Max does a lot, in Max Payne 3. He shoots guys, tries not to be shot by guys, shoots other guys... you know, like you do.
But behind all of the action, making Max Payne tick, are dedicated voice and motion capture actors whose performances, with digital skins on, make the game. Rockstar has posted a behind-the-scenes glimpse at a piece of the process, showing how Max Payne came to be.
Actor James McCaffrey performed both the voice and the body work for the titular antihero. And when Rockstar needed to fill a virtual São Paulo with plausible Brazilians, they went to Brazil to cast and record the roles. Over a number of extensive voice acting and body-scanning sessions, Rockstar recorded everyone from a Ju-Jitsu world champion to a pageant queen to a local rapper.
It's a neat look at just how much work it can be to fill a video game with the wide cast of extras you'd expect to find on a normal city street. When every aspect of your story's world has to be crated from scratch, assembling your actors can be an ordeal indeed.
From NYC to São Paulo: Behind the Scenes of Max Payne 3's Voiceover, Mo-Cap & Scanning Sessions [Rockstar blog, via Game Informer]
Yesterday, I listed 5 things that Rockstar should carry over from Max Payne 3 into Grand Theft Auto V. Today, I'll list 5 things that I hope they leave behind forever.
Some of these things are new to Max Payne 3, some are bad habits that have developed over time. A couple are story-related, a couple are gameplay-related. But if Rockstar is going to continue to make games that are at the cutting edge of both pop culture and gaming, all of them have gotta go.
Here now, 5 bad habits that Rockstar should leave behind forever.
There's always been a discrepancy between the cutscene snippets that we see in Rockstar's trailers and the actual cutscenes in their games. The trailers are all hyper-edited, super exciting, with bouncing music and lots of quick-cut one-liners. The cutscenes in the games themselves are much more traditionally composed, consisting of carefully framed or slowly tracking shots that keep the action and dialogue clear and in focus.
This is a good thing. But Max Payne 3 ditches that approach, and the game's hyper-stylish cinematics often feel more like a trailer than they do a coherent scene. The early scenes hold promise—their portrayal of a man silently drinking himself to death are intense and troubling. But it all starts to feel self-indulgent with remarkable quickness—by the third or fourth cutscene, I was already tired of the splashing text, the forced double-vision, the extreme camera angles. Rockstar wears its cinematic ambitions on its sleeve, but Max Payne 3 is, all things considered, an overindulgence in the shallower end of that ambition.
Grand Theft Auto V most likely won't adopt Max Payne 3's melodramatic flavor. But I do worry that as it becomes technologically easier for the Housers to create more elaborate, showy cinematics, their work will become shallower despite the fact that I don't believe them to be shallow storytellers.
This one's a broader complaint, but in Max Payne 3 I believe that I finally reached my quota for Rockstar's favorite archetype—the deluded cokefiend, specifically. It's something we've seen in most if not all of their games—these doofy guys (and occasionally gals) who upon introduction appear to be lord of their tiny fiefdom. (We usually meet them at a party, and they're usually doing cocaine.) They welcome the taciturn protagonist, and give him a job. Eventually, they are revealed to be a sad phony, and they usually end up dead.
This archetype is fine on its own, but I felt as though Grand Theft Auto IV more or less hit all of the riff's possible variations. We had Brucie, we had Playboy; we had Ray and Manny, Elizabeta and Derrick, Faustin and Vlad. In Max Payne 3, we got another variation in the Branco family, but most of those characters weren't explored any more meaningfully than the smallest sidequest-givers in GTA IV.
It's certainly not beyond the Housers and their writing team's ability to create distinctive, interesting characters. The opening act of Red Dead Redemption was populated almost entirely with real-feeling folk (with the exception of Irish), and it was also the best extended bit of storytelling that a Rockstar game has managed. Driven largely by its setting and the age of its protagonists, the fabulous high-school-based game Bully had nothing but interesting characters. The archetype was almost non-existant in the (largely not-Rockstar-written) L.A. Noire and in the GTA IV episodes, both partner/antagonists Billy Grey and Gay Tony were nuanced and ambiguous.
