Monday, 18 December 2023
RIP James McCaffrey, the voice of Max Payne
Monday, 20 November 2023
Alan Wake II
Sunday, 5 November 2023
Alan Wake Remastered
Alan Wake is a successful novelist suffering from writer's block. He and his wife, Alice, take a holiday to Bright Falls, Washington, and rent a cabin on an island in the middle of a volcanic lake. When Alice surprises Alan with a typewriter, hoping he'll feel inspired to start writing again, Alan becomes angry and storms out. He hears his wife screaming, only to find the cabin and the island have disappeared. Apparently the island was destroyed in a volcanic eruption in 1970. Wake discovers he has somehow lost a week, and keeps finding pages from a new novel he's been writing called Departure in which he himself is the protagonist. As shadowy creatures attack him and TV shows seem to reflect his state of mind, Wake must discover whether he has gone insane and attempt to track down his missing wife.
Alan Wake was originally released in 2010 by Finnish developers Remedy. At the time they were best-known for their Max Payne series of shooters with interesting time-slowing capabilities. Since Alan Wake's release they have worked on Quantum Break and Control, and more recently Alan Wake II. Alan Wake Remastered was released in 2021 as a way of improving the original game and also releasing it on PlayStation consoles (the original was only available on Xbox 360 and, after a significant delay, PC), and getting people into the story ahead of the release of the sequel.
Alan Wake Remastered is a surprisingly restrained revision of the original game. The main focus is on the graphics, with revised and updated textures, a new and more impressive lighting system and it now being possible to boost the resolution up to 4K. This is all splendid and results in very impressive visuals, although unfortunately the process has not been optimised well; the game occasionally chugged even with an nVidia 4090 under the hood. More annoying were visual glitches and problems, which could be briefly fixed with a reload but soon returned. Oddly, these problems are mostly focused in the fourth and fifth episodes of the game and were not present before or after. However, the problem is widespread (going by the game's forums and subreddit) and has not been fixed after two years, which is disconcerting.
Otherwise the game runs exactly the same as it did back in 2010, complete with somewhat clunky movement and occasionally iffy dodging mechanics. This is an action thriller where you control the titular Alan Wake, a novelist suffering from writers' block after killing off his most iconic character. He takes a holiday with his wife, but gets angry when he realises that she has tricked him into a retreat to focus on his writing, with a hospital nearby specialising in the mental health problems of artists. When Alan storms out, his wife abruptly vanishes. Alan loses a week of his life, waking up to experience strange visions. However, when he receives at telephone call from a man claiming to have his wife hostage, it appears that the situation is understandable, if frightening. But Alan then encounters the "Taken," possessed individuals clad in shadows who seem to be obsessed with destroying him, and it becomes clear something much more supernatural is at work.
The game is divided into daytime sequences where Alan wanders around and interacts with characters, maybe solves the odd puzzle, and uncovers more about the story, and night sequences where Alan has to achieve some objective whilst fighting off the Taken. The Taken have to be illuminated with a flashlight and, once their "darkness" has been burned off, can be dispatched with conventional weapons. As the game unfolds across its relatively well-paced 12-13 hours or so, both the types and tactics of Taken evolve, as does Alan's arsenal and his skills for dealing with them in combat.
The sheer volume of combat remains quite surprising: those who've heard that Alan Wake is the closest thing to Twin Peaks in videogame form may be taken aback by the amount of time Wake spends blowing people away with shotguns. The game also feels like it sometimes doesn't like doing this (combat within a section of the game can get quite repetitive), but has to fall back on shooting things as the default game style rather than run the risk of the dialogue and cutscenes putting off too many people. The game does have missed opportunities though: as is well-known, the game was originally an open world game, which can still be discerned in some areas (areas from one mission are clearly visible bordering another later on, with some artificial barrier preventing you from free-travelling over there) but was taken out due to pacing issues. The game allows you to drive vehicles in some limited sequences, and there's some interesting puzzles to solve, which could have been expanded on to make for more interesting and varied gameplay outside of combat. It's notable that the two bonus DLC episodes (included here, weirdly, as optional extras buried in the level select screen, but definitely don't miss them) have better pacing, puzzle-solving, traversal mechanics and combat than the main game itself, suggesting that Remedy only figured out how to get the best out of the game quite late in the day.
