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requires a rockstar social club login though
Several times you'll find a long-gun that suits your playstyle, think "I'm keeping this" and a cutscene will trigger that arbitrarily discards it: literally, no reason. In some areas enemies are exclusively using long guns. Meaning if you used all your pistol ammo, you have nothing. As with most things some playtester must have pointed this out to them, instead of the common sense thing, letting you keep your preferred weapon, they will usually place some other long gun with only one magazine of ammo, conveniently right next to Max's head.
The whole time you'll be fighting against Rockstar's fancy-pants physics engine. Existing only to be shown off; as the final act of the trilogy that invented it, you're ostensibly encouraged to use shoot-dodge. But many (if not most) locations are cramped interiors, and Max doesn't move with precision, so even jumping to parallel rooms will often see you strike the wall. The game is so enamored with this simulated impact animation, that it doesn't care that it completely debilitates the player not only by stunning you in place for a slog, but usually by sending the reticle all over the screen. This "euphoria engine" means that Max often has to adjust awkwardly until he settles back into his hand animated frames, all while you're absorbing bullets like a sponge. Max is incredibly slow in every respect and our weak kneed friend can't even transition from prone to crouched without standing straight up in the line of fire first. Unfortunately for his hip, our geriaction hero also suffers pretty consequential fall damage. Meaning doing a cool guns akimbo dive through the air from any place higher than Max's head can see you take damage more severe than through heavily armed opponents, and he'll die if he's low on health even if he has seven painkillers (franchise health) - can't avenge the ground I guess. Because there's also a new mechanic called "Last Man Standing" - almost certainly introduced because of how unforgiving the game is. It allows Max to use one pain-killer if you have one, to bring Max back from certain death, as long as you avenge yourself against the man who shot you. However, Max can enter this state while ragdolling, giving you the not so rare honour of watching him flail like a drunk muppet while you wait hopelessly for the longest transition to game over state, in human history, and god forbid you should run out of bullets during this (at all, but especially during this)... But don't worry, they also made sure you can't switch weapons - just in case.
Speaking of Drunk puppets, at the risk of making this already long-winded comment my review: this game is not about Max Payne. This is Die Hard. But actually it's mostly a rip off of the late Tony Scott's film Man on Fire, but instead of a helpless child you're initially tasked with protecting the Brazilian Kardashians, while the game makes your home country look like total ♥♥♥♥; and this is as you suffer through Dan Houser's idea of clever Noir witticisms like "I was doing a protection detail for the kinds of people who need protection in a town such as this." and "I wouldn't know right from wrong if one of them was feeding the poor and the other was bangin' my sister." So, hands off Max's sister everybody. Chastity belt for life.
It's not like the game has nothing to offer. If you don't mind dying a lot, (hope you like being ambushed from behind) or just think you're hot ♥♥♥♥ (the game is virtually unplayable with a controller, I'm using Steam Input gryo, so it's pretty manageable compared to my early experience, I'm sure keyboard and mouse players will find the controls more than responsive enough) it has a few pretty cool twists, great graphics for the era, destructible environments, and cool kill cams that highlight that awesome physics engine that's totally not crippling your controls! In my opinion Rockstar had no real business concluding Remedy's baby, Houser was just up his ass to make a Max Payne game as a vehicle to rip-off his newest favorite movies. It's so invested in this style over substance approach, that to this day you can't skip these un-Max-Payne-like cutscenes featuring their un-Max-Payne-styled Max, in this un-Max-Payne-feeling, final chapter of the Max Payne trilogy.
(And yes, they're unskippable on every playthrough, even repeat playthroughs).
Yes, later on there are bigger levels. Examples are a favela (slum), a parking lot and an airport.
About replayability, well, you can look around for golden guns/clues in every stage, and also get achievements, but not much aside from that.