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(After Max Payne)
 
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After developing the top-down racing game ''[[wikipedia:Death Rally|Death Rally]]'', Remedy focused on building Max Payne game.<ref name="MMC">[http://www.youtube.com/watch?v=RhPvXw4cZGc&hd=1 Miller on ''Matt Chatt''] Retrieved June 21, 2011.</ref>
 
After developing the top-down racing game ''[[wikipedia:Death Rally|Death Rally]]'', Remedy focused on building Max Payne game.<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]], therefore [[Sam Lake]] and other developers had to step forward and be those whose likeness would be used in the game.
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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|bullet time]].<ref name="MMC" /> 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 Fall of Max Payne|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>
 
Right before the start of the production of [[Max Payne 2: The Fall of Max Payne|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>
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==After Max Payne==
 
==After Max Payne==
* On 20 October 2009, Remedy released an updated version of [[wikipedia:Death Rally|Death Rally]] for Windows as freeware.
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* On 20 October 2009, Remedy released an updated version of [[wikipedia:Death Rally|Death Rally]] for Windows as freeware.
 
** Following this, a remake of the game was developed by Remedy and Mountain Sheep. It was released for iOs, Android (30 March 2011), Windows (3 August 2012) and Fire OS (4 September 2012).
 
** Following this, a remake of the game was developed by Remedy and Mountain Sheep. It was released for iOs, Android (30 March 2011), Windows (3 August 2012) and Fire OS (4 September 2012).
   
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* [[Wikipedia:Agents of Storm|Agents of Storm]], an action strategy game was released on October 22, 2014 for iOS.
 
* [[Wikipedia:Agents of Storm|Agents of Storm]], an action strategy game was released on October 22, 2014 for iOS.
* The most recently released game by Remedy, sci-fi action [[w:c:quantumbreak:Quantum Break (video game)|Quantum Break]] was released on April 5th, 2016 for PC and Xbox One.
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* [[w:c:quantumbreak:Quantum Break (video game)|Quantum Break]] was released on April 5th, 2016 for PC and Xbox One.
 
* The story mode of upcoming FPS game CrossFire 2 (developed by Smilegate), is written by Remedy.
 
* The story mode of upcoming FPS game CrossFire 2 (developed by Smilegate), is written by Remedy.
* Another upcoming title, a third-person shooter named [[w:c:control:Control|Control]] is set to be released on August 27 2019.
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* The most recently released game by Remedy, a third-person shooter named [[w:c:control:Control|Control]] was released on August 27 2019 for PC, PS4 and Xbox One.
   
 
==Notable members==
 
==Notable members==

Latest revision as of 13:33, April 25, 2020

Remedy Entertainment is a Finnish video game 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 Interactive. Max Payne 3 primarily developed by Rockstar Vancouver. Remedy, as per request by Rockstar, does provide their input to the new devs about Max Payne 3 and are involved in testing the new game.

Creating Max PayneEdit

Remedy Team in the Secret Finale

The Max Payne development team photo, as found in the Secret Finale. Top right and in a red shirt - Sam Lake

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

They weren't directly involved in the development of Max Payne 3, though they did give their feedback to Rockstar Games.

After Max PayneEdit

  • On 20 October 2009, Remedy released an updated version of Death Rally for Windows as freeware.
    • Following this, a remake of the game was developed by Remedy and Mountain Sheep. It was released for iOs, Android (30 March 2011), Windows (3 August 2012) and Fire OS (4 September 2012).
  • Agents of Storm, an action strategy game was released on October 22, 2014 for iOS.
  • Quantum Break was released on April 5th, 2016 for PC and Xbox One.
  • The story mode of upcoming FPS game CrossFire 2 (developed by Smilegate), is written by Remedy.
  • The most recently released game by Remedy, a third-person shooter named Control was released on August 27 2019 for PC, PS4 and Xbox One.

Notable membersEdit

ReferencesEdit

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

External linksEdit

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