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Published at 3:03 AM PST

GamesRadar talk to Jeronimo Barrera, VP of Product Development at Rockstar, about the many weapons that appear in Max Payne 3. 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. 

We work hard on nailing the tiniest details across all our titles. For the weapons, that means we spent a lot of time getting the mechanics and feel of each gun just right. 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. 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. In addition to balancing weapons against each other, we also have to balance them against the enemy AI. Each encounter needs to be properly tuned. We don’t want to give Max the best available weapons right from the get-go! 

Source: GamesRadar

Published at 6:23 AM PST

As with L.A. Noire, Rockstar is releasing articles over the coming weeks and months detailing the work and process that went into reseaching for Max Payne 3. 

Source: Rockstar Newswire

Published at 6:55 PM PST

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. From what we can gather, they were extremely impressed. Here's what IGN had to say:

On the unique Gang Wars mode:
"Max Payne 3 attempts to give more definition to the spontaneous type of narrative you get in a round of multiplayer. To do this it's created a new mode called Gang Wars, the centrepiece of Payne's multiplayer suite. A typical match, for instance, might kick-off during the calamity of a drug deal gone horribly wrong. You must collect duffle bags gorged with cash and ferry them back to safe points. 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."

On Bursts:
"The multiplayer experience is augmented by the presence of Bursts – special abilities that you unlock as you accumulate XP. The perks are inspired by the individual characteristics of the factions open to players in multiplayer. In addition to Bullet Time, Max's signature skill, the most original Bursts are those that alter players' perception of reality."

On the ability to use Shootdodge™ and Bullet Time®:
"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. 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. It's incredibly useful as it can be deployed both offensively and defensively. 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 also looks really, really cool."

The rest of the article can be read over at IGN.

Published at 9:36 AM PST

Rockstar has announced that the first details of Max Payne's first multiplayer outing in Max Payne 3 will be revealed tomorrow at noon Eastern. The multiplayer for Max Payne 3 is said to feature an "explosive range of multiplayer modes" with both the U.F.E. and the Tropa Z as playable factions.

Published at 5:42 PM PST

GameTrailers and GamesRadar sat down with the folks at Rockstar this week to discuss Max Payne 3's gameplay more in-depthly. Both interviews include some new not-yet-seen footage from the game, check them out below, and ensure you check out the initial Design and Technology Series video previewing some of the exciting gameplay elements we'll be enjoing come March 2012.

GameTrailers

GamesRadar

Published at 9:44 AM PST

You all loved having different bonuses for different retailers for Red Dead Redemption and L.A. Noire, right? Rockstar has you covered with the first Max Payne 3 pre-order bonus from GameStop. This bonus is early access to the Cemetery Multiplayer Map weeks before everyone else. Details of the map have also been revealed, making it the first multiplayer map for Max Payne 3 to be detailed.

The final resting place of Max’s young wife and daughter, Cemetery represents the tragic past Max cannot forget. With a wintry New York City skyline, sniping positions amongst the monuments, destructible tombstones, circular fighting arenas in a rotunda garden and a looming mausoleum, it makes a fitting final home for your enemies.

Published at 10:05 AM PST

A special edition of Max Payne 3 has been announced and detailed.  In addition to including the game, a number of very cool collectables are included in the package such as:

•    10” tall Collectible Max Payne Statue created in a collaboration between TriForce and Rockstar Games.
•    Series of game-inspired Original Still Life Art Prints that depict some of Max Payne’s inner demons and vices.
•    Copper and brass-plated iron, bullet-shaped Bullet Keychain featuring a screw-off back.
•    Classic Multiplayer Character Pack of eight playable multiplayer characters for Max Payne 3 Multiplayer, including fan favorites from the original Max Payne and Max Payne 2 like Max Payne from Max Payne 2, Mona Sax and Vladimir Lem.
•    Disorderly Conduct Multiplayer Weapons Pack for Max Payne 3 Multiplayer that includes the Hammerhead Auto Shotgun, G9 Grenade Launcher and Molotov cocktail.
•    Max Payne 3 Official Soundtrack featuring the game’s instrumental score.
You can pre-order the edition starting today thru January 15th, 2012, though some retailers have yet to list the edition. The MSRP for the special edition is $99.99/£99.99/€109.99.
 

Published at 9:55 AM PST

Gamasutra recently had the rare opportunity to interview Dan Houser regarding Max Payne 3. While the interview in it's entirety is a great read, two key questions were asked: why Max and why did it take so long?

When asked why it was has taken so long to bring back Max, Houser stated "Basically we have been meaning to start it for a while, but we have limited bandwidth and limited studios, and more games to make than we've started. So suddenly it was a good slot." Houser added, " Also, contrary to a lot of people, we like to take a little bit of time at the end of a game before starting a sequel, so we can wait for the excitement or disappointment and everything else of the experience to shake down and really see what we should do in the next game."

So what about Bully? Outside of the current gen version, Rockstar has been very quiet on the franchise. On the subject of Bully, Houser stated "So we knew that we didn't want to start doing the sequel instantly at that second with those guys -- even though it is a property that, like Max, we adore and might come back to in the future. There was just no impetus to do that then.", adding " So we said, "You can do Max, and then we will see what we can do with Bully." So it was really waiting for the slot to open up and the group to open up to at least start work on it."

It stands to reason that once Max is done, there is a very high possibility that Bully 2 will see the light of day. With many marking the lack of Bully talk as the death of the IP, this should come as a sigh of relief to many Bully fans out there.

Source: Gamasutra

Published at 9:31 AM PST

The first video in the Max Payne 3 Design and Technology series has been released. The series covers targeting mechanics, movement and animation, enemy intelligence and other technical design innovations in Max Payne 3.

Published at 9:45 AM PST

Rockstar has announced that the first in a series of videos covering the design and technology of Max Payne 3 will be released tomorrow at noon eastern. The series of videos will be similar to the video's we've seen for Red Dead Redemption and L.A. Noire featuring in-depth looks at  "targeting mechanics, movement and animation, enemy intelligence and other technical design innovations".

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