The story is interesting and well-thought out, with writer Sam Lake's trademark humour, enjoyably overwrought (and sometimes deliberately purple) prose and an internal logic that hangs together even as things get quite surreal and out there. Dividing the game into six TV-like episodes (complete with a recap and their own credit sequence and theme song), each about an hour and a half to two hours long, is also a masterstroke of pacing, ensuring the game's combat and story beats don't get too repetitive and it never feels like you're too far from a natural break point in the flow of events. The game also does do a good job of changing things up whenever it feels like you're maybe spending a bit too much time in the woods aiming flashlights at trees, with some mid and late-game setpieces being genuinely impressive. Again, some of the best stuff is actually in the two DLC episodes.
In the thirteen years since release, gaming has moved on a fair bit and Alan Wake can't help but feel clunky, with sometimes-sluggish controls and occasionally iffy animations, with an overreliance on combat. This remaster also feels like it may not be entirely necessary, given that the gameplay has not been overhauled to the same standards as the graphics. But there's a very solid story at work here, the mixture of CG and live-action cut scenes is a nice foreshadowing of Remedy's subsequent work, and the game is well-paced and doesn't outstay its welcome. The game's biggest weakness it is technical issues which make the middle third or so of the game a bit of a game of Russian Roulette as you wait for it to work out if it's going to crash or not. This should really have been fixed years ago. Also, and a fairly big annoyance on PC, is that it's only available on the Epic Game Store. As the PC version is actually published by Epic, there's little likelihood of it appearing on Steam in the future.
Another minor complaint: the stand-alone expansion Alan Wake's American Nightmare is not included in this package. American Nightmare is a bit of a weird game (being almost entirely combat-focused) and tonally didn't entirely gel with the original game, so I can understand why Remedy decided to ignore it this time around, but completionists may feel short-changed at its absence.
Alan Wake Remastered (***½) is an enjoyably solid game, especially at the very reasonable price it can be had for these days. It hasn't aged entirely well and some might be surprised at its overreliance on combat, which is a little at odds with its supernatural mystery genre. It's also very much The Hobbit to Alan Wake II's considerably bigger, more ambitious Lord of the Rings, and like that isn't strictly necessary to understand the sequel, but it certainly helps. The game is available now on PC (via the Epic Game Store), Xbox and PlayStation.
Thursday, 12 May 2022
AMC picks up the rights for ALAN WAKE TV series
American cable network AMC have picked up the TV rights to the cult video game Alan Wake, created by Finnish developers Remedy Entertainment.
Originally released in 2010, Alan Wake told the story of the titular protagonist, a novelist who travels to Bright Falls, Washington for a break to try to break his writer's block. However, his wife goes missing, apparently kidnapped by a supernatural force, and Alan discovers a strange dimension known as "the Dark Place" impinging on the real world. Aided by various allies, Alan tries to defeat this force and locate his missing wife. The story continued in a standalone expansion, Alan Wake's American Nightmare (2012).
In 2019 Remedy released Control, a new game about a team investigating "Altered World Events" from their headquarters in New York City. The game and its expansions eventually confirm that they take place in the same universe as Alan Wake, and events from the game play a major role in Control's second expansion, AWE. Last year, Remedy released a remastered version of Alan Wake and formally announced that Alan Wake 2 was in development, hopefully for release in 2023.
Work on an Alan Wake TV show began in 2018, with Legion's Peter Calloway set to serve as showrunner and Remedy's Sam Lake (the writer of Alan Wake) serving as producer and consultant.
AMC's previous shows include The Walking Dead, Better Call Saul, Breaking Bad, Mad Men and Preacher.
