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Max Payne Preview
December 28, 1998   Dennis Thresh Fong > [View My Other Articles]
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Gameplay

And the game plays like...

Stylistically speaking, Max Payne is going to play out like a classic "Underdog good guy vs. overwhelmingly powerful bad guys" Hollywood action movie, and that's exactly the way its Finnish developers, Remedy Entertainment, want it to be. Aiming directly at the crime-thriller lovers in all of us, Max Payne will include much of the same real-world realism you'll find in hit action movies, such as Die-Hard. Along the same lines, Remedy infused a lot of John Woo-esque elements into the game, giving our hero some chic moves and a "cool as ice" presence.

Much like Half-Life or any action film, you'll find out more about the story the further along you are in the game. The plot will unfold through a series of scripted sequences, hand-painted animated comics, news, and other nifty things you may come across during the game. The collection of over 80 hand-painted comics will act as cut-scenes, setting the dark, almost gothic atmosphere while unfolding the story in-depth.

Max Payne is a bold third-person shooter intended for mature audiences. Unlike other games in the third-person genre, such as Tomb Raider and Heretic II, this game is not focused on puzzle solving, but rather using its plot and storyline to enhance the shoot 'em up action. And a shoot 'em up game you'll get! The game features three main "acts," with six to eight "locations" in each. Remedy runs the gamut with these locations, from the low-class, seedy slums, wharves, factories to the classy art galleries and corporate and government offices. In each location you'll find enemies ranging from low-level mob thugs to corporate lawyers, with several "boss" enemies to boot.

Max at fence
Max chillin' near a fence
Subway
A subway station

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 Random Fact
Striving for Realism Creating real-world counterparts is something Remedy really focused a lot of attention on, whether it be in regards to the game physics, scenery, environment, lighting, or objects. Bullets have real-world velocities and trajectories, locations are taken directly from New York City, and every weapon in the game exists in Real Life™.


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