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"We'd already sent the art guys to some really nasty neighbourhoods with a couple of bodyguards, and then we realised that we had all these photos. "But if we wanted to set the game in, say, some sleazy motel in New York, we needed some kind of reference," says Vanhatalo. Until technology intervened, the game was a more cartoony affair drawn entirely by hand. If you're too serious about it, that simply doesn't happen."ĭevelopment of Max Payne spanned several years, with '96 and '97 seeing the leap from Quake 2-era 3D accelerators to cards capable of, as Remedy would discover, near-photographic realism.
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Humour is a natural part of playing games and, as a writer, you're always trying to match the gameplay experience. "We didn't want to avoid that over-the-top feel because the player is going to create comical situations in any case, always. So it felt like the right thing to do to bring all those references to it." Plus, as we remind Lake, no small degree of comedy – not something you'd automatically find in discarded needles, dead babies, and baseball bats. All that's left are archetypes and metaphors, monsters and demons. So you couldn't describe what was happening in that context – or at least Max couldn't. "Max's journey is a revenge story about a man who's been pushed so far into a mad, impossible situation that normal, everyday life has lost its meaning. You can purchase new issues of Edge at Magazines Direct or find information on Edge #361 here. This making of Max Payne feature was first printed in Edge #195, 2008.