Hold-to-Activate Bullet Time
Hold-to-activate bullet time debuted in Max Payne 2 (2003), not Max Payne 3.
Hold-to-activate bullet time is a gameplay mechanic in Max Payne 2: The Fall of Max Payne (2003) that allows the player to enable bullet time by holding a button, slowing time while the player can still aim in real-time. The screen changes to a sepia tone as a visual cue, and the bullet time meter depletes while active, replenishing when not in use or by killing enemies.
Quick Facts
- Franchise
- Max Payne
- Developer
- Remedy Entertainment (Max Payne 1 & 2); Rockstar Studios (Max Payne 3)
- Publisher
- Gathering of Developers (Max Payne 1); Rockstar Games (Max Payne 2 & 3)
- First appears
- Max Payne 2 (2003) as hold-to-activate; Max Payne (2001) introduced toggle-based bullet time
- Narrative justification
- Max's heightened perception under extreme psychological stress
- Status
- Signature mechanic across all three mainline entries
More in Gameplay & Mechanics
Elsewhere in Max Payne
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