But none of the characters in Max Payne 3 feel fresh or interesting, including Max himself. This is at least in part because they were working with an established character—but if that's the case, why did I feel like I got to know Max better in the earlier games? For all the talking Max does in the new game, we gain almost no insight into his character or history over the course of the game. Given how diverse Rockstar's casts tend to be, it's frustrating that they're still able to make a game this shallow. Hopefully Grand Theft Auto V will show them pushing in the other direction, eschewing their over-reliance on entertaining but ultimately shallow character archetypes.
With Max Payne 3, Rockstar seems to have made huge leaps in the field of ghastly bullet-wound technology. Shooting an enemy in the game leads to all manner of disgusting, pulpy entry wounds and juicy exit wounds as mouths are eviscerated, torsos perforated, and neck-wounds blast arterial spray in every direction.
It's a choice with cinematic influences—we've seen violence like this in the gritty action films from which Max Payne draws inspiration. And violence can be just fine, or even welcomely shocking—heck, just this week, we saw some thrilling ultraviolence in the medieval TV show Game of Thrones. If that was cool enough to post Gifs, why isn't it cool in Max Payne 3?
Games suffer from a "repetition factor" that films and TV shows don't. Something that we see once or twice in a film we'll see dozens of times in a game, and the effect is therefore dramatically different. (This same thing happens with dialogue, see Arkham City and Splinter Cell's Fisher-Fest 2010.)
When playing Max Payne 3, I see new, horrific blasts of violence every few seconds. After a while, I can't help but start to feel weird about it—how much extreme blood-spray can a guy watch before the whole thing starts to feel a bit psychotic?
It seems unlikely that this level of gore will make its way into Grand Theft Auto V, mainly because it will be more mainstream-oriented. All the same, I want to voice the hope that GTA V chooses to focus more on great action and storytelling and less on realistically depicting the effect of a hollow-point on a jawbone.
As much as Rockstar has tweaked and improved their cover-based third-person shooting over the years, it has a fundamental problem—it often feels less cover-based and more cover—locked.
This feels especially true in the back half of Max Payne 3, where most encounters wind up playing out just like action sequences in Red Dead Redemption or GTA IV. You run into a new room, take cover, and shoot guys from that cover until they're all dead. Max Payne 3 doesn't have any good options for rushing from cover to cover or cornering, meaning that you're generally even more rooted.
Going back to Max Payne 2 on PC, it's remarkable how much has been changed. That game had no cover system, and as a result Max was propelled forwards. Each room became something of a fast-paced physics puzzle:
I need to leap to the right to get that pillar between me and the two guys over there, while shooting the guy who still has a line on me. Then, once I land, leap back to the left and take out the other two guys...
I'm in Max Payne 3's 12th act, and I no longer use shoot-dodging at all. I relish the odd moment when I'm running through an open space and two guys burst out from the side—finally, I can do some acrobatics! That is what Max Payne is all about for me—leaping through the air and blowing away bad guys. It's not really about crouching behind a pillar and leaning out to take potshots. For this reason, I do look forward to playing Max Payne 3 on the PC, with a mouse and keyboard and free-aiming enabled, but I also think the game could have freed things up a little regardless of the player's control scheme.
Every game Rockstar has made since GTA IV has featured more or less the same heavy, slow-moving cover-based combat. It seems highly unlikely that GTA V will deviate from that. All the same, it would be great to play a game that gave players reason to exit cover and engage in combat that felt a bit less constipated.
The cover issue, however, is directly tied to Max Payne 3's biggest problem, something that I truly hope GTA V can remedy...
Max Payne 3 has a number of problems with difficulty and balance. The issues tend to stack on top of one another, and one problem leads to multiple problematic player-side situations, at least for me. For example:
The issues continue: Bullet-sponge "boss" enemies are placed at the ends of combat sections, sometimes with no checkpoint before them. Not fun. Enemies are allowed to use grenades, but Max isn't. (Why?)
The best bullet-time moments are scripted, with an unlimited-ammo Max leaping from a building or a higher level while firing down on enemies below. The difference between these moments and the rare times when you recreate them on your own is quite large. Particularly in an open-world game like GTA, I want to make more of my own cinema and rely less on setpieces to really wow me.
Despite all that, Rockstar's combat system is largely fine, usually fun and occasionally even truly great. Its feel can be supremely satisfying, and as I talked about yesterday, Max Payne 3 contains some brilliant touches that I hope to see in future Rockstar games.