Thursday, 7 April 2022
Rockstar and Remedy to collaborate on MAX PAYNE remakes
Tuesday, 27 August 2019
A Bit Closer to Heaven: A Max Payne Retrospective
A Binary Choice
"They were all dead. The final gunshot was an exclamation mark to everything that had led to this point. I released my finger from the trigger. And then it was over."
In 2001 an obscure Finnish developer with exactly one video game to their name (a combat racer named Death Rally) released what many consider to be the finest action game ever made. Max Payne was a game that mashed together so many genre influences that it could have collapsed under its own weight. Instead it combined all of them into something artful and masterful, to the point where a full eighteen years after release there still hasn’t been anything really like it, save only the first of its sequels.
Rewinding a little, Remedy Entertainment was founded in Espoo, the second city of Finland, in 1995. It arose out of the demoscene, a movement dedicated to creating self-contained audio/visual demos which also served as testbeds for new software and technology. One demoscene group, Future Crew, decided to use their skills to form a company and create their first game. Death Rally, made in a team-member’s basement, was published by Apogee in 1996 and was a minor hit, enough for the company to expand and go big for its next game.
The company considered three ideas for their next title: a third-person shooter, another racing game and a space combat sim. Apogee were keen to continue their partnership and founder Scott Miller looked over the ideas. He thought the space combat idea was a bit niche and had a lot of successful series already underway (the X-Wing and Wing Commander series in particular, soon to be joined by Freespace), but that the action game idea was promising. First-person shooters were all the rage but arguably no-one had created a successful third-person shooter as yet, a Tomb Raider with less puzzle solving and more gunplay. There was also a nice synergy going on: Apogee Software had just rebranded itself as 3D Realms and released one of the most acclaimed first-person shooters of all time, Duke Nukem 3D.
Miller agreed to fund the game on the grounds that Remedy produced a graphically stunning game, that it didn’t cost too much and that they changed the working title of Dark Justice. He wanted a memorable, punchy title, preferably with the main character’s name in it. The team at Remedy were stumped until Miller suggested "Max” (possibly inspired either by Max Headroom or Homer Simpson’s "Max Power" alter-ego, or both) and the team suggested "Heat". A pleased 3D Realms spent $20,000 securing trademarks on the name until Remedy came back suggesting that "Max Heat" sounded like a porn title and what about "Max Payne". A few more thousand dollars later and the game had a name.
What it didn’t have was a story, engine or central mechanic. Remedy were not cowed, using their considerably technical prowess to quickly start building a 3D engine they called MAX-FX, putting a considerable amount of effort into particle effects and muzzle flares. An early tech demo, released to the public in 1998, made jaws collectively drop and started building hype for the game. Remedy had also decided to hire a professional writer, Sam Lake (who’d already provided some writing help on Death Rally), who started building up a significant amount of backstory for the central character of Max Payne. A massive fan of American TV crime dramas and pulp noir thriller novels, Lake wanted to make the game a psychological thriller as well as a violent action game, one that deconstructed the protagonist as it went along. Both he and the design team wanted the game to feel like an authentic noir thriller in New York, necessitating some of the team flying out to NYC and – accompanied by ex-NYPD officers as bodyguards – taking thousands of photographs of dingy back alleys to use as textures in the game.
The game had also gotten its gimmick. The developers were fans of Hong Kong action cinema, particularly the works of John Woo, and had noted that one of his signature styles was slowing the camera right down so individual bullets could be seen flying through the air. This wasn’t necessarily a new technique – Sam Peckinpah’s The Wild Bunch had experimented with such imagery in 1969 – but Woo had stylised it tremendously. Whilst the game was in development, the 1998 movie Blade also used some similar techniques. “Bullet time” became the central mechanic of Max Payne, with the player able to slow down time to the point where individual bullets could be seen flying through the air and allowing the player to shoot with incredible precision in the middle of the fiercest firefights.
