
Max Payne
Developer: Remedy Entertainment
Publisher: GodGames
Release date: Mid-July
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What's so high-tech about it: The new graphics engine uses photorealistic artwork to re-create the look and feel of Hollywood action movies.
If scenes from Max Payne have such a realistic look to them, that's because, from the very start, the designers at Remedy Entertainment have focused on building the titular hero's world through photographic art. "I think that makes a huge difference when compared to the art direction in most other games," says Petri Jarvilehto, one of the design leaders behind Max Payne. "There is practically no hand-drawn art to break the feeling of immersion and realism. Our characters, textures, and models simply look extremely real."
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While Max Payne is played from the third-person perspective, it might be an understatement to label it a "third-person shooter." The designers at Remedy have been working to develop the game's story, characters, and the production design of its action-movie atmosphere, treating the game as though it were an actual film. Underscoring this, the in-game camera will mimic the look and feel of a movie camera as much as possible: Various camera cuts and pans dramatize situations and actions at specific points. Remedy claims the camera work in Max Payne is closer to the style of movie cinematography than what any other game has accomplished so far. Because of this, "action movie game" is probably the more apt term that describes Max Payne.
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The use of graphics-engine technology has immensely shaped the way in which Max Payne has been developed. Because of this particular engine, Jarvilehto attests, the game designers were able to do much more than if they had used any of the existing 3D graphics engines. "The size of modern projects is clearly one of the challenges. Almost all of the hit games shipping today are huge, and good content takes a lot of time to create. As the size [of games] grows, the technology becomes more challenging as well." However, Jarvilehto points out that the biggest remaining challenge is trying to create something new, to bring new ideas to gameplay, or to even create whole new genres: "If you don't have anything new to say, it doesn't matter how good your tech is."
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