Edge Preview.
http://www.next-gen.biz/features/max...iew?page=0%2C0
Format: 360, PC, PS3
Release: TBC
Publisher: Rockstar Games
Developer: Rockstar Studios
Though it’s easy to forget, considering all the pretenders and wannabes that leapt into its slow-mo wake, ten years ago Max Payne was something entirely new. Combining elements of film noir, Hong Kong action cinema and Scandinavian mythology, Remedy’s downbeat thirdperson shooter presented a character at the end of his tether, lost within a quest for revenge, but not yet given over to the nihilistic excesses of a true anti-hero. Here was a comparatively rounded individual with an emotional core, manifested as the game’s constant internal monologue. Payne was the anti-Duke Nukem.
For the sequel, writer Sam Lake expanded the narrative scope of the series. The protagonist was given a love interest in the shape of ambiguous assassin Mona Sax, and a clearer mission to take on the shady Inner Circle organisation. But Max Payne 2 stuck with the basic appeal – an essentially likeable fall guy with nothing to lose, raging against the machine.
And then it seemed that the machine had won. In 2004, Take Two’s then CEO Jeffrey Lapin insisted that a third title would materialise at some point, having bought the rights to the franchise two years previously, but a long silence followed. Remedy started on Alan Wake; Rockstar had GTAIV and Red Dead Redemption to think about. Rumours surfaced and dropped. Things moved on.
In 2009, however, Payne was back, courtesy of Rockstar Vancouver, the studio behind Bully. Rockstar president Sam Houser commented: “This is Max as we’ve never seen him before, a few years older, more worldweary and cynical than ever. We experience the downward spiral of his life.” He wasn’t kidding. The new Payne was revealed to be bald, bearded and bulky.
For Rockstar Vancouver, the pressure was on, not only to capture the feel of Remedy’s titles, but also to evolve the series. Art director Rob Nelson, however, is keen to play down the notion that this is about taking on a new franchise from nothing. “Rockstar has been involved with Max since the beginning,” he notes. “We worked on the original games, so it’s not that much of a stretch for us to take on these characters; it’s not like we’re picking up this franchise fresh. But it’s still the continuation of a series, so you have to stay true to the feel of the writing. We love Max and we want to do right by him. That’s the biggest challenge for us: the decisions we come to have to make sense for him.”
Nelson also asserts that this is, in fact, a Rockstar Studios rather than Rockstar Vancouver production. As with GTAIV and Red Dead Redemption, there has been a huge amount of co-operation between different teams, this time involving Vancouver, Toronto, London and New England. As he explains, “We have a lot of talented people across all our studios, and this just means we can bring the right people in for a specific task when needed – and it gives the games a consistent level of quality and an approach that’s recognisably Rockstar.”
So now here we are – eight years after the events of the second game. Payne is out of the NYPD. Far out. Somehow, he’s drifted south, working as a private security contractor in São Paulo, Brazil’s mega-city of 41 million residents, where boundless wealth and extreme poverty exist on each other’s doorsteps. Payne’s main clients are the super-rich property mogul Rodrigo Branco and his two brothers, a politician and a party-loving dropout – a juicy setup for the series’ hallmark labyrinthine plotting.
And in Rockstar’s demo room we get the first indication that, actually, Max Payne 3 isn’t just going to kick off eight years down the line. We’re here to see one of the earliest missions in the game: Rodrigo Branco’s trophy wife has been kidnapped by the Commando Sombre street gang, and there’s a huge ransom on her head. The Branco brothers merely want Payne to make the money drop and get her back safely. But the Payne we see onscreen has a full head of hair, and isn’t the booze-soaked hulk we’d been led to expect. Apparently, we’re going to get a glimpse of the intervening years between New York Max and the dishevelled alcoholic he has become – although Nelson teasingly suggests it might not necessarily be in sequence. “We’re always playing with time in the story,” he explains. “We move backwards and forwards; we use really aggressive editing. It’s unlike anything we’ve done in any of our games before.”
WELCOME TO SAO PAULO
One of the first questions that emerged after the game’s announcement was: why São Paulo? Why take Payne out of his New York home and into Brazil’s vast metropolis? “We saw a lot of diverse environments that we could stick him in,” answers Nelson. “It’s a huge city and there’s a major disparity between rich and poor. Learning about that, finding out how massive the place is, has been fascinating.” Importantly, Rockstar claims to have put the same amount of research into the city as Remedy did with New York, drawing out a similar number of first-hand materials (the original Max Payne was one of the first PC titles to use digitised photos as texture maps). Several members of the development team travelled to Brazil for weeks of photography and filming, immersing themselves in local society. When asked about the surprising elements, Nelson finds it hard to pick out just one or two examples. “I think the elite police forces that they have there – the BOPE – were quite interesting; they’re pretty serious dudes. And the music they’re into there, the clubs they have… every corner you turn round there’s cool stuff to discover.” A key aim, then, has been to capture the variety of the architecture and the culture. “We can’t really re-use a lot of assets,” says Nelson. “Every stage is going to be different from the last one. Brazil is a fascinating place to set a game – there are plenty of unique aspects to the setting that we’ll reveal over time. We’ve got a lot to work with.” And, according to Nelson, the process is continuing. “The research is constant, it’s anything that we can get our hands on, pretty much all the way through development. Everyone gets really interested – we’re always swapping things we’ve learned, trying to make sure we’re accurately recreating the place. We take it really seriously.”