To save money, the team decided to eschew in-engine cutscenes in favour of comic book panels, with single frames of imagery and a Raymond Chandler-esque monologue presenting the action. Northern Irish-American actor James McCaffrey was brought in to provide Payne’s voice and was an absolute find, his beyond-world-weary delivery becoming instantly iconic. Even the cost of a relatively unknown voice actor proved problematic for the budget, however, and left the team having to use themselves, friends and family as actors to portray and voice other characters. Writer Sam Lake himself was asked to model as Max Payne, giving the character his trademark signature, slightly constipated grimace.
Max Payne’s ambitions were expanding and in 1999 the game encountered an unexpected issue when the film The Matrix was released. The Matrix took bullet time to the next level, using it as a storytelling device as well as an aesthetic choice. On the one hand, this was great marketing for Max Payne but it also risked Payne looking like it was a rip-off. That was not helped by Payne’s 1999 release date being indefinitely delayed as the team encountered technical and storytelling issues that caused a full revamp of the game to take place. The game would not be released until 23 July 2001.
When it was released, it was an instant and immediate hit.
MORE AFTER THE JUMP
Thursday, 13 September 2018
ALAN WAKE TV show in development
The story is set in the town of Bright Falls, Washington, and sees horror novelist Alan Wake trying to track down his missing wife. As the story unfolds, he gets involved in increasingly weird events. Strongly influenced by The X-Files, Twin Peaks and Stephen King novels, Alan Wake was a commercial and critical success for Remedy, selling over 4.5 million copies.
Peter Calloway (Cloak & Dagger, Legion) has written a pilot script for the show which is being shopped around various studios by Contradiction. The TV show will partially adapt the game's storyline, but will have the freedom to move beyond the constraints of the game (which remains focused on Alan at all times). In particular, the TV series will explore some of the secondary characters in the world.
Remedy Entertainment have long harboured plans to make Alan Wake 2, but despite the first game's success they have been unable to do so: their then-publishing partners Microsoft instead convinced them to work on an original game for the X-Box One's launch, the splendid (but under-performing) Quantum Break, and have not had an interest in publishing a sequel to the older game.
Remedy's next game, Control, will be released in 2019.
Sunday, 16 October 2016
Quantum Break
The game also suffers a little from having a generally smooth difficulty curve, but then featuring several quite ridiculous spikes, with no information context or information being given on how to defeat boss enemies. The final battle with its insta-death enemy attacks, which is easily ten times harder than any other fight in the game, is particularly guilty of this. It's certainly survivable, but it does interrupt the flow of the game.
Thursday, 11 August 2016
QUANTUM BREAK breaking free of shackles of Windows 10
A new edition of the game will launch on 10 September, with the game being available through Steam for Windows 7 and 8 PCs and a boxed copy shipping with lots of funky extras. This is excellent news, as I've been a massive fan of Remedy since the release of their second game, the mighty Max Payne, in 2001. Max Payne, Max Payne 2 and Alan Wake have all been excellent, original and slightly offbeat action games and Quantum Break looks very much like it's in a similar vein. The accompany TV episodes, starring genre favourites Shawn Ashmore (X-Men), Dominic Monaghan (Lord of the Rings, Lost), Lance Reddick (Fringe, Lost, The Wire) and Aidan Gillen (Game of Thrones), also look entertainingly cheesy.
Thursday, 11 February 2016
QUANTUM BREAK announced for PC
Quantum Break is unusual in that it consists of both a video game component and a live-action TV component, starring actors such as Sean Ashmore (X-Men), Dominic Monaghan (Lord of the Rings), Lance Reddick (The Wire, Fringe) and Aidan Gillen (The Wire, Game of Thrones). Actions in the game determine what "episode" of the TV component you see next.
Remedy are famed as the creators of the Max Payne and Alan Wake franchises. The XB1 editions of both Alan Wake games (also announced today) will ship with copies of Quantum Break.
One fly in the ointment is that Quantum Break will only work with Windows 10. It has not been made clear whether this is down to technical reasons (Quantum Break using the DirectX 12 graphics technology, which is not compatible with Windows 8 or earlier) or for propriety/money reasons. Quantum Break will also apparently only be available from the Windows Store, with no Steam version apparently planned.
