On Max Payne 2

The 3D Realms Website has word of the cover story in the September 2003 issue of Computer Gaming World magazine about Max Payne 2. They have posted a shot of the cover and some of the favorable things the mag has to say about the third-person shooter sequel, but do not provide any details about the game, deferring to the magazine as the source for these.
View : : :
25 Replies. 2 pages. Viewing page 1.
Newer [  1  2  ] Older
25.
 
Re: No subject
Aug 5, 2003, 15:33
25.
Re: No subject Aug 5, 2003, 15:33
Aug 5, 2003, 15:33
 
Why is 3DRealms whoring itself to a computer magazine???

for extra money for the DNF development Those duke nukem 3d profits only go so far.

"The" Dan
May Jesus Christ of Latter Day Fredricksons guide your sould to eternal salvation.
ExcessDan
24.
 
Re: old
Aug 5, 2003, 05:43
24.
Re: old Aug 5, 2003, 05:43
Aug 5, 2003, 05:43
 
That was not real deforming walls, bullet holes where built into the level with a tile covering them until getting hit

23.
 
No subject
Aug 5, 2003, 05:21
23.
No subject Aug 5, 2003, 05:21
Aug 5, 2003, 05:21
 
Why is 3DRealms whoring itself to a computer magazine??? Max already has a good enough reputation to stand up to some independant scrutiny doesn't he? C'mon, their site is an obvious add for the mag, so obviously there's some back-rubbing going on here. Besides, it's Remedy's game. I dunno what 3DRealms do anymore...they made a game once, right?

22.
 
Re: September?!?
Aug 5, 2003, 03:05
22.
Re: September?!? Aug 5, 2003, 03:05
Aug 5, 2003, 03:05
 
Heh, if you think that's bad, wait till you see those Mags that will release their October issues in a few days

The Max article in CGW is actually very good, a lot more than what I was expecting when I saw the cover. All in all it's made me pretty excited about this game, and seriously, the screenshots look the freaking bomb, even if the facial animation isn't up to Half Life 2's standard. (Max doesn't look constipated anymore, but he does look sorta bored while flying around firing 68 rounds out of his Ingrams, Akimbo style. Seriously, why would he look bored? It's like the man has gotten blase about the whole "Go Slo-Mo and Shoot Bad Guys" thing or something.)
I was a bit less than thrilled to find out that Max was once again framed for the murder of his partner however. Hello Remedy, if you REALLY can't come up with a better story than that, drop me a line, and I can get you in touch with a writer who'll get you a better story for pennies on the dollar.

Creston

This comment was edited on Aug 5, 03:05.
Avatar 15604
21.
 
September?!?
Aug 5, 2003, 01:59
21.
September?!? Aug 5, 2003, 01:59
Aug 5, 2003, 01:59
 
The September 2003 issue? It's the beginning of August, for Christ's sake! What ever happened to releasing the issues during the month they are labeled? Sigh, now nothing makes sense anymore...

Avatar 13188
20.
 
Re: old
Aug 4, 2003, 23:04
20.
Re: old Aug 4, 2003, 23:04
Aug 4, 2003, 23:04
 
I got bored and paraphrased some tidbits from the CGW preview:

- Max has left the DEA to rejoin the NYPD. He's framed (again) for the murder of his own partner.

- Game begins on a rainy autumn night as one long flashback.

- Mona Sax, a "classic femme fatale" returns in the sequel. Her role is unknown.

- Graphic novel depictions of key events occur only during transitions between levels.

- Quick in-engine cutscenes during midlevel portions of the game, such as when Max enters a murder scene.

- Dream sequences are back. No details.

- Game length is roughly 20+ hours, 2x the length of the original. The original was short because Remedy "cut all the crap away."

- Script is 3x longer than the original. Penned once again by Sam Lake.

- Focus on development of main characters; less characters introduced. Plot is tighter, more like a movie.

- New random character animations that enhance the bullet time effect and the cinematic feel.

- AI is less heavily scripted.

- Radiant lighting allows for better shadow definition.

- Improved particle effects make it possible for location-specific sparks to "fly off a van being struck by ricocheting bullets."

- Havok physics engine integrated.

- A few dozen professional New York actors provided all the faces in the game. They're voiced by different people.

- New facial animation engine allows facial expressions and decent lip synching: "faces are more realistic in their skins than those in HL2, but the eyes and facial expressions are stiffer and less believable."
This comment was edited on Aug 4, 23:08.
19.
 
No subject
Aug 4, 2003, 23:03
19.
No subject Aug 4, 2003, 23:03
Aug 4, 2003, 23:03
 
Show stopping bugs? Either you're thinking of a different game or there's a joke in there we all missed. Payne was one of the most rock solid games, out of the box, in years... before and since. It's stability was often remarked upon in reviews.

18.
 
Re: old
Aug 4, 2003, 20:04
18.
Re: old Aug 4, 2003, 20:04
Aug 4, 2003, 20:04
 
If you quit the game because of that I hope I never run into you in a Quake 3 server.

why is that? just curious

"The" Dan
May Jesus Christ of Latter Day Fredricksons guide your sould to eternal salvation.
ExcessDan
17.
 