---- PAGE2 ----
The kidnap exchange takes place on the pitch of an enormous football stadium. In the opening sequence, Payne and his partner Passos are waiting in front of their helicopter, which has touched down in the centre circle. It’s a brooding, ostentatious setup, clearly inspired more by tech-savvy stylist Michael Mann than John Woo – an interesting indication that the series’ cultural reference points have moved on with the times. As the kidnap gang approaches, shots ring out – there’s another group on the scene, heavily armed and looking to get in on the action. Payne is hit in the arm and Passos drags him into the stadium, scoping out ahead as the player stumbles through the complex, looking for the medical room. There’s a health icon in the bottom right of the screen which is critically low and, as in the previous games, needs to be topped up by popping pills.
Throughout all of this, the action segments are intercut with an evolution of the old Max Payne story sequences. Now, instead of comic book frames, these dramatic plot pointers use the in-game engine and show an animated collage of action footage. It brings to mind TV series 24, and it’s just one of the ways Rockstar is seeking to both maintain and update key Payne elements.
“We’ve put a lot of work into evolving the graphic-novel aesthetic that was used in Max Payne and Max Payne 2,” Nelson explains. “We’re still working on it, but we’re honing in on a motion comic book approach, because it retains part of the style and the drama of the original scenes, yet fits with the pace of Max Payne 3. In addition to that, we’re integrating storytelling into the gameplay itself through the use of hundreds of customised animations for multiple characters and situations – like the way Passos moves through the level with Max, scouting ahead, taking out enemies and interacting naturally with the environment. The third way is that we’re bringing back Max’s classic narration, which not only helps move the story forward, but adds to the atmosphere of the game. We want people to move seamlessly from cutscene to gameplay without pauses in the flow or big breaks in the overall look and feel, and this seems to be the right way to go.”
From this point in our demo, there are multiple set-piece encounters as Payne and Passos move through the stadium, tracking a single kidnapper who has run off with the loot. We fight small skirmishes in various back rooms, later interrogating a wounded gang member in – aptly enough – the press interview suite. Then it’s out on to the terraces, blasting enemies as they clamber between seats while, in the distance, the skyscrapers of São Paulo loom on the skyline. At one point, there’s a tense sequence in which Payne, armed with a high-powered rifle, has to protect Passos, taking out approaching gunmen as his partner moves gingerly through the stands. Eventually, it’s clear there’s a sniper in one of the broadcast rooms at the base of the stadium’s TV tower, and Payne must work his way up there. Several times we walk in on bloody interactions between the two local gangs, and it brings to mind Half-Life – a feeling that you’re not the hero, you’re just one agent making your way through a violent and disordered world.
Importantly, what Max Payne 3 doesn’t feel like is a standard corridor shooter with identikit bad guys spawning endlessly out of open doorways. Each encounter we experience feels specifically staged and works within the context of the environment and the story. And it turns out this might be where a big chunk of the development schedule has gone. “We’ve spent a lot of time tweaking these mechanics,” says Nelson. “It’s a linear game, so it needs to be dense. Every aspect has to be perfect. We’re shooting more motion capture than we have in the past. And the action never really stops, it never lets you go. You’re walking in and out of these cutscenes, these panel sequences; the section with the sniper rifle – we had to mo-cap all of those sequences. It’s all performance-led, so it looks believable. And it really comes alive. When you’re looking through that scope, you’re really watching your buddy – you want to take care of him. It took a lot of time to co-ordinate and get that stuff shot.”
Contrasting with all of this carefully choreographed scene creation is the fluidity and realism of the physical interactions. Fights are fraught, fast and brutal, as you’d expect. But now bullet-time – charged by killing enemies, as ever – has a layer of beauty to match its gameplay impact. As with RDR, the level of graphical detail on offer delivers astonishing action moments – glass smashes, blood spurts, furniture collapses – but here it’s fragmented and slowed to show off the fine physical elements. Bullet-cam is also back with an increased role, this time providing a bloody full-stop to every encounter, so players know they can progress. In between, it’s all rapid gunfire, some seemingly intelligent group movement from the enemies, and plenty of context-sensitive animations.
This more seamless interplay of cinematic and interactive elements is Rockstar’s concession to modern mores – it’s about understanding that the shooter genre has gone through many changes since Max Payne 2. “Both the games and the audiences have become more sophisticated,” says Nelson. “Gamers expect a more fully realised cinematic experience, even if the main mechanic is still shooting. And though this is a more linear game for us, people want to be constantly surprised and entertained in new ways. So you need a lot of custom setups, the environments need to be varied, and all of that while keeping the gameplay fun and responsive – people have become really specific about how they want things to be controlled. It’s a lot more work!”
