Thursday, June 16, 2011

[Gaming]Max Payne

 Let's get back to the old school gangsta game shall we? If  I needed a 3rd person shooting game, I wouldn't choose Hit man, I would choose Max Payne.\
Max Payne is a BAFTA award winning third-person shooter video game developed by Finnish developers Remedy Entertainment, produced by 3D Realms and published by Gathering of Developers in July 2001 for Windows. Ports created later in the year for theXbox, PlayStation 2 and the GameBoy Advance were published by Rockstar Games. A Macintosh port was published in July 2002 byMacSoft in North America and by Feral Interactive in the rest of the world. There were plans for a Dreamcast version of Max Payne, but they were canceled due to the discontinuation of the console. The game was re-released on April 29, 2009 as a downloadable game in the Xbox Originals program for the Xbox 360.
 I think if you're a gamer, you must have played this game before, It was one of the best shooting game with story lines ever. It has its own style which is very impressive like the slow motion shoting, the flying-shooting (works awesomely on slow motion), camera tracks behind the bullet when using snipers, Illusions in dreams are also interesting and unique. Max Payne 2 continued the story perfectly and didn't let me down when keeping the classic style, so did Max Payne 3 but I can't tell you much 'cause I haven't played it yet.

comic story telling style impresses me the most

 Here's each plot of Max Payne:



The story is told in medias res and consists of three volumes: "The American Dream", "A Cold Day in Hell", and "A Bit Closer to Heaven". The game begins in the winter of 2001, as New York City finishes experiencing the worst blizzard in the history of the city. The intro sequence shows Max Payne, a renegade DEA agent and former NYPDofficer, standing at the top of a skyscraper building as police units arrive. He then experiences a flashback from three years ago. Back in 1998, Max returned home to find that a trio of apparent junkies had broken into his house while high on a new designer drug called Valkyr. Max rushed to the aid his family, but was too late and his wife and their newborn daughter had already been brutally murdered. After his family's funeral, Payne transferred to the DEA.
Three years later, Max Payne is employed as an undercover operative inside the Punchinello Mafia family responsible for the trafficking of Valkyr. His DEA colleague B.B. gives Max a message asking him to meet another DEA agent, who is also Max's best friend, Alex Balder, in the NYC Subway station. Max's arrival at the subway results in a shoot-out after he encounters mobsters working for Jack Lupino, a Mafia underboss in the Punchinello crime family, attempting a bank robbery by breaking through from the station. Working his way back to the surface, Max encounters Alex, who is then killed by an unknown assassin and Payne becomes the prime suspect in the murder because he is still under cover to the media and the fact that he fled the crime scene. Additionally, the Mafia find out that he is a cop and now want him dead.
While searching for Lupino in "businesses" owned by him, Max busts a Valkyr drug deal and discovers that the Russian mobsterVladimir Lem is engaged in a fierce turf war against Punchinello's men. Max eventually finds Vinnie Gognitti, Lupino's right-hand man; he wounds and chases Gognitti through the city and finally learns the location of Lupino's hideout. After gunning down the insane Lupino, Payne meets Mona Sax, a female contract assassin, who pours him a drink which turns out to be laced with a sedative. In this state Max is found by the Mafia and is dragged away to be tortured.
