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Max Payne Interview
with Markus Mäki


 

 

We recently caught up with Markus Mäki for a chat about Max Payne.  Markus is the Chief Technology Officer for MadOnion.com and one of the founders of Remedy Entertainment, the developer of Max Payne.

 

 

PC Shooter: Please tell us a little bit about yourself and what you do for fun when you’re not developing games.

MM:  Although I’m not too much involved in day-to-day operations at Remedy currently, I’m one of the founders. My working day is spent over at our partner company MadOnion.com where I am in charge of benchmark development. But when I’m not working, I’m usually wakeboarding (in the summer that is).
 

PCShooter:  Are you at all surprised that Max Payne is still one of the best selling titles around?

MM:  It’s of course nice to see a game that has been worked on to finally get released, and do well. But I can’t say I’m personally too surprised, as I have known for a longer time that Max is a fun game to play.
 

PCShooter:  Who came up with the idea for Max Payne’s gripping, novel-like story?

MM:  Full credit from the story goes to Sam Lake, our resident game designer and storywriter. He’s the man behind the Film Noir text, and the detailed story.  The story has been an integral part of what Max is all about from the very beginning.
 

PCShooter:  The graphical detail of this game engine is really impressive.  Will this engine be used for any other games in the future? If so, can you tell us what they might be?J 

MM:  MAX-FX will most certainly be used in future games as well. It’s flexible and very suitable to almost any fps/3rd person action game, plus probably for many other things too. I can’t make any product announcements at this time.
 

PCShooter:  What tools did you use to create the levels and animations in Max Payne?

MM:  The levels were created with our in-house level editor, MaxED. Animations are done with 3d studio max and characters were skinned our in-house ActorFX tool.

MaxED actually ships on the game CD, and everyone who has an interest in mapping is welcome to try it out. We’ve also made a few tutorials available at www.maxpayne.com/tutorials.
 

PCShooter:  What made you decide not to include the multiplayer aspect in the game, and is there the possibility of a patch coming out to address that in the future?

MM:  In my opinion many games nowadays have the problem of trying too much, and doing nothing really well. We wanted to avoid that, and decided to concentrate on getting the single-player aspect of Max Payne to rock!

Making a top-notch multiplayer game is a huge task in its own right and would have forced us to make too many compromises. We feel it was better this way.

Max Payne is a clearly single-player experience, and no simple patch can make it a multiplayer game.
 

PCShooter:  We’ve always been fans of special effects, but have never seen special effects like this in a game before.  How did you come up with and develop the bullet time aspect and other special effects in the game?

MM:  Remedy likes to think itself as a technologically advanced company, and we just saw that technology out on the market would have cut it for us. It’s just our in-house technology that makes the unique Max Payne look and feel.

One of the starting points with our technology has been that it’s really easy to use for the artists. This means that the artists are free to experiment and ensures we get the best possible looking environments and great special effects (most of the Special FX have been done with our ParticleFX editor).

All in all, the end result shows that there has been enough time for experimentation, creativity and original ideas during the project. This is really what is needed to make a “hit” game like Max Payne.
 

PCShooter:  Do you have any plans to release Max Payne on the console?

MM:  Of course! Our publisher, Take Two, has already announced the PS-2 and XBOX console ports of Max Payne. These are not developed by Remedy, but by expert port teams overseen by 3D Realms and us. We feel that this is the best way to make sure the ports are top quality. Additionally, this way gamers can get their hands on the games sooner, with both releases targeted for this fall.
 

PCShooter:  Do you expect the Max Payne mod community to eventually grow as big as the Half-Life community has?

MM:  We’re already seeing some very innovative and good mods, and the tools we provide are pretty good (although the level editor is a lot different to other level editors out there). Still, I don’t think a single-player game can easily create as big mod community as Half-Life has.

But nobody can foretell the future and Remedy is committed to supporting the mod community with tutorials and tools releases, so who knows? We would hope so and try to help out the community as much as possible.
 

PCShooter:  Tell us what you think the future of action gaming is.

MM:  The obvious first things that come to mind are technical issues like tremendously better visual quality and more interactivity.

Still, I think the most important advance will be the coming of truly cinematic games, games that touch a wider range of experiences. It’s not going to be just shoot and then shoot some more (although that is cool too), but hopefully something greater and deeper.
 

PCShooter:  Are there any plans for Max Payne 2?

MM:  We can’t comment on future game plans right now.
 

PCShooter:  Thank you very much for your time.  We have thoroughly enjoyed playing this game.

MM:  Thanks for the interview!

 


 

For more on Max Payne, you should check out our review.  

 


 

Additional Information is available at:

Remedy Entertainment:  http://www.remedy.fi/remedy/index.html

Official Max Payne sitehttp://www.maxpayne.com

 

 

 


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