The popular Max Payne action games have almost always been revered for their blend of hardboiled crime drama and slow-motion, guns blazing shooting. When it came time for a fledgling Remedy Entertainment to pitch publisher and producer Scott Miller on their next game, a top-down version of Max Payne was only one of three possible ways the company might have gone. Miller and Remedy's other two options included a 3D racing game to follow up on their debut Death Rally, and a conceptual real-time strategy game set in space a la Homeworld.
Having learned a lesson about character-driven franchises with Duke Nukem Forever, Scott Miller was excited to turn Max Payne into something that he thought could last for a decade. Miller joined this month's episode of IGN Unfiltered to talk about behind-the-scenes details of Max Payne and more, including the changes Remedy made that had fans scratching their heads, but have become normalized in the modern era.
from IGN Video Games http://bit.ly/2CSg6aK
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