Re: old
Aug 4, 2003, 19:24
17.
Re: old Aug 4, 2003, 19:24
Aug 4, 2003, 19:24
 
If you were running both windows 2000 / Geforce 3 (which wasn't widely available at the time of release) you couldn't play the game past the first level. However a patch was released 2 days after release. Thats what I got for having a Geforce 3 just a few weeks after release

Dream sequences were simple and only took 15 minutes to get through. If you quit the game because of that I hope I never run into you in a Quake 3 server. I read comic books/graphic novels so I loved the dialog. Excellent level design. I hope we see deforming walls in mp2 like in the 3dmark 2001 demo those guys made.

16.
 
old
Aug 4, 2003, 19:16
16.
old Aug 4, 2003, 19:16
Aug 4, 2003, 19:16
 
Don't know why this is news. An Aussie mag had a MP2 cover story with interview and screenshots about 2 months ago.

15.
 
No subject
Aug 4, 2003, 18:24
15.
No subject Aug 4, 2003, 18:24
Aug 4, 2003, 18:24
 
yay! buy the mag. its worth it!

14.
 
Re: Dream Sequences and bugs
Aug 4, 2003, 18:09
14.
Re: Dream Sequences and bugs Aug 4, 2003, 18:09
Aug 4, 2003, 18:09
 
I don't remmeber any bugs at all in the first one. The first trippy dream sequence with the blood and old home/baby crying thing was pretty cool I thought. The second exact same thing when he was on drugs was annoying. I mean.. come on guys, quit it with that one trick pony crap. Once was cool.. 2 times is dumb. At least is was only twice. If they would have 'Super Mario'd' it I would be pissed.

13.
 
Re: Dream Sequences and bugs
Aug 4, 2003, 18:09
13.
Re: Dream Sequences and bugs Aug 4, 2003, 18:09
Aug 4, 2003, 18:09
 
Maybe they're dream sequences about show stopping bugs....

Never ran into any bugs on my pass through it. But if there was one where I didn't have to listen to such amazing lines as, "She wasn't a stone cold killer, but she was stone cold dead." I wouldn't mind.


Denial is not just a strip club in New Jersey...
ThrillHo_
What did I expect from the man who brought civilization to a screeching halt?
12.
 
Dream Sequences and bugs
Aug 4, 2003, 17:25
12.
Dream Sequences and bugs Aug 4, 2003, 17:25
Aug 4, 2003, 17:25
 
I had no bugs with the original Max Payne, let alone any show stopping bugs.

As for the dream sequences, it wasn't the idea that was bad, it was the execution. The idea of having a trippy run through the character's mind is a cool way to break up the action. However, making the player run through bland mazes and tiptoe across a tightrope is not a good idea. So if they implement the dream sequences and make them fun to play, that's fine with me. It's not like I oppose the very idea. That said, I haven't seen the magazine, so this is all conjecture.

~Steve

11.
 
??
Aug 4, 2003, 17:18
11.
?? Aug 4, 2003, 17:18
Aug 4, 2003, 17:18
 
Why arent they completeing DNF for cryin out loud??

10.
 
Re: No subject
Aug 4, 2003, 17:12
10.
Re: No subject Aug 4, 2003, 17:12
Aug 4, 2003, 17:12
 
are they not listening to their audience? no one liked the dream sequence-> hopefully this time around its just a cut sequence.. i so hated that damn part of the game.

The world needs masculine men.
https://www.deconstructingconventional.com/post/18-reason-i-won-t-be-getting-a-covid-vaccine <--- No need to get the vaccine.
9.
 
No subject
Aug 4, 2003, 17:01
9.
No subject Aug 4, 2003, 17:01
Aug 4, 2003, 17:01
 
If anyone hasn't already played it, it's well worth tracking down the Kung Fu mod for the original Max Payne - martial arts, stick fighting, guns and bullet time (together with combo powerups). It's incredibly well put together.

The surprising thing is how well the original game missions play in "martial arts" mode - you can almost always somersault in over the bullets and beat the bad guys to a pulp...

8.
 
Re: No subject
Aug 4, 2003, 16:55
8.
Re: No subject Aug 4, 2003, 16:55
Aug 4, 2003, 16:55
 
i dug payne and thought it was a pretty fun game overall. it also had the best texturework i've ever seen in a game. looking forward to the sequel.

dave snider
co-founder | guzzlefish.com
my dvd, cd, and game collections
http://www.guzzlefish.com/?user=dave
dave snider
comicvine.com
7.
 
Re: No subject
Aug 4, 2003, 16:53
7.
Re: No subject Aug 4, 2003, 16:53
Aug 4, 2003, 16:53
 
Remedy is putting those looney dream sequences in the second game.

NOOOOOOOOOO!

I had no "show stopping" bugs when i played through the first one

"The" Dan
May Jesus Christ of Latter Day Fredricksons guide your sould to eternal salvation.
ExcessDan
6.
 
Re: No subject
Aug 4, 2003, 16:49
6.
Re: No subject Aug 4, 2003, 16:49
Aug 4, 2003, 16:49
 
I got the mag on Saturday. In a somewhat surprising move, Remedy is putting those looney dream sequences in the second game.

25 Replies. 2 pages. Viewing page 1.
Newer [  1  2  ] Older