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("Creating Max Payne" section)
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==Creating ''Max Payne''==
 
==Creating ''Max Payne''==
After developing the top-down racing game ''[[wikipedia:Death Rally|Death Rally'']], Remedy focused on building ''[[Max Payne (game)|Max Payne]]''<ref name="MMC">[http://www.youtube.com/watch?v=RhPvXw4cZGc&hd=1 Miller on ''Matt Chatt''] Retrieved June 21, 2011.</ref>.
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After developing the top-down racing game ''[[wikipedia:Death Rally|Death Rally]]'', Remedy focused on building ''[[Max Payne (game)|Max Payne]]''.<ref name="MMC">[http://www.youtube.com/watch?v=RhPvXw4cZGc&hd=1 Miller on ''Matt Chatt''] Retrieved June 21, 2011.</ref>
   
 
The goals established by the studio were: bringing to life a new, compelling and rich character, and pushing the innovation of shooter genre gameplay with the implementation of [[bullet time]].<ref name="MMC"/> Due to budget constraints, the company could not afford to hire models for characters, including the protagonist [[Max Payne (character)|Max Payne]], therefore [[Sam Lake]] and other developers had to step forward and be those whose likeness would be used in the game.
 
The goals established by the studio were: bringing to life a new, compelling and rich character, and pushing the innovation of shooter genre gameplay with the implementation of [[bullet time]].<ref name="MMC"/> Due to budget constraints, the company could not afford to hire models for characters, including the protagonist [[Max Payne (character)|Max Payne]], therefore [[Sam Lake]] and other developers had to step forward and be those whose likeness would be used in the game.
   
Right before the start of the production of ''[[Max Payne 2]]'', the intellectual property rights of the franchise were , in 2004, sold to the publisher [[Take-Two Interactive]] for $48m<ref>[http://www.linkedin.com/in/dukenukem Scott Miller's LinkedIn profile] Retrieved June 20th, 2011.</ref>.
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Right before the start of the production of ''[[Max Payne 2]]'', the intellectual property rights of the franchise were, in 2002, sold to the publisher [[Take-Two Interactive]] for $48m.<ref>[http://www.linkedin.com/in/dukenukem Scott Miller's LinkedIn profile] Retrieved June 20th, 2011.</ref>
   
 
==After ''Max Payne''==
 
==After ''Max Payne''==

Revision as of 12:32, June 29, 2011

Remedy Entertainment logo

Remedy Entertainment is a Finnish videogame developer. The studio created the original Max Payne, released in 2001, and its sequel Max Payne 2: The Fall of Max Payne, which came out in 2003.

In 2004, the Max Payne rights were sold to Take-Two. Max Payne 3 is, therefore, now being developed by Rockstar Vancouver without any of the original developers involved.

Creating Max Payne

After developing the top-down racing game Death Rally, Remedy focused on building Max Payne.[1]

The goals established by the studio were: bringing to life a new, compelling and rich character, and pushing the innovation of shooter genre gameplay with the implementation of bullet time.[1] Due to budget constraints, the company could not afford to hire models for characters, including the protagonist Max Payne, therefore Sam Lake and other developers had to step forward and be those whose likeness would be used in the game.

Right before the start of the production of Max Payne 2, the intellectual property rights of the franchise were, in 2002, sold to the publisher Take-Two Interactive for $48m.[2]

After Max Payne

In 2010, Remedy shipped its latest project: the psychological action thriller Alan Wake for Xbox 360.

Notable members

Sam Lake

References

  1. 1.0 1.1 Miller on Matt Chatt Retrieved June 21, 2011.
  2. Scott Miller's LinkedIn profile Retrieved June 20th, 2011.

External links

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