Max Payne 3 is the third game in the Max Payne third-person shooter franchise, developed by Rockstar Games and published by Take-Two interactive. Abandoning the film noir detective plotlines of previous games, it instead takes the story eight years after the events of Max Payne 2, with Max having quit the NYPD to become a private security guard for the rich and influential Branco family in São Paulo. Following a series of raids by mysterious armed thugs, Max finds himself on a rescue mission, but as ever things are more complicated than they seem.
The following weapons can be seen in the video game Max Payne 3:
Max Payne 3 dispenses with the mostly-limitless inventory of the prior games, instead allowing Max to carry two one-handed weapons and one two-handed weapon, which he will hold in his left hand if using a one-handed weapon. If he is not carrying a two-handed weapon he is able to dual-wield any combination of one-handed weapons he is carrying. Weapon reload animations are altered depending on Max's current loadout and whether or not he is in cover; awkward positioning results in longer reload times. Ammunition is for the most part divided by weapon class; for example, ammunition for the 5.56mm G36V also works in the 7.62mm FAL.
As with previous installments the game's gunplay is heavily influenced by Hong Kong action movies, with the same slow motion "bullet time" and "shootdodge" abilities, though Max will now collide heavily with objects and surfaces if he shootdodges into them rather than just brushing against them until the animation completes. While the game discards the "in the zone" mechanic of Max Payne 2 which allowed for showy slow-motion reloads, it retains the "bullet cam" showing the last enemy in a room's death, now rendered in far more grisly detail due to a new damage modelling system which shows both entry and exit wounds. As with previous games in the series, each bullet is treated as a physical projectile with defined speed rather than using hitscans.
Throughout the game, secret "gold" weapon parts can be found, each gold weapon requiring three parts. Typically the gold weapons have larger magazines, and sometimes are altered cosmetically to reflect this; occasionally a modelling glitch results in a weapon being displayed temporarily in a cutscene with the physical alterations (like Max tucking a standard PT92 into his shoulder holster and finding that it now has an extended magazine), while golden weapons do not appear as such in cutscenes but occasionally have the altered magazines, this time without the gold finish. Weapons can sometimes be found with modifications such as red dot scopes or flashlights, though in singleplayer the player has no influence over what upgrades they will have or when they will appear.
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 actual notch is only modeled for a certain area and thus can only be seen from underneath. 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 42 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 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's weapon of choice during the first half of the first New Jersey flashback. Called the "Revolver .38", it 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 Desert Eagle. Referred to as the 608 Bull, it seems to confuse itself with the Raging Bull but the 8 shot cylinder confirms it as the 608. 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 and no accessory rail. The weapon can be found with a light, although it's tacked onto the frame due to the lack of a rail 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 and 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. 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.
IMI Mini/Micro UZI
A strange IMI Uzi hybrid is available throughout the game starting from the second chapter as the "Micro 9mm". It appears to be a Mini Uzi with the folding stock removed and the whole thing shrunk to the Micro Uzi size.
Ingram MAC-10
The Ingram MAC-10 appears as the "M10", commonly used by mob hitmen in the New York/New Jersey flashbacks.
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. It's found relatively uncommon through 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 paramilitary group.
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" (apparently confusing it with the Mossberg 500) and holds 6 rounds. It is seen with a wooden furniture, ghost ring sights, heat shield, 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". It's only 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.
Hammerhead
The Hammerhead Shotgun was added in the Disorderly Conduct DLC and it's only available on multiplayer. It appear to be a rather odd hybrid of the Jackhammer and the Daewoo USAS-12
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
The FN FAL appears as "FAL" and it 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 7.62 FAL magazine. This does not change on the gold version, despite the capacity increasing to 30 rounds. It is worth noting that it is partially based on the L1A1, namely the two vent hole handguard and a shortened version of the L1A1 flash hider.
Heckler & Koch G36V
The UFE paramilitary unit use the Heckler & Koch G36V which is called the "G6 Commando" in-game. 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 it's juat a 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. 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 designated as the "MD-97L", which is the designation for the full-length rifle, not the carbine.
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.
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, while 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 bodyshots 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. Interestingly enough it only appear in Chapter 14 in the hands of two enemies and can only be picked if the player shot the enemy in the leg forcing him to fall with the gun,even if this is a rather poor decision since after that theres a room full of enemies to he turned into ham by Max
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.
M24 Sniper Weapon System
The M24 SWS was 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". First in the speedboat chase, it appears with a belt box and infinite ammo, while later levels have it with an RPD-style 100-round drum and limited ammunition. 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 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 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.
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 HK69A1 and the standalone M203.
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.
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, mostly using the same models from the game.