

Studios share talent on most Rockstar games, but this was the first project that explicitly called it out as complete cross-studio collaboration, overseen by the core team in New York. KH: We’ve been working on and off on this game for several years and Rockstar always had a very strong idea of what this game would be – we were trying to make what we thought a Max Payne game should be in the modern era, which is basically the most sophisticated and cinematic action-shooter we could possibly make. This is the first Max Payne title developed by Rockstar Studios (a collaboration of Rockstar Vancouver, Rockstar New England, Rockstar London, and Rockstar Toronto) as opposed to Remedy on their own.
#Max payne 3 system requirements full#
To be honest, to us a drunk, world weary ex-cop working for a glamourous rich family full of secrets (and unwittingly getting involved in a story that is bigger than it seems) is about as noir as it is possible to be. We wanted to continue to push Max’s story forward in a way that made sense for the character and the criminal undercurrents at all levels of Sao Paulo society are a fantastic place to put an armed, alcoholic ex-cop with a really troubled past and some serious personal issues. There’s an assumption that the location change meant that we were abandoning the game’s noir sensibilities, but everything about the game is very true to noir it’s just less about winter in New York (although we have a lot of that too), which is not in itself that attached to noir.
#Max payne 3 system requirements series#
The Max Payne series has always been known for its wonderful art direction and take on the film noir setting did you find it somewhat difficult to keep creating a new story while still sticking true to the setting you’ve established? Some things do not change – Max is still a pure shooter based on free-aim mechanics, though we do offer a range of aim sensitivities and targeting options for more casual players. will eventually flank you and flush you out. Max still uses painkillers for health rather than regenerating health, so hiding in cover doesn’t have the same advantages it does in a cover-based shooter. Max Payne 3 has a really intuitive cover system, something that was not around at the time of the original games, but it’s really more of a place to take a break, reload and strategize rather than the core gameplay mechanic.

We wanted every detail to be as close to perfect as we could get, so Max has a real sense of weight and purpose to the way he moves. We also made sure to create separate animations for certain movements in Bullet Time as opposed to real time. So Max responds to the world around him more realistically than ever – he’ll brace for impacts by tucking in his head if you throw him toward a wall, or he’ll lean out a hand if you dive him over objects. We also implemented NaturalMotion’s Euphoria character behavior system ( the same animation egine employed in Grand Theft Auto IV and Red Dead Redemption - Ed) into Max, more so than we’ve ever done in a lead character before.

At all times, the character gets out of the way of the reticle in a natural and believable way, and it makes Max Payne 3‘s combination of shooting and Max can do his classic slow motion shootdodge dive in any direction, and he can now shoot 360 degrees from a prone position. So thanks to literally thousands of blended animations and physics states, you can aim and move in any direction you want at any time and in a whole range of poses – prone, vaulting over cover, during a shoot-dodge – and you’ll never lose your target, and Max appears to move naturally while you do it. We didn’t want to sacrifice a thing, we wanted first-person precision and ease of targeting but we wanted all the things we love about third-person games in terms of being able to see your character move believably. Max is a game about choreographed gunplay combined with stylish, fluid movement (both in real time and in Bullet Time). So the initial goal was to modernize Max Payne gameplay.
