARSENAL
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.
See Also
Video Games:
- Max Payne - The first game in the series.
- Max Payne 2: The Fall of Max Payne - The first sequel.
Film:
- Max Payne - The film, based loosely on the videogame series.