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Max Payne Sneak Peak - PAGE 3
K. Lee - Thursday, July 27th, 2000

Inspiration

The cinematic found at the official site is also quite spectacular, including some impressive action sequences. It is similar to watching a five star action flick, where you have the chance to see a phenomenal amount of eye candy. As the cinematics shine in most games, Max Payne will be no different. The quality of the graphics and the visual effects is more than enough to make anyone desire for more. In fact, the Remedy team actually sent six of their designers to New York to get a feel for the environment as well as take photos of the surroundings for in-game scenes. Anyone who has visited or seen the Big Apple will undoubtedly be familiar with the landscape, making New York that much more recognized. With the amount of research going in to this game, the narration is also on the top of the designer’s priority list. If you are interested in games with an in depth story line, this trailer is definitely recommended.

One feature that gamers will notice is the use of slow motion. When a target is hit with a bullet from Max’s gun, the shot will be slowed down and examined in a replay fashion. Actually, a 360-degree panning approximating a screenplay camera view will be seen when a player nullifies his/her objective. Petri commented on this stating that Remedy is “trying to set the camera work closer to screenplay in action movies.” This effect was exceedingly similar to a certain scene in the Matrix. The particular action sequence that compares to the Max-FX game engine is at the beginning of the movie when Trinity leaps into the air while kicking the police officer, and the camera rotates around her in a cinematic outlook. This panoramic view was so amazing that the graphical technology in the game is unparalleled in the industry. While this type of instant replay during the game may catch on and transform 3D action game style in the future, this will make highlights of spectacular goals scored in sports like hockey a less isolated incident. In contrast, perhaps gamers might feel that this type of scene could burden the gameplay, and disrupt the action. Only the process in which it is implemented will prove to gamers that this is an indeed an innovation in game performance. Whether or not this feature will be able to be turned off by gamers is still in the process of discussion, however it will still bring the gaming experience to a whole new level.


Article Index

1.Introduction
2.Enter the Promised Lot
3.Inspiration
4.Weapons & Environments
5.Final Thoughts

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