August
7,
1998
|
|
Max speaks softly, but carries a BIG gun.
|
We spoke to Petri Jarvilehto, project lead, and the game's story writer and
designer Sam Lake. We decided, in the manner of famous undercover cops
everywhere, to get straight down to the facts. We wanted names, places -
and most of all, in a character driven game, we wanted motives.
Who is Max Payne?
Sam: "Max Payne is a hardboiled fugitive undercover cop with nothing to
lose. Nothing to lose because his family has been killed, his boss
murdered, and he has been framed for the murder. He's on a crash boom bang
course of revenge, and he's gonna do it with attitude, cool, and lots of
guns, with a vengeance. Dig it."
A lot of emphasis is being placed on Max himself - why?
Sam: "We feel that a character based, plot-driven action is just the right
way to maximise the impact value of the game experience. The plot gives
reason and motive for the action, and the plot must happen to someone. The
character makes it all personal, and brings tons of attitude to the
mixture."
He seems very much akin to Marvel's 'The Punisher' - do you think his
character is strong enough to sustain a plot-driven, character based game?
Sam: "Just watch him do it."
Where and when is the game set?
Sam: "Where? New York City as it is portrayed in crime thrillers and film
noir. When? It's happening now."
Why was this location chosen?
Sam: "Present day, because it really is about time that someone made an
action game with a realistic setting. Nothing pumps up the adrenaline
better than a hefty dose of realism, because present day is really 'the'
setting for crime and action movies. New York City for all the same
reasons, and because NYC is not just a city, it's The City. Why settle for
anything less?"
The press release for the game says that the "third person perspective
in 3D will allow us to do a lot of new things that haven't been done in 3D
action yet" -like what?
Petri: "The main issue with the third person is that finally the player is
really able to see what he is doing and what is happening to him, and
that's something that we're putting a lot of effort into. Also, third
person means that we can do tricks with the camera (make grenade blasts
throw the camera around, use the camera to peek round a corner), which adds
immensely to the gaming experience."
Is the game pure shooting action, or should we expect RPG elements?
Petri: "Max Payne is hardboiled cinematic action with a strong
storyline to back up and give meaning to the action."
What will separate this game from other violent shooters?
Petri: "It's a 'person action game', which in itself sets it pretty much
apart already. Other cool stuff is a strong lead character with real
personality, new technology (radiosity lighting etc.) that
allows for realistic looking environment, cinematic gameplay, strong
storyline, bad guys with character and motives, realistic weapons, you
know I could really just go on and on.) The bottom line is
that Max Payne will feature the most hardboiled, realistic action
ever."
Will there be cut-scenes to advance the plot?
Sam: "No, something new and original instead. We'll have more than eighty
hand painted comics screens in the game to advance the plot. Dark and
gritty panels of realistic art just bursting with attitude. In addition
the plot is going to be present in the game levels in various ways. We'll
have newspapers, TV news, letters, secret files, phone-calls, dialogue,
you name it."
What engine is being used for the game, and why?
Petri: "The game uses Max3D, Remedy's proprietary game engine that is
surpasses anything seen before. Max3D takes all the advantages from
DirectX6 and is clearly one of the most sophisticated game engines around.
Max3D let's us do some totally awesome things such as full radiosity
lighting, realistic particle systems and so on.
"As to why we're developing our own technology: if you're licensing you
will have to operate within the boundaries of the licensed technology, and
that limits the scope of your game. Also, new technology always makes a
game more interesting (imagine if Unreal was done with Quake II engine)."
3D Realms is obviously keen to see Max Payne as recognisable, and indeed
as merchandisable as Duke Nukem. Is this your aim?
Petri: "Yes. We've been working with Max for a pretty long time now and
during that time he's grown into a real character. Obviously we look
forward to working with him in the future as well."
Are any sequels / mission packs planned?
Petri: "It's much more than a one-shot game, we've been developing the
character cast and the setting to be a realistic and interesting world of
stories that can sustain much more than a single hit game. We intend to
keep working with Max Payne's world in other products, possibly even branch
out into other media, much like Duke Nukem is now doing succesfully."
Is the plot open ended, or is there a specific end result?
Sam: "There's going to be an explosive ending (that's a promise). It's
really the only way to create a hard hitting plot."
What has been the most satisfying part of developing the game?
Petri: "The development in itself is very satisfying. Getting the
characters to work smoothly felt good, seeing the lighting working for the
first time was amazing, having guns working with the particle effects
almost blew our minds ('Darn it, Henkka, you should have told us the
effects would look that good!' and 'Gosh, my head just exploded' are
phrases that were used when seeing the particles in the game for the first
time), having the weapon system up & running was a great milestone...
really it's always a great satisfaction to see something finally in the
game that you've been working on for months.
The other thing is seeing the outsiders react to the game. I mean most of
the time you get so blind to the stuff you're developing that it's
difficult to tell whether it rocks or not... we've been looking at
realistic particle effects and awesome radiosity lighting for so long that
we're getting numbed by it. It's only when you show the game to someone
else and get the 'holy shit - that looks friggin' amazing' reaction that
really tells you where you're going."
What do you think will give gamers the most satisfaction?
Petri: "I think it will be the unique way how the game will play out.
There really hasn't been a game out there that would fit you into a
realistic action movie setting, and it's something that a lot of gamers
are waiting for... we're confident that the cinematic gameplay that we're
creating in Max will give new directions to explore to the whole 3D action
game genre."
Do you think, as a Finnish developer, you have a new cultural vision to
offer American gamers?
Sam: "I'm sure we'll be adding our own spices to the action game genre.
Just to give you an example: winters can get pretty rough up here in
Finland, so when the game hits the stores next year, it's going to be the
worst winter storm in a century for New York City."
How do you react to criticism of violence in videogaming? Would you
consider Max a good role model for kids?
Petri: "I draw a pretty straight parallel between action games and action
movies. Sure, I wouldn't want 6 year old kids watching any of the John Woo
movies, and I think people should recognize the fact that Max Payne
is in the same category as any hardboiled, kick-ass action film. No, I
don't think Bruce Willis plays a good role model to kids in Die Hard, and
neither does Max Payne. This game is aimed for mature audience and it
contains realistic violence and violent, fast action."