Monday, 24 August 2015
QUANTUM BREAK blurs the lines between gaming and TV
The game itself is a fairly standard action title incorporating gunplay and cover-based shooting, with the addition of Remedy's trademark polish and new mechanics revolving around the manipulation of time. This is a natural development for the developers who gave us the first two (and best) Max Payne games, with their development of bullet time in gaming. Like their previous title, Alan Wake, Quantum Break will be broken up into episodes. Each episode of the game will be followed by a 22-minute TV episode expanding on the story. There will be four episodes as part of the game, although if the game is a big hit presumably more could be made.
The live-action port of the game will incorporate some pretty well-known genre hitters, with Aidan Gillen (Game of Thrones), Dominic Monaghan (Lord of the Rings, Lost), Shawn Ashmore (X-Men, The Following) and Lance Riddick (The Wire, Fringe) being the most notable.
Quantum Break will be released on X-Box One on 5 April 2016. A later release on PC is likely, given Remedy's track record.
Wednesday, 22 May 2013
New X-Box announcement hijacked by dog
Within moments the Internet had exploded. The dog got a meme going, instantly. Within the hour the dog had its own Twitter account (named @CollarDuty, naturally), which is just about to hit 15,000 followers. Many humourous dogs-in-military-situation photos followed, such as:
The games console you just spent five years and hundreds of millions of dollars working on? Nobody gives a toss, because a game has a dog in it. And it's not even the first game to do so (and in ARMA 2 you can even play as the dog, if you fiddle around with settings).
Ladies and gentlemen, the internet in action.
Saturday, 2 June 2012
Alan Wake's American Nightmare
Alan Wake was Remedy Entertainment's highly ambitious, mostly-successful follow-up their iconic Max Payne action games. A mixture of thriller and action elements, combined with a light frosting of horror, it was high on atmosphere and story but the actual gameplay elements were stretched by a limited number of options. American Nightmare is a stand-alone follow-up, not a true sequel (Alan Wake 2 will likely follow in a few years), but also rather larger than the normal type of DLC expansion.
The game takes place in three locations: a diner and garage on the outskirts of Night Springs, a nearby observatory and a drive-in movie theatre. Unlike the strict linearity of Alan Wake itself, these three areas are fairly large and open. Alan can explore each area at leisure, searching for weapons and collectible manuscript pages (which also flesh out the world and storyline) whilst fending off random encounters with the Taken. American Nightmare expands both Alan's arsenal (adding automatic weapons to his standard pistol/shotgun combo) and also the range of his enemies. The Taken now include 'splitters', single enemies who split into two enemies when hit with the flashlight beam, and guys who can transform into flocks of birds before reforming to attack. Also, scary killer spiders have also been added to the mix, but given they die the second you shine a light on them they are completely pointless.
American Nightmare is heavily combat-focused. Taken attack in larger numbers and with more variety to their attacks than in the original game. However, this greater threat is negated by Alan's access to combat rifles and machine pistols, which can scythe through Taken ranks rapidly and with ease. Despite the more dangerous enemies, combat is much easier than in the original game (I didn't come close to letting a Taken touch me in the whole game). Unfortunately, the combat focus is necessary because of the lack of other elements. There are only three major characters for Wake to interact with, each of them a fairly typical spin on the 'damsel in distress' motif, and the puzzle elements are fairly basic. Alan has to find a few pieces of equipment in each area and combine them to defeat Scratch.
A potentially interesting spin is introduced when Scratch is able to defeat Alan's plan and put him in a time loop, restarting the whole game. Characters retain their memories from the prior cycle, so, amusingly, are able to negate some of the more time-consuming tasks from before and carry out tasks in a more efficient manner. Whilst it's amusingly lampshaded, this repetition (the cycle goes round three times in total before the game ends) shows that Remedy are painfully trying to eke out as much length as possible from a very small number of assets. This is furthered by TV sets which Alan can switch on to receive threatening messages from Scratch, which go on for way too long in an attempt to push the gameplay time up to something respectable. Remedy have a good stab at making maximum use of limited resources, but by the end of American Nightmare's five-hour playing time the game feels exhausted.
