Incoming report:
Hardcorps Command here signing on with an update on SiN: Reloaded.
The wait is almost over.
Status: Releasing September 24 on PC, Playstation, Xbox, and Nintendo Switch.
Fun fact: The original idea for Max Payne's Bullet Time mechanic came from Apogee/3DRealms founder Scott Miller.
Remedy took the concept and made gaming history.
For Max Payne 2, Sam Lake wanted to find another actor to play the role simply because he was too busy on the story and design side. I was leery of Sam not playing Max but I also fully understood the reasoning. I remember thinking back then that Max's voice mattered more than the actor who played him, and since we were using the same voice actor for Max 2 that the game wouldn't take too much of a hit by changing actors.
Join us for another episode of Deep Dive where host Locke Vincent sits down with Nightdive developer Xaser to chat about his work on SiN: Reloaded, overcoming various challenges, how the weapons in SiN are characters of their own, and more!
https://t.co/H7dAm6ReR6
Back when Remedy visited our offices in Garland the third time, to discuss early progress on Max Payne. Sam Lake gave us a terrific presentation of how they wanted to present the story as graphic novel screens. This was before we had come up with the bullet-time idea--that didn't happen until six months later when I was visiting Remedy's offices in Espoo, Finland.
25 years ago (25 Jul 2001), the original Max Payne was released. This was the registered PC version - demo & console versions through rest of the year.
It was a landmark in gaming - something I was proud to have (a very small) part in releasing. The OG game still stands up a quarter century later.
My absolute favorite story connected to ALL of Max Payne was when Scott Miller trademarked the name "Bullet Time" for video games and it got used in Max Payne (and Max II). That meant by the time that the Matrix people got around to making a video game for the movie, they couldn't use the term "Bullet Time" there, since they didn't trademark it for video games.
I know Remedy plans a remaster of Max 1 & 2 - can't wait to see that. @remedygames@Apogee_Ent
@AlkanAdakaner Max Payne bana kalırsa büyük tutkuyla yapılan bir işti. Tabii ki Remedy ekibini görmezden gelemeyiz. 97’den 2001 yılına 4 yıllık bir geliştirmenin sonucu. İlk fikirler 96 yılında atılmıştı. Kimse, hatta Scott Miller bile ekibe yayın tarihi konusunda baskı yapmadı.
@AlkanAdakaner Remedy’e kalsaydık Loaded (1995) oyunundan ilham alan izometrik bir shooter oyunu yapacaktı. Scott Miller belki yazar değildi ama teknik yeniliklerin çoğu Miller’dan çıkmıştır. Tamamen oyuncunun kontrolünde olan slow motion moduna girme özelliği de dahil.
@Doom_Collector Bence pek iyi değildi. Grafikleri dönemine göre kötüydü ve oyunun tekrar eden yapısı vardı. Yanlış hatırlamıyorsam bölüm içi kayıt sistemi yoktu. Ölünce bölümü en baştan başlamak gerekiyordu. Yapay zekası da biraz saçma hissettiriyordu
@BayKaramsarCS Ed Neumeier'in işin içinde olması direkt 1987 ruhunu getirir. Üstüne bir de James Wan ve Blumhouse karanlığı eklenince ortaya çok vahşi bir şey çıkacak gibi.
@NightdiveStudio Will SiN Reloaded include an optional third person camera like the original had in some form, or will it remain strictly first person?
@NightdiveStudio Will SiN Reloaded include an optional third person camera like the original had in some form, or will it remain strictly first-person?
@goygoyengine Kimse kusura bakmasın da id de 30 yıldır nostaljinin ekmeğini yiyor :) Doom dışında ellerindeki diğer markaları yönetemiyor. 2016’dan bu yana ne yaptılar. Sıfır riskli oyunlar. Bugün FPS’i ayakta tutan özgün bağımsız shooter’lardır.