But its flaws still feel frustrating, and I would love to see a Rockstar game finally feel as good to play as Gears of War or Vanquish or hell, the recently-released Ghost Recon: Future Soldier.
In GTA IV and Red Dead, I found myself saying, "It's this huge open world game and the combat is decent!" In Max Payne 3, the open world is removed, but the combat isn't as fine-tuned as I would have expected. Wouldn't it be lovely if GTA V could have it all?
I get the sense that we'll see more of GTA V in the near future, and hopefully begin to discern whether Rockstar has made a riff on their already grand open-world formula or decided to blow things wide open yet again. Here's hoping it's the latter.
It can be difficult to view Max Payne 3 on its own terms. It's a fine game in its own right, but it will always exist at least partly in the shadow of Rockstar's other, much bigger looming release-Grand Theft Auto V.
Since Rockstar released GTA IV four years ago, both Red Dead Redemption and... More »
It can be difficult to view Max Payne 3 on its own terms. It's a fine game in its own right, but it will always exist at least partly in the shadow of Rockstar's other, much bigger looming release—Grand Theft Auto V.
Since Rockstar released GTA IV four years ago, both Red Dead Redemption and now Max Payne 3 have brought enough tweaks and changes to the studio's brand of cover-based gunplay that GTA IV's action feels crusty and clunky by comparison. Max Payne 3 in particular refines Rockstar's third-person manshooting to a new and occasionally truly exhilarating degree. It's impossible not to want to see some of this stuff make it into GTA V.
Today, I'll be talking about five things I'd like to see carry over from Max Payne 3 into Grand Theft Auto V. And in a shocking twist, tomorrow I'll list five things that I hope don't make the cut. Here goes!
This is one that I've been on the record about for a while now—I love playing GTA IV without a minimap. Thing is, that's an extreme way to play the game—it can be difficult to navigate without some sort of map to view. But the biggest problem with the minimap is that it shows all of your enemies as big red dots, and combat becomes an exercise in whack-a-dot. "Where's the last guy? Oh, he's hiding over here. Better kill him."
Max Payne 3 has no minimap, and therefore you're never quite sure where danger lies. That makes every combat encounter a supremely tense affair, particularly when you're near the end but aren't sure where that last man is waiting for you.
While I don't think GTA V should do away with the minimap, I would love an option to have only the minimap visible and not be able to see enemy locations.
I don't like this one for the reasons you may think - I'm not actually a huge fan of the more provocative aspects of Max Payne 3's gory slow-mo killshots. But we'll get to that in the "Things I hope aren't in GTA V" article tomorrow. For now: The thing I like about the slow-mo kill-cam is that it signals a checkpoint—rather than popping some intrusive text into your face, you know the fight is over because you're watching a cinematic, slow-mo shot.
Due to the lack of a minimap, there needs to be some signifier for when Max has cleared a room of baddies. I really like this method, as it allows a singular sort of catharsis at the end of a tense shootout and lets you breathe a sigh of relief (while blowing away that last enemy in slow motion).
Victory! At least, until the next gunfight starts.
In Max Payne 3, you can be killed quite easily, but if you're carrying pain killers, you're allowed a "last-minute save." If you are killed while holding pills, everything goes slow-mo and you have a chance to shoot your killer. If you do so, Max downs a painkiller and keeps on going. This is a very smart method of keeping the game from being too punishing without making it too easy. You're not out of the woods, and you just used one of your precious painkillers, but all the same, you've pulled it out and will live to fight another day. Or, another five seconds.
Its implementation in GTA V might require a bit of a reimagining of that game's health system, but it could also just function as a sort of "saving throw" anytime you get killed in a gunfight. You get one shot to take down your killer, and if so you get back 40% of your health. If your health reaches zero again… it's back to the checkpoint for you.
But if that does happen...
Max Payne 3 is a difficult game, but it mitigates that difficulty in smart, subtle ways. If you die once, you'll reload the last checkpoint with full health (small comfort in such a lethal game) and the same guns and ammo you had last time. Die a couple more times, and it gives you a bottle of painkillers and some extra ammo. Die even more times and you get two bottles of painkillers and even more ammo. The enemies remain just as numerous and difficult, but you're a bit more powerful and therefore more likely to succeed.