On the plus side, the writing is okay (though not as strong as in the main game itself), there's some knowing humour and some genuinely hilarious moments of bizarreness (playing a Kasabian track in a CD player causes a satellite to fall out of the sky and collide with an oil derrick...somehow). Combat may be easy, but it's also satisfying. Graphically the game remains impressive and it's good to see the engine handling the transition to an Arizona, desert-like location well. Those invested in the story and world will also find plenty of clues and easter eggs as to what direction the full sequel might take.
Ultimately, Alan Wake's American Nightmare (***) is a stopgap until the full sequel appears. It's short, easy and repetitive, lacking the atmosphere and more varied cast of characters of the first game, but whiles away a few hours entertainingly enough. It is available now on Steam and GoG (for PC) and on X-Box Marketplace (for X-Box 360).
Tuesday, 29 May 2012
Alan Wake
Alan Wake is the creation of Finnish developers Remedy, best-known for their superlative work on the first two Max Payne games. Like the Max Payne games, Alan Wake is strongly based around a central protagonist and emphasises his character development throughout the game, giving the player more of a connection to their character and his fate. Unlike Max Payne, Alan Wake is not purely an action game. It also employs elements of survival-horror, adventure games and exploration to create something that is hard to classify. This gives the game a unique mood and feel to it, but also makes it hard to market and resulted in initially disappointing sales (although, thanks to the highly successful PC version, the game has now sold more than 2 million copies and a sequel is likely).
The game is divided into six distinct episodes (with two more included with the PC version and available to optionally download for the X-Box 360) and structured like a TV mini-series. Each episode opens with Alan recapping the story so far and ends with a different song, usually on a cliffhanger. Each episode is usually divided into two sections, a daytime one where Alan investigates what's going on by talking to people and exploring the backstory, and a night section when Alan has to achieve some goal whilst under attack by the 'dark presence', a shadowy force which can animate objects and possess people using clouds of darkness.
The daytime sections are, disappointingly, free of choice. You can't choose Alan's dialogue and are on rails for most of these sections as people talk to you and explain what's going on (or not, in most cases). You can move around and sometimes find bonus items for use later, but there's a limit to your freedom in these sections. For those who become hooked by the game's intriguing, Twin Peaks-lite storyline, this will be fine. For those itching to get to the actual gameplay sections, these parts of the game may feel tedious (although they're usually pretty short, and we get to the action relatively quickly).
The bulk of each episode is the section set at night, during which time Alan has to fight off enemies. He can use a torch to burn away the dark presence from opponents and then destroy them with conventional firearms (oddly, the idea of finding some way of freeing people from the presence rather than killing them outright is never discussed, even when major characters are possessed). His torch can also be used to destroy possessed flocks of bird and animated everyday objects outright. Oddly, the torches in Bright Falls all have an 'intense light' mode that burns out the batteries, but will recharge if left alone (and the standard light setting doesn't use batteries at all, in contravention of the laws of physics). These mechanics result in a lot of scenes where Alan is running through the wood at night alone and having to intelligently combine his resources (lights, weapons, special weapons like flare guns which can take out entire groups of enemies) to fight off opponents. This could risk becoming repetitive, but new weapons, enemies and ideas are introduced steadily to vary things up so it never becomes boring. For example, Alan is joined by allies late in the game who fight alongside him and can provide light and weapons support from a search-and-rescue helicopter.