Max manages to escape from the Mafia-owned slaughterhouse and enters a brief alliance with Vladimir Lem. He agrees to kill one of Vladimir's traitors, Boris Dime, and his men aboard the cargo ship Charon at the Brooklyn riverfront, which contains a shipment of high-powered firearms belonging to the Russian mob, which Max keeps in exchange for the favor. After surviving a bomb ambush at the Mafia restaurant Casa di Angelo, Max uses the new-found Russian mob's weapons to storm the residence of Don Angelo Punchinello. There he finds the body of Lisa Punchinello, Mona's sister, and discovers that the Don is only a puppet in the Valkyr market when the mafioso is killed in front of Payne by agents of Nicole Horne, a ruthless CEO of the Aesir Corporation. Horne then injects Max with an overdose of Valkyr and leaves him for dead, as he experiences a drug-induced nightmare and suffers his internal torment and guilt for not being able to save his family (as well as strange letters allegedly written by his deceased wife telling him that he is a character in a video game).
After surviving the overdose and awakening, Payne pursues his only lead to a steel foundry located over a hidden underground military research complex. Inside he discovers that Valkyr is the result of Valhalla Project, an early 1990s U.S. military attempt to improve soldiers’ stamina and morale following earlier The Ladder experiments; the project that was sharply halted due to poor results, but was later restarted by Horne and Aesir. He also discovers that his wife accidentally found out about the project, and Horne let loose the crazed Valkyr test subjects into his house. Aesir initiates "Operation Dead Eyes" to get rid of evidence and witnesses, including their own scientists. Max escapes the bunker at the last moment just as it self-destructs.
Max then gets a call from B.B., who arranges a meeting at an underground parking lot. B.B. reveals he shot Alex and framed Max for his murder; a running gun-fight then commences as Max chases him through the garage. After killing the traitor, Max gets a phone call from a man named Alfred Woden asking him to come to the Asgard Building. Alfred reveals himself to be part of a powerful secret society called the Inner Circle, which has strong ties to the U.S. government. The Inner Circle members inform Max about Nicole Horne's identity but cannot pursue her themselves because "their hands are tied". They ask Max to kill Horne in exchange for dropping any criminal charges against him. Suddenly, Asgard is overrun by Aesir gunmen who kill everyone in the meeting room except for Max, who escapes, and Woden, who pretends to be shot. Max has to fight his way out of the building.
Max arrives at the main office of Aesir Corporation and makes his way through this high-tech security building while avoiding strafing runs by a minigun-armed helicopter. Along the way he runs into Mona Sax again in an elevator, but she is shot in the head by Horne's men after she refuses to shoot Max; her body vanishes when Max goes back to the elevator. At the top Max finally confronts Nicole, who escapes to the roof and boards the helicopter. Max shoots the guy wires of the building's antenna, which snaps off and crashes into the helicopter, killing Horne. The game's storyline arrives at the very point where it first started. The NYPD ESU arrives at the scene, arresting Max and leading him out of the Aesir building, where he sees Alfred Woden. Knowing that Woden will ensure his safe passage through the judicial system, Max smiles genuinely.

