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Mark Wahlberg’s Video Game Adaptation With 16% RT Score Slammed By VFX Artists For PG-13 Cuts

Mark Wahlberg’s Video Game Adaptation With 16% RT Score Slammed By VFX Artists For PG-13 Cuts


Mark Wahlberg has made quite a name for himself, with the ability to tackle many movie genres throughout his whole movie career. The actor initially launched his career as the famous rapper, Marky Mark, before venturing into acting with his debut movie Renaissance Man. However, he got his big break with Paul Thomas Anderson’s Boogie Nights, in which he portrayed rising adult actor Eddie Adams/Dirk Diggler.

Despite appearing in many critically-acclaimed movies, Wahlberg has faced many bumps in his film career. Movies like M. Night Shyamalan’s The Happening and his two Transformers installments were not well received by critics nor audiences, while Infinite and Deepwater Horizon were box office flops. However, there is one movie that has truly been a stain on Wahlberg’s filmography, and now VFX artists are taking a dig at his poorly-made video game adaptation.

VFX Artists Criticize Max Payne’s CGI

The Experts Found Several Key May Payne Moves Terrible

Mark Wahlberg’s 2008 film Max Payne has been criticized by VFX artists for its visual effects. The movie, an adaptation of the popular video game series, follows the titular NYPD detective (Wahlberg) as he seeks vengeance for the brutal murders of his wife and child. Directed by John Moore, the film also features Mila Kunis, Beau Bridges, and Ludacris. Despite its attempt to replicate the game’s dark, noir-inspired atmosphere, Max Payne was a critical failure. While a later unrated cut promised a more intense version, it still failed to deliver the stylized action that made the game a cult classic.

Recently, the VFX artists from Corridor Crew analyzed several underwhelming action scenes in Max Payne, highlighting how the PG-13 rating led to even worse visuals. Moore’s video game adaptation currently holds a 16% critic score on Rotten Tomatoes, mainly critiqued for its confusing story and uninspired action sequences. Read what Corridor Crew had to say below:

Niko: That stunt was a lot cooler in this [unrated] version.

Sam: I don’t even know who is watching the PG-13 version. Is the PG-13 version the one that got released in theaters?

Freddie: Yeah…

The VFX artists also pointed out how both versions lack Max’s iconic dive move, where the police vigilante jumps sideways while shooting at his foe.

Sam: Max Payne’s special power was jumping sideways.

Freddie: Oh, this must be the move.

Niko: It’s going in slow motion. It’s so bad.

Freddie: The problem is you don’t look cool!

Niko: No, not at all.

Sam: There is one scene where he dives sideways.

Niko: No, this is it. The backwards dive is the only dive shot.

The Corridor Crew team also questioned whether Max Payne was ever truly adaptable, suggesting that the game’s mix of over-the-top action and noir storytelling might not have translated well to film:

Freddie: I don’t think there would have been a good Max Payne movie. I think it would have been too goofy. Like if it was a true, honest to God adaptation to Max Payne, it would have been too goofy for movie audiences.

Niko: If it was truly Max Payne. It would have starred Johnny Knoxville.

What Max Payne’s PG-13 Cuts Mean

Missed Shot At A Great Action Adaptation

One of Max Payne’s biggest selling points as a game was its groundbreaking use of “bullet time,” allowing players to slow down action and execute stylish, cinematic gunfights. The video game adaptation attempted to replicate this, but the results fell flat, leading Corridor Crew to critique how awkwardly it was implemented. The stunt work and visual effects of the adaptation failed to capture the game’s dynamic movement, making Max Payne’s iconic action feel stiff and uninspired.

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While the movie features one or two attempts at Max’s signature dives, they lack impact. For a franchise built on slow-motion gunplay, Max Payne delivered shockingly few moments that truly embraced its gaming roots. Beyond the action issues, the biggest challenge for Max Payne as a film was translating its noir-influenced, pulpy storytelling without feeling overly dramatic or unintentionally goofy. The VFX artist’s comments reflect the difficulty in adapting the game’s mix of self-serious storytelling and over-the-top action, which did not translate well to the 2008 film and may never be.

Our Take On Max Payne’s Pitfalls

How Hollywood Fumbled A Stylish Action Classic


While the PG-13 rating certainly hurt Max Payne, it wasn’t the sole reason for its failure. In either version, the game’s moody action and hard-boiled detective storytelling were watered down into something that felt generic rather than uniquely noir. The Corridor Crew critique highlights how Max Payne failed to embrace its video game origins in a meaningful way. Stylized action and bullet-time effects should have been the movie’s biggest strengths, but instead, they felt lifeless and uninspired. If Hollywood ever decides to take another stab at Max Payne, it should fully commit to an R-rated, pulpy, and visually dynamic experience.

Source: Corridor Crew

Max Payne
Systems
Released

July 23, 2001

ESRB

M For Mature 17+ due to Blood, Violence

Developer(s)

Remedy Entertainment

Publisher(s)

Gathering of Developers

Genres

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