The game is reasonably well-written (a few clunking lines aside) and has some knowing nods at the genre, with Wake starting off by warning us that good stories don't always have fully comprehensible endings. This seems to be Remedy covering their backsides in advance, but in fact the storyline and ideas behind what's going on seem pretty straightforward. Their impact in the world is often weird, sure, but it all hangs together quite well. The characters are well-realised, ranging from Alan's agent and primary ally Barry (who is occasionally annoying, but also has some amusing ideas) to the ageing ex-rock stars whose farmhouse, studio and pyrotechnic equipment can be combined into one of the game's most impressive set pieces. Alan himself can be a bit whiny at times, but given what a bad couple of weeks he's having, this is understandable. More amusing is that Alan (and his more OTT fans) has an opinion of his popular crime fiction (that it's Serious Literature) which seems to be somewhat at odds with what we see of it (which is Average Cheese). The voice acting is overall very decent as well, with Alan's internal monologuing (which occasionally threatens to go all Max Payne on us, but just about holds off) summing up what's going on quite well.
The game is overall engrossing and enjoyable, with a good pace to events. It also has a great amount of content. After Max Payne 2's borderline-embarrassing 5 hour length, Alan Wake by itself clocks in at around 12 hours with another 3 hours on top for the optional extra episodes. It missteps a few times, however. Alan has a number of character animations which cannot be skipped, sometimes leading to unnecessary deaths where you're hammering the controls to fight off a horde of the possessed (or 'Taken' in the game's parlance) and all Alan is doing is ducking his head and waving his arms uselessly. The concluding section of the main game (Episode 6) and the second of the 'special' episodes also go on for way too long, with combat sequence after combat sequence that ultimately becomes tedious. The fact that the ending is sequel-baiting is to be expected (what isn't, these days?), but there is also a lack of closure to several other character arcs outside of Alan's experiences, which is disappointing. In addition, the optional episodes taking place entirely within the 'dark place', meaning that the laws of reality can be dropped altogether, may results in some excellent and inventive set pieces but this also results in the situation where you may find yourself not caring too much, if none of it is 'real' on the game's own terms.
Still, Alan Wake (****) is overall a very strong title. It's richly atmospheric, with excellent graphics and music. The story is interesting and, for a computer game, rather different and original. The combat is satisfying, if occasionally frustrating, and despite the weird and offbeat storyline most things are explained and make sense. The PC version features vastly superior graphics and control options and, as it also includes the two extra episodes for free, gets an extra half-star from me. The game is available now via Steam and in the UK (PC and X-Box 360) and USA (PC and X-Box 360).
Monday, 14 May 2012
Wertzone Classics: Max Payne
Max Payne's success can be put down to a 'perfect storm' of factors. Most important, and something that is not immediately apparent until you've gotten further into the game, is its knowing sense of black humour and self-referential metacommentary. The game knows it's a somewhat daft shooter and has a lot of fun with the concept. At one point, in a drug-induced hallucination, Payne convinces himself he is in a computer game and is horrified at the idea that his life has been reduced to the repetitive action of shooting whilst flying through the air in slow motion. At another point, two bad guys engage in a debate over the merits of bullet time as a cinematic device (which is usually - fully ironically - followed up by you killing them in bullet time). The game even channels Austin Powers in a sequence where a goon muses to his friend how he hates being dismissed as a faceless minion when he has two children and a loving wife and has been reduced to taking money in return for performing violence acts as a result of an uncaring society (Payne's reaction is to blow him away regardless, naturally).
However, the game then has to walk the tightrope of tonal dissonance. Whilst maintaining its black sense of humour and self-awareness, it also has a very dark and serious storyline at its heart. The game opens with a flashback to the murder of Max's wife and child, in a sobering and depressing level. Then we flash forwards to the present day, but Max's mind remains locked in that house and in that time. On one occasion Max is captured and beaten, and he returns to that house in a dark nightmare sequence. Far worse is a drug-induced fever later on, when the walls stretch out to infinity and he has to find his way through an endless dark chasm, following trails of blood and the screams of his wife and child. It's one of the more disturbing things I've seen in a game (still) but it works by showing us that the game's central protagonist is seriously psychologically damaged and obsessed by an event that he urgently requires closure on. Hence the increasingly insane lengths Payne goes to as the game progresses as he seeks an explanation and then revenge. There's also Payne's rejection of the notion that he is a hero and that he is acting from altruistic motives: at one point he destroys evidence that could have helped clear his name, simply because he has no interest in anything outside of his desire for revenge. Thus the game's storyline and characterisation (often tacked-on excuses for violence) are key in propelling the whole thing forwards and involving the player in the action.