And the plot of Max Payne 2 (The fall of Max Payne)



Take-Two Interactive issued a press release on December 5, 2001 that announced its acquisition of the Max Payne franchise from Remedy Entertainment and Apogee Software for US$10 million in cash and 970,000 shares of common stock, and its plans to release Max Payne 2. On May 22, 2002, Take-Two announced that they agreed to pay up to $8 million as incentive payments to Apogee Software and Remedy Entertainment to develop Max Payne 2. On September 3, 2003, Take-Two officially announced a release date of October 15, 2003 for the game.
Originally modeled in Max Payne after the game's writer Sam Lake, Max's appearance was remodeled after professional actor Timothy Gibbs for Max Payne 2; James McCaffrey returned as the voice of Max. The game's plot was written by Lake, who decided to write it as a film noir love story, as he felt that it suited Max's persona the best. Lake hoped that the story would break new ground, noting, "At least it's a step into the right direction. I'd like nothing better than to see new and unexpected subject matters to find their way to games and stories told in games." Lake remarked that basic, archetypal film noir elements found in many classics of the genre "can go a long way" when telling a story, and gave examples that included a hostile, crime-ridden city; a story that takes place late at night with heavy rain; and a cynical, hard-boiled detective down on his luck. Lake considered writing a sequel to Max Payne an "art of it's own". Since the setting and characters were already established, Lake decided that the primary goal of the sequel was "to keep what's good and fix what was not so good", and to take the story in surprising directions. The screenplay for the sequel ended up being three times longer than the one for Max Payne. Lake predicted that the more complex story would add to the game's replay value.
The story, sometimes told through in-game dialogue, is pushed forward with comic panels that play during cut scenes. The developers found comic panels to be more effective and less costly to use in the cut scenes than fully animated cinematics. They also noted that comic panels forced the player to interpret each panel for themselves, and "the nuances are there in the head of the reader... it would be much harder to reach that level with in-game or even prerendered cinematics." The developers also found it easier to reorganize the comic panels if the plot needed to be changed while developing the game.
Max Payne 2 uses the same game engine as the one used in Max Payne, but with several significant upgrades. Even though the game only supports DirectX 8.1, the graphics inMax Payne 2 mimic those generated by DirectX 9 by making optimal use of effects such asreflection, refraction, shaders, and ghosting. The developers considered one particular scene in which effects are used well: When Max has lucid dreams, the screen appears fuzzy and out of focus. Since Max Payne, the polygon count (the number of polygons rendered perframe) has been increased, which smooths out the edges of character models. In addition, characters have a much greater range of expressions. Previously, Max had only one expression available; in Max Payne 2, he often smirks and moves his eyebrows to react to different scenarios.
The game uses the Havok physics engine, which the developers chose because it was "hands-down the best solution to our needs". They found that a dedicated physics engine was vital to create Max's combat scenes, which Max Payne was known for, "with increased realism and dramatic, movielike action". The physics engine made several situations seem more realistic. For example, when in combat, the player can take cover behind boxes; however, when enemy bullets impact the boxes, they will topple over, in which case the player will have to find another suitable object to use for cover. When an enemy is hidden behind a wall divider, the player can throw a grenade next to it to send the cover flying through the air, rendering the enemy unprotected. The Havok engine was tweaked to make weapons, bombs, and Molotov cocktails act more naturally, and the audio was updated to make them sound more realistic. The new physics engine allowed for certain actions that could not happen in Max Payne; boxes can be moved and follow the laws of gravitation, and explosion detonations make enemy bodies fall realistically.
The Bullet Time mode that Max Payne was known for was improved; the developers referred to it as "version 2.0". The mode, which allows Max to move in slow motion to kill enemies more easily, was enhanced to give Max a longer period to continue using Bullet Time when he kills enemies consecutively. This was done to encourage players to dive head-on into dangerous situations rather than crouching at a safe distance and waiting for enemies to come to them. A new reload animation was also introduced, which, when Max reloads while using Bullet Time, allows him to duck to avoid bullets, spin around to survey the combat situation, and pause to give the player time to think of a strategy. Development tools were made available for Max Payne 2 by Rockstar Games and Remedy Entertainment to allow players to create modifications for the game. Modifications can perform several functions, such as the ability to add new weapons, skills, perspectives, surroundings, and characters.

 Both versions have received worthy awards and became a classic game, a must-play of all time. The've made a movie after the game, which SUCKS very badly x.x.
 So guys, I recomend you this one, try it, it's not so heavy for you computer, and rather adictive.
 Have fun!

8 comments:

  1. Ah yes, Max Payne. Wonderful game in every single way. I still prefer the first one over the second, I just thought the story and settings were better. The nightmare scenes used to scare the crap out of me, though.

    ReplyDelete
  2. Max Payne! I remember that one! Such a cool game :).

    ReplyDelete
  3. woah nice post, great games too! remember playing these when I was younger.. they were quite scary back then.

    ReplyDelete
  4. I bought both games on Steam a while back for a couple of dollars. Only played the first one, but it was one of the best gaming experiences of my life.

    ReplyDelete
  5. I liked Hitman and Max Payne. Hitman a little more for me.

    ReplyDelete
  6. Max payne was good, It's been a while since I play that.

    ReplyDelete
  7. Max Payne is an awesome game, though it's pretty old

    ReplyDelete