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Friday, 9th January 2009

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Review: Max Payne (15)**



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Published Date: 14 November 2008
"I don't believe in heaven. I believe in pain, I believe in fear, I believe in death," growls the titular, gun-toting hero in voiceover at the beginning of John Moore's tiresome video game-to-movie adaptation.

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    Audiences will certainly believe in pain – and boredom and frustration –as the vengeance-seeking cop plods wearily through a plot that straddles reality and drug-induced fantasy on the crime-riddled streets of New York City.

    First-time screenwriter Beau Thorne sketches a familiar tale of murder and redemption without any of the excitement or relentless, adrenaline-pumping action of the small-screen source material.

    The twists, if they can be called that, are signposted so far in advance, it becomes laughable that characters can't see what is staring them in their blank faces.

    Mark Wahlberg is inexpressive as the eponymous good cop on a mission, shooting first and thinking later, if at all, as Moore's film builds to a lacklustre final showdown on the rooftop of a skyscraper in the middle of a snowstorm.

    Police officer Max Payne (Wahlberg) returns home to find his wife, Michelle, and baby daughter slain by an intruder. Unable to rest until he unmasks the killer, Max scours every open case file and draws comfort and inspiration from his mentor, BB, who urges patience.

    A tip-off from a snitch leads to a nightclub where Max meets beauty Natasha (Olga Kurylenko) and her sister, Mona.

    The former dies in an alleyway, and police units discover Max's stolen wallet at the scene, fingerprinting him for the gruesome crime.

    While Max tries to clear his name and outrun Internal Affairs Detective Jim Bravura (Bridges), the real culprit – tormented soldier of war Jack Lupino – seeks out the people closest to the renegade cop, including good friend Alex.

    Fans of the Max Payne games will recognise characters and certain plot elements, like the conspiracy surrounding an experimental drug that drives users to the brink of insanity.

    But Moore's film is a poor substitute for the visceral slam-bang that comes from grabbing a controller and taking charge of the hero yourself.

    The lack of dramatic momentum makes the 99-minute running time feel considerably longer.

    Game over.



  • The full article contains 389 words and appears in n/a newspaper.
    Page 1 of 1

    • Last Updated: 26 November 2008 2:30 PM
    • Source: n/a
    • Location: Yorkshire
     
     

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