The game's approach to action is almost sublime. Many games require you shoot people, but few do it was much elan as Max Payne. Bullet time allows you to place your shots with more precision than any game before (and almost any since, bar its own sequels), whilst the selection of weapons available is impressive. The game has no truck with stealth or cover systems. If you don't enter a new room by flying forwards in slow motion through the door with two machine pistols extended in front of you read to fire at all times, you're doing it wrong. You need to be on your toes as enemy AI is strong (they're pretty good shots), although a fair few of their combat actions (such as throwing grenades) are scripted, and thus can be avoided easily if you reload a failed mission. There's a variety of enemies, including several 'bosses' (although they are only mildly tougher than standard enemies), but in a mildly genre-subverting move, the end-game boss is a fifty-year-old woman who has no particular special skills or abilities (though you do have to be smart in how you bring her down).
Graphically, the game is a mix of two halves. Environmental graphics remain very solid and there's some great moments as bullets crash into masonry and chunks of it are blown out in clouds of white powder. Muzzle flares and explosions are vivid and the fact that you can see individual bullets (or clouds of bullets from shotguns) flying through the air in bullet time remains impressive. However, the character models are blocky and look mildly ridiculous close-up. Animation is also stodgy, with the lack of moving mouths on talking characters (something already pretty common by 2001) being surprising. Overall, the game looks perfectly acceptable for such an old title and remains fully playable today.
In terms of writing and dialogue the game is almost beyond description. Payne has a constantly-running monologue about what's going on in comic book-like cut scenes which interrupt the action at frequent (sometimes too frequent) intervals. The problem is that Payne has clearly severely overdosed on Bogart movies and Chandler novels and his narration is extremely cheesy:
"The sun went down with practiced bravado. Twilight crawled across the sky, laden with foreboding. I didn't like the way the show started, but they had given me the best seat in the house, front row center."Sometimes it's just plain clunky:
"Collecting evidence had gotten old a few hundred bullets back. I was already so far past the point-of-no-return I couldn't remember what it had looked like when I had passed it."And sometimes, gloriously, the writing goes on an extended trip around Planet Strange and explodes through cheese and corn into something that defies rational explanation:
"The Brooklyn riverfront was a maze of rusty containers, sharp-boned cranes looking up from the snowstorm. On a night like this you couldn't help but think of the dark army of dead men, sleeping with the fishes, cement shoes in line. No minotaur lurked in this labyrinth, but somewhere out there, on the clanking deck of his cargo freighter, the skipper of the Charon was waiting, like the ferryman of the river Styx."However, even the worst dialogue in the game seems to work through the delivery of voice actor James McCaffrey, whose beyond-world-weary, cynical tones perfectly fit the character and help sell his attitude to the player. Slighly less successful are the character models for the cut scenes, which (due to a budget tightening towards the end of development) are basically the developers and their friends and families rather than professional actors. Max Payne himself is based on the game's writer. Oddly, the amateurishness of these scenes is more endearing than disastrous, and adds to the totally barmy nature of the game.
Ultimately, Max Payne works because it's a perfectly-executed action game with a thoroughly-developed central character and a knowing black humour about its own nature (without ever disappearing up its own posterior). Where the game falters is towards its end, when the thematic and character arcs are not brought to as satisfying a resolution as the revenge plot. Payne achieves some of his objectives, but is still left as a battered, traumatised person. It falls to Max Payne 2: The Fall of Max Payne to provide the resolution for Payne's character that is required.
Max Payne (*****) remains, eleven years on, an engrossing and impressive game, mixing together a variety of ideas and different tones into an entertaining whole. The game can be purchased from Steam for PC now, and is also available on PlayStation 3 (USA) and on iOS devices. Max Payne 2 is also available now. Max Payne 3 will be released imminently on PC, X-Box 360 and PlayStation 3.