Meanwhile, shoot-dodge is accessible once again, allowing Payne to launch himself across the floor, over objects or down staircases to avoid incoming fire (beautifully shown as bullet trails burning through the air toward you). There are no canned animations – Payne can dive in any direction and when he lands, he reacts to the environment, thrusting out a hand or shoulder to absorb the impact, or thudding down stairs, legs flailing. “It really places him inside the environment in a way that makes the whole game feel more stylish and immersive,” says Nelson. “He feels like a character naturally responding to the world around him.”
--- PAGE3 ---
There’s a new cover system, too, allowing players to duck behind scenic objects. The mechanic is still being worked on, but right now, the left trigger locks you to the surface, while the right trigger lets you pop out and shoot. If you release the left trigger, you can blind fire, aiming with the right stick. It seems manageable enough, and combined with the directional shoot-dodge provides a more strategic approach to combat – another hint that the Payne franchise is on top of developments in the shooter genre.
Much of the game’s physicality is, of course, down to its NaturalMotion Euphoria component, which brings procedural animation and a full motion system to the character models. “Every game we do, we’re thinking about how to push NaturalMotion in new directions,” says Nelson. “I think Red Dead was a nice evolution from GTA, and Max is going to be the same thing again. We’ve put a lot of attention on AI reactions, making sure that the force of the bullet feels right. It adds a level of weight and realism to every character, and the beauty of it is we can vary the level of control we have over the system to suit a situation, which really helps us make it as cinematic as we want it to be.
“As we did in GTAIV and Red Dead Redemption, we’ve been working to improve the way enemies respond uniquely to each gunshot – they’ll even duck for near-misses. We also put a lot of work in to the bulletcams: we’re cutting to these a lot so we’re putting a focus on the forces to feel right when these things are hitting guys.”
Nelson also believes that adding Euphoria data to Payne’s own animations is the key element in the game’s crunching feel – and it’s still in development. “Depending on if you’re crouching into a wall when you’re shoot-dodging or flying down a set of stairs or landing on something, Euphoria is really helpful in making those situations feel natural, rather than having Max crash into things and ragdoll. We can make it feel like he’s anticipating an impact before it happens – that’s an exciting thing we’re working on.”
As for the game’s armoury, we see Payne wielding pistols, rifles and sub-machine guns, as well as that useful sniper rifle. There’s a wheel-based selection system, like RDR’s, allowing him to carry three weapons at once. He can also select two single-handed items to dual-wield, allowing him to charge into fights with, say, a 9mm handgun and an uzi. There’s an almost sensual attention to detail here – when Payne fires, we see the hammer pop back, the slide move and the bullet casing eject. Meanwhile, amid skirmishes, the animation celebrates unusual firing techniques, with enemies ducking behind cover and spraying out gunfire in all directions, or firing behind them as they run.
There’s also a new extension to the whole slow-mo mechanic. At climactic points in each mission, there will be a bullet-time sequence triggered, not by the player, but by a key situation. At the close of the stadium scene, for example, when Payne discovers the sniper locked away in a commentator’s booth, he climbs on to a lighting rig and swings down, crashing in through the window. “It all comes back to the idea of making the gameplay as cinematic as a cutscene,” Nelson explains. “Creating interactive set-pieces around bullettime seemed like a great natural extension of the approach used in earlier games. It changes up the player’s expectations of any given situation, and it looks incredible.”
At the close of the stadium mission, it seems the group that gatecrashed the hostage handover are in hi-tech flak jackets, and their weaponry is cutting-edge. There’s a suggestion that they’re members of a paramilitary organisation or the BOPE, Brazil’s elite police squad specialising in urban warfare. Whatever the case, Passos sees them capture and interrogate a Commando Sombre member; it becomes clear that Rodrigo’s wife is being held at the nearby docks, and there’s a chance that she can be rescued. Later, this mysterious outfit gets a chance to take out Payne’s helicopter with an RPG, but a member of the group lets him get away.
Rockstar is keeping characteristically quiet about where other missions will take place, although we know that environments will take in the full flavour of São Paulo, from mansions to favelas. The publisher has also confirmed that several story strands from the earlier games will continue into this one – so we can assume that the Inner Circle will be back, along with a motley crew of corrupt police chiefs, politicians, gangsters and hitmen. It seems Payne was forced out of New York, and we’re going to find out exactly why. We also know that there are other characters that Payne ends up working with or protecting – putting personal relationships at the centre of the action once again.
So this looks to be what Rockstar has always promised – Max Payne re-interpreted and re-energised for the contemporary shooter fanatic. The lynchpin of the project is the combination of bullet-time with procedural animation, overlaying its heavypunching storytelling with an adaptable, tactical system with bags of visual clout. It’s going to be a game about feel and mechanics, of user interface and violence. To compete on these terms today, it needs to be astonishing at what it does. Considering what Rockstar has achieved already, the signs are that it won’t let the game go until it is.
XI Wiki