I love this method of balancing—it allows the game to be very difficult while keeping players from getting truly stuck. Yes, there are difficulty spikes and some really frustrating sequences (more on that in tomorrow's post), but in general, I'm a fan of Max Payne 3's brand of player assistance and would love to see something like that in GTA V.
This one is the easiest sell, I think, particularly given the success of Deadeye-Mode in Red Dead Redemption. Max Payne 3 may represent the best shooting Rockstar has done in a game yet, but it's still not as smooth as it could be. Cover is weird and overly sticky, and movement is still a bit too heavy and slow.
However, the addition of bullet-time and the shoot-dodge go a long way towards making the game more balanced and fun, and they leave Max Payne 3's shooting feeling exciting and distinctive. I can think of no earthly reason why these features shouldn't be included in Grand Theft Auto V as baseline gameplay mechanics. There's a stylistic argument to be made against this: Max Payne has always been the John Woo-influenced slow-mo shooter, while GTA has embraced a more realistic vibe.
But who cares? Seriously—bullet time makes Max Payne more fun, playable, and distinctive than other action games including Rockstar's other games. I really can't come up with a reason that Rockstar shouldn't just carry the entire system over into GTA V.
So there you have it: Five things that I'd love to see carry over from Max Payne 3 to Grand Theft Auto V. Tune in tomorrow, when I'll talk about 5 things that I hope don't turn up again.
Max Payne 3 does a lot of things right—from the relentless, blood-soaked gunplay to HEALTH's astonishing soundtrack.
But it's not a particularly choice-based game; this ain't Mass Effect, after all.
The folks at Machinima wanted to see what would happen if they made the game a bit more choice-based. Also, if they set it in the real world. And made it first-person.
By watching this YouTube video, you can choose what to do at crucial moments in this mini-Max story and hopefully make it through the story in one piece. I thought I had… and then I didn't. Guess I'll have to go back and cover my bases a little bit better.
The music makes me remember that as much as I love HEALTH's work on the new game, the music from the original Max Payne will always have a place in my heart, too.
If there's one thing Veronica Mars taught me, it's "Always take backup."
The game is relentless, always pushing forward, throwing me into deadly, sharp situation after deadly, sharp situation. And underscoring every blood-drenched shootout and explosive setpiece is HEALTH's undulating, astonishing soundtrack.
It's an uncomfortable experience, this game, from the blurred alcohol haze that covers everything to the way my enemies keep shouting in Portuguese to the sheer disorienting lethality of it all. Even on "normal" difficulty, every nook and cranny holds another ignoble death. In every gunfight, I almost forget to breathe. Here I am, I've got a hair of health left, and yet I know there are more enemies ahead. Around this corner lies the unknown, and almost certainly death… time to reload my weapons and plunge in.
HEALTH, a Los Angeles-based four-piece, provided all of the music that pulses beneath each of Max Payne 3's many action scenes. Their music is never overly cinematic or dramatic; rather, it's dark and driving, with few peaks or valleys to break up the dirge. It's the music of drug-addled hangovers, of splitting headaches and metallic stink. It is, in many ways, the music of death. It's perfect for Max Payne 3.
How does Rockstar keep doing this? How can their musical tastes be so far out front of every other AAA game developer? I ask that mostly rhetorically—clearly, these folks pay attention to modern culture in a way that few other game studios do. It would have been so easy for them to simply farm out the Max Payne 3 soundtrack to any of a number of Hollywood-influenced composers who would have added dark strings, electronic beats, and other familiar sounds.
By choosing a band like HEALTH, a band with a distinctive sound and a clear sonic identity, Rockstar improved the quality of Max Payne 3 remarkably—the game's story is a bit of a mess, its protagonist is a lunk with no clear arc... there's really not much to it but a series of increasingly unbelievable combat sequences. But it is a goddamned unforgettable experience, and it's an experience driven hugely by music.
Despite the all the driving darkness, HEALTH's work has, at times, a similar low key, mournful vibe to Cliff Martinez's excellent work on the film Drive, which took a different tack by offering both dirge-like and remarkably celestial electronic music as a counterpoint to the weighty, pushing action onscreen. For example, HEALTH's now-well-known track "Tears":
So excellent.
