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Max Payne E3 Info
We have two updates about Max Payne & E3. The first comes from the Remedy Site and the second comes from a Markus Maki .plan update.
The First Update: We'll be showing off Max Payne at the Electronic Entertainment Expo in Atlanta on May 28-30 at the big G.O.D. booth (#1453 in the East Hall). There will be a video on the booth and a special invite-only back room demo, where we'll show the game running in real-time. So, if you're attending E3 next week, make sure you check out Max!
The Second Update: E3 rush is still on. Haven't gotten much sleep lately.
Update: I'm going to E3. We changed plans somewhat :) Our plane is leaving next Weds 7:10am meaning we have to be at the airport at 6am latest. Might not be worth sleeping at all... Although I'm looking forward to E3 very much, I'm not that fond about the 16 hours in transit that it takes for us to get there.
Did the Max Payne video yesterday. It's definitely cool, a lot better than the first video we did two months back. Come and check it out at the god booth.
Posted by Joe Siegler at 1:00 PM
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3D Realms at E3
3D Realms will have some games and some people (OK, a lot of people) at this year's E3. Virtually everyone here (there will be around 25 of us or so) from 3D Realms will be at E3, so if you see one of us, say hi.
The GT Interactive booth will have some demos and things to see for Duke Nukem & Prey (the Gathering of Developers booth will have Max Payne). However, what exactly will be shown is a secret for now, so make sure to check us out next week in Atlanta.
Our webmaster will be there in force with the digