Max Payne 3 preview - preview/review
(hx) 07:09 PM CEST - Oct,04 2009
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Game Informer has an extensive preview of Max Payne 3, an upcoming third-person shooter by Rockstar for PC, PS3 and Xbox 360. The preview analyzes the big differences between the first two installments and the boldly redesigned threequel. The preview also mentions a few intriguing gameplay additions, including improved Bullet Time physics, and a cover system, which the game's devs promised would be optional. Here's a taster:
Whatever the setting, the core of the Max Payne experience rests with
the graceful, slow-motion gunplay that thrilled gamers upon the release
of the first title. The game's Bullet Time mechanic was an innovative
and addictive addition to the shooter genre, winning the game accolades
from fan and critics alike. However, the feature was so successful that
it now presents a distinct challenge for the team. In the
eight years since the release of the original, slow-motion 'focus'
modes have become a standard of the third-person genre,
present in literally dozens of successful games. How can Bullet Time
evolve past its imitators without losing what made it so fun in the
first place? Rockstar Vancouver plans to solve this problem the only
way it knows how: with a near obsessive commitment to making sure that
Max Payne 3's gameplay feels and looks exactly right. "We're
going to have Bullet Time because it's Max Payne," Barrera
states. ‘The bigger question, since there have been so many
clones of the third-person shooter with Bullet Time, is "How do we get
Max back on the throne?' For us, it's a combination of things. We're
going to have Bullet Time, so it's going to be slow. Now
you're going to have to see all the nice little nuances that these
machines can do."
The team is using the company's RAGE engine,
coupled with the NaturalMotion Euphoria animation technology that was
so successfully utilized in GTA IV. By blending motion-capture with
NaturalMotion's procedural animations, the team has created a game that
both looks and feels remarkably realistic. As you watch the game, the
attention to detail is remarkable. If Max jumps sideways
towards a crate (which is fully destructible like many of the objects
the environment), you'll see his hand reach down to support his weight
so he can vault over it. When he lands, you'll feel a
sensation of Max's new bulk as he hits the dirt. The
animation system is clearly important to the team. During our
interview, Rob Nelson was on his feet, miming jumps left and right with
two imaginary pistols drawn, at one point crouching behind the couch to
demonstrate the game's new cover system.
Yes, Max Payne 3 does feature cover, but Rockstar
is quick to point out that its merely another option for the player,
not the focus of the game. "The way that you experience this world
isn't just ‘Take cover, shoot, and move to the next piece of
cover,'" Nelson says. "We want to make the experience very
detailed. It's similar to GTA IV. We could have gone bigger,
but it was decided to go with more density. We're focusing the
attention on every little motion he makes." Another source of cover
comes in the form of human shields, which you can take at any time. The
team is working hard on this mechanic, making sure that Max can target
and move effectively while taking a hostage.
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