You can buy the Max Payne 3 soundtrack on iTunes, and while it makes for stressful work-music, it will certainly pump you up every time armed thugs burst into your home or apartment. You can also read more about the background of the soundtrack on Rockstar's page, and listen to several more tracks, including "9 Circulos" from Brazillian rapper Emicida, on Rockstar's Soundcloud page.
Hey you know what? Let's close out with that one.
Okay, every other action-game developer in the world. The gauntlet has been thrown. Please rise to the challenge.
Whatever was bothering the Xbox Live Marketplace download of Max Payne 2, which some purchased to brush up on the series during Max Payne 3's release week, the problem is now over. Users report the title now downloads fully, which I just confirmed for myself.
If you bought the game and your download froze, go back to the Marketplace and select "download again." It should work fine. If you demanded and received a refund, check to see if you have the download-again option lit. Who knows, you might get a free game for your inconvenience.
Someone on GTAForums.com pried apart the files inside Max Payne 3 and found a vehicle list shot through with callbacks to past makes and models from the Grand Theft Auto series.
There is an enormous thread going on both there and on NeoGAF, about the subject. Noting that this isn't the first time Rockstar Games has included source files representing assets found in other games, both sites are buzzing with speculation that this gives up details in Grand Theft Auto V.
As to that: "Skimobile" and "Chairlift" would indicate something taking place in the snow. There was a "Cablecar" in San Andreas of course. But 10 helicopter varieties are listed, as well as — gasp! — the Faggio 2! I expect the successor to GTA's iconic motor scooter to be mentioned during the E3 keynote.
Rumor: GTA V Vehicle List Leaked [NeoGAF]
While there are the Sport Club Corinthians Paulista of Sao Paolo, their logo looks nothing like the one on the wall there. Galatians FC is likely also a reference to the Corinthian FC, an English amateur team founded in 1882 and dissolved in 1939. Why is it significant? Corinthian FC handed Manchester United its worst defeat in history, an 11-3 beating.
That took place in 1904. The logo of the fictitious Corinthian FC suggests the team was founded in 1903. Likewise, in the Bible, Galatians immediately follows Corinthians. Additionally, the real-life Corinthians of Sao Paulo were founded in 1910.
I think it's also a direct reference to English football as well as Brazilian. The founders of Max Payne publisher Rockstar Games, Dan and Sam Houser, grew up in London.
I can't tell if they back a rival side of United's or if they're merely tipping their cap to football history, but the reference is obvious.
Above is a video providing some context of the run-up to the mission and its earliest stage. Payne is assigned to protect a Brazilian playboy named Marcelo, who evidently favors the Galatians, a team based in Sao Paolo. He's unhappy that the table at his preferred club has been given to Claudio, a player Marcelo implies isn't good enough for the European football leagues. Soon the game shifts to the Galatians' home pitch where, yes, a deal goes wrong, with attendant gunplay.
Max Payne 3 throws a lot of highly stylized violence at you and almost all of it is beautiful to look at. But you've got to keep moving through Rockstar's latest release in to order to get Max the answers he desperately craves, which means you can't necessarily enjoy the ambiance as much as you'd like.
Fear not! These postcard GIFs—courtesy of Kotaku's own Chris Person—let you take a little piece of Max's angry American tourism with you wherever you go. Collect ‘em, share ‘em, use ‘em as motivation to get through the day. However you use them, just know that Max is just like you… only balder, deadlier and more addicted to drugs and drink.
Now that Max Payne 3's out, maybe you figured you'd catch up with Max Payne's drug-addled life by playing through the character's previous games. A great thought!
But reports are coming in that users aren't able to fully download and play the Xbox Live version of Max Payne 2 after purchasing it. The problem for some seems to be a download that gets stuck at 99%. Here at Kotaku headquarters, several attempts to download the full game went exceptionally slowly despite a very robust internet connection. Apparently, Microsoft are refunding the purchases for dissatisfied customers if they contact customer support over the phone.
Now, you don't really need to play Max Payne 2 to fully enjoy Max Payne 3. But if you want to do so on Xbox, it seems you're out of luck right now. Kotaku has reached out to Microsoft for comment and will update this story as needed.
Update:
After nearly an hour of download time, our attempted download of Max Payne 2 has stalled at 99% just like other users, confirming for us that there's a problem here.
[Thanks, tipster Thomas]