Max Payne - Development

Development

Remedy Entertainment developed an idea of a "3rd person action game" in late 1996, after completing Death Rally (their first game), inspired first by Loaded and then by the success of Tomb Raider (although determined to avoid its "horrid camera system"). According to the game's story and script writer Sam Lake, for him "the starting point was this archetype of the private eye, the hard-boiled cop" that would be used in a game with a "deeper, more psychological" story. A game prototype and design document of the project, with the working titles Dark Justice and Max Heat (a wordplay on this is a TV show called Dick Justice and a porn film Max Heat, both featured in Max Payne 2), were soon created and shown to 3D Realms, who signed a development deal and production began. In 1999 the designers traveled from Finland to New York to research the city, accompanied by two ex-NYPD bodyguards, to get ideas for environments and take thousands of photographs for mapping.

For cutscenes, the developers found comic panels (with voice-overs) to be more effective and less costly to use in the than fully animated cinematics, noting 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 pre-rendered cinematics," and also found it easier to reorganize the comic panels if the plot needed to be changed while developing the game. The in-game engine is used for some cutscenes involving action sequences. The music for the game was composed by Kärtsy Hatakka.

Remedy used their own game engine, which they dubbed MaxFX (or MAX-FX, in development since early 1997). The only games that used this engine were Max Payne and its sequel, while a MaxFX level editor was also included in the release. MAX-FX was licensed to Futuremark who used it for their 3DMark benchmark series with the last one being 3DMark2001 Second Edition.

The first trailer showcasing an early version of the game's story and gameplay was shown at 1998 E3, gaining great interest due to its innovative content and effects (especially the MaxFX's 3D particle-based system for smoke and muzzle flashes), although 3D Realms producers later claimed they deliberately avoided overhyping the game. Max Payne was originally scheduled to be released in the summer of 1999, however it was repeatedly delayed and got heavily revamped in 2000 (in particular the game's graphics were improved to feature much more realistic textures and lighting, while the multiplayer mode was dropped). The game was eventually released for Windows on July 23, 2001.

May Payne was actually in development long before the release of the The Matrix (1999), and slow-motion was a major gameplay element from the beginning, nonetheless the game has been perceived to have been greatly influenced by film as it adopted the bullet time effect for that gameplay mechanic. As a result of the inevitable comparisons to The Matrix, the designers have included several homages to the film in order to capitalize on the hype (for instance, the detonation of the subway tunnel door to gain access to the bank vault is similar to the cartwheeling elevator door in the movie, while the introduction "Nothing to Lose" level is similar to the lobby shootout scene in the film). Futuremark, which licensed the MAX-FX graphics for their 3DMark benchmark series, included a Matrix-like lobby shootout as a game test in the 2001 edition.

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