NotTheGuyYouKill
Member
jim-jam bongs said:Considering that the roots of Film Noir can be found in German Expressionist film that's a rather ignorant point of view.
Oh snap! Film history buffs to the rescue.
jim-jam bongs said:Considering that the roots of Film Noir can be found in German Expressionist film that's a rather ignorant point of view.
What? That only helps my argument. German Expressionist films had stylized light/dark shadows, back alleyway type stuff, dark architecture etc. which ended up finding itself in early 30s film noir's.jim-jam bongs said:Considering that the roots of Film Noir can be found in German Expressionist film that's a rather ignorant point of view.
And without the lime green which ruins almost every 360 cover imo.wwm0nkey said:one of those new shots would make a pretty cool case cover
Would look better without the IGN
Minimalistic game covers?wwm0nkey said:one of those new shots would make a pretty cool case cover
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Would look better without the IGN
Ben Pierce said:Given the ending(s) for Max Payne 2, I wonder if Remedy already had plans to get rid of the series before they finished the game? I'd like to know if they even had ideas for a third one, and if they did, I'd love to compare that to Rockstar's vision.
Since Prey 2 is already under production, we asked Scott if we be seeing a long term series of Prey games.
Scott: That is always the goal. With Max Payne, for example, we always planned for a long series. Im still puzzled to this day why after 3D Realms and Remedy sold the IP to Take2 theres not been a Max Payne 3. Thats a franchise that sold over 7 million copies between two games. We should be hearing about Max 4 in development by now.
NotTheGuyYouKill said:
Fjordson said:Man, Rob Nelson sure knows how to get me hyped.
And flashbacks confirmed for the first time? Not that that's a big surprise or anything, but neat!
angular graphics said:3DRealms were sort of producers (not publishers) on Max Payne 1&2, helping Remedy. Here is what Scott Miller said in 2007: http://www.yougamers.com/articles/1820_scott_miller_-_the_man_who_would_be_king-page3/
Ah, okay. Sweet.Simo said:Yeah they mentioned this back in the Edge article in April. Basically the game plays around with time a bit, so you may start the game as bald Max and then at some point the game goes back a week or so earlier with Max in New York and so forth.
Fjordson said:Ah, okay. Sweet.
And yeah, when you the separate the two, MP's success is like 90 percent the first game.
It always surprises me that MP 2 did so poorly. I think it's superior to the first game.
Simo said:Yeah they mentioned this back in the Edge article in April. Basically the game plays around with time a bit, so you may start the game as bald Max and then at some point the game goes back a week or so earlier with Max in New York and so forth.
There's also a brief interview where Remedy said they had no plans to revisit Max Payne given they pretty much moved on with Alan Wake. Miller says he's surprised there hadn't been more Max Payne games due to over 7 million copies sold between the two, except nearly 6 million of those came from sales of the first game and MP2 barely managed to move 1 million copies and bombed.
Take Two even invested $8 million in to the development of MP2 when they obtained the license so honestly it's a miracle we're even getting Max Payne 3.
Angry Fork said:What? That only helps my argument. German Expressionist films had stylized light/dark shadows, back alleyway type stuff, dark architecture etc. which ended up finding itself in early 30s film noir's.
jim-jam bongs said:It would help your argument if it weren't for the fact that the intense blacks used to create harshly contrasting shadows weren't present in even the daytime scenes in the game. And if Sao Paolo weren't 90% back alleyways. And if it weren't filled with decrepit old architecture. The fact is that there is nothing about Sao Paolo which precludes a noir treatment.
Ben Pierce said:[/B]
Oh, so Remedy sold the franchise while working on # 2?
jim-jam bongs said:It would help your argument if it weren't for the fact that the intense blacks used to create harshly contrasting shadows weren't present in even the daytime scenes in the game. And if Sao Paolo weren't 90% back alleyways. And if it weren't filled with decrepit old architecture. The fact is that there is nothing about Sao Paolo which precludes a noir treatment.
Simo said:I believe so, or just before development. It's worth noting that Rockstar actually did most, if not all, of the production work on Max Payne 2 from location scouting, sound recordings, VO castings, artwork etc.
Submarino Conversível said:*amazing pics*
That would be amazing. Just imagine Red Dead Redemption on PC.wwm0nkey said:hmmmm with this running on the GTAIV engine I wonder if we will see a ICEnhancer release for this.
Ben Pierce said:Wow, I didn't know that Rockstar had that big of a hand in Max Payne 2 at all...I just always thought they were the moneybags of the operation. They really must know what they're doing with the game, aesthetically speaking, which is a big part, in my eyes, to the Max Payne universe.
I'm fairly certain the gameplay will be amazing. RDR is a shining example of this, as it is still my favorite game of the generation. It's just the writing (and I'm talking about Sam Lake's writing style for Max Payne) that I don't know if they'll be able to 100% nail (or replicate).
The final nails in the coffin for me were the console releases of Max Payne 2 and the original release of Red Dead Revolver.
Max Payne 2 was a game developed by Remedy Entertainment and "produced" by 3DRealms. Yes, the same 3DRealms that has for years not delivered its promise of Duke Nukem Forever. In the meantime, they're staying afloat by sticking their noses in between developers and publishers and acting as an unnecessary middleman. Rockstar did almost all of the actual production work on Max Payne 2 (including the artwork, the sound recording, location scouting, etc.), as well as the marketing. But we would have to get it approved not just through our cocked-up internal approvals process, but also by both Remedy and 3DRealms. This is why the site feels so simple and traditional compared to most other Rockstar sites - it had to be repeatedly "dumbed down" to make it through Remedy and 3DR. The original PC version site was painful enough - when it came time to revise it for the Xbox and PS2 releases, I became so stressed that I had my first overt office blowup with Scott and ended up storming out of the office.
Simo said:Rockstar has a new Q&A up on there site today including the news of a new video coming sometime this month:
http://www.rockstargames.com/newswi...d-max-payne-3-la-noire-red-dead-and-more.html
Gamespot also has a good interview up with Sam Lake and Remedy about the development of Max Payne 1 & 2 and their involvement in Max Payne 3:
http://www.youtube.com/watch?v=Lod6L554GKg&feature=player_embedded
Simo said:Rockstar has a new Q&A up on there site today including the news of a new video coming sometime this month:
http://www.rockstargames.com/newswi...d-max-payne-3-la-noire-red-dead-and-more.html
Gamespot also has a good interview up with Sam Lake and Remedy about the development of Max Payne 1 & 2 and their involvement in Max Payne 3:
http://www.youtube.com/watch?v=Lod6L554GKg&feature=player_embedded
Yes to clarify, Max Payne 3 is powered by our new updated version of RAGE which includes our updated physics engine and graphics engine while Euphoria is its behavior system. Weve worked together with Natural Motion to build on behaviors used in GTAIV and Red Dead Redemption and then have further expanded on them specifically for Max Payne 3 with new behaviors like Shootdodge. This specially customized version of Euphorias behavior system works in close conjunction with our RAGE engine and is a huge part of Max Payne 3s gameplay technology. The results are really amazing and build on Max Paynes tradition of spectacular, balletic gun play.
Certain areas of the environment will trigger a special Bullet Time® sequence, allowing Max to unleash even more devastation on his foes.
In Max Payne 3, every bullet is individually modeled allowing for Bullet Time precision during intense battles.
Enemies will react dynamically to injuries as theyre inflicted.
Max reaches out to brace himself during his signature shoot-dodge maneuver, thanks to advancements in Natural Motion's Euphoria character behavior system.
R* said:Stay tuned for much, much more about Max in the coming weeks and months - including a new video in November.