![]() ![]() Gamasutra recently had the rare opportunity to interview Dan Houser regarding Max Payne 3. The rest of the article can be read over at IGN. Find yourself about close to death, and Shootdodge can be used to break the line of sight with your attacker, giving you just enough time to regain consciousness. It's incredibly useful as it can be deployed both offensively and defensively. #MAX PAYNE 3 GAMESTOP WINDOWS#The ability to fling yourself through the air is a fantastic addition to multiplayer – especially when you see teammates bursting through windows and taking down opponents. #MAX PAYNE 3 GAMESTOP SERIES#"Fortunately, many of the distinctive gameplay features that the Max Payne series innovated – Shootdodge, Bullet Time – sit more than comfortably within the confines of multiplayer. ![]() On the ability to use Shootdodge™ and Bullet Time®: In addition to Bullet Time, Max's signature skill, the most original Bursts are those that alter players' perception of reality." The perks are inspired by the individual characteristics of the factions open to players in multiplayer. "The multiplayer experience is augmented by the presence of Bursts – special abilities that you unlock as you accumulate XP. It's a standard multiplayer objective but the difference comes in the next round instead of tasking you with the same objective, the mission changes and draws upon the events of the preceding round not only to give context but motivation for the new task." You must collect duffle bags gorged with cash and ferry them back to safe points. A typical match, for instance, might kick-off during the calamity of a drug deal gone horribly wrong. To do this it's created a new mode called Gang Wars, the centrepiece of Payne's multiplayer suite. "Max Payne 3 attempts to give more definition to the spontaneous type of narrative you get in a round of multiplayer. From what we can gather, they were extremely impressed. IGN recently got the chance to take the first look at Max Payne 3's multiplayer compent, a concept that is entirely new to the series. We don’t want to give Max the best available weapons right from the get-go! Each encounter needs to be properly tuned. In addition to balancing weapons against each other, we also have to balance them against the enemy AI. There’s also a certain element of balancing we have to account for, so we take some liberties in order to avoid a “one gun rules all” mentality. We looked at a lot of Brazilian-manufactured guns for inspiration, but in general we tried to create weapons that felt right for the new setting and circumstances that Max finds himself in. For the weapons, that means we spent a lot of time getting the mechanics and feel of each gun just right. We work hard on nailing the tiniest details across all our titles. A lot of detail went in to making the weapons for the game, and the attention to detail that they give each gun is extraordinary. That means the third entry has to far exceed the performance of either previous game in order to make bank.GamesRadar talk to Jeronimo Barrera, VP of Product Development at Rockstar, about the many weapons that appear in Max Payne 3. The first two Max Payne games sold a combined seven million copies, with the bulk of those sales allegedly being attributed to the first installment. Thanks to hindsight, we now know that the RDR gamble paid off big time, but Rockstar is playing a dangerous game if it thinks it can continue to blow huge wads of cash on massive projects and expect to come out rosy every time. This isn’t exactly an unfamiliar scenario to Rockstar, though - it mirrors the situation with Red Dead Redemption almost down to the letter. I have one word to describe this: ridiculous. Worded differently, the game will have to sell around four million units just to make back the initial investment. When all is said and done, it is quite possible that Rockstar will have spent roughly $105 million to develop its oft-delayed Max Payne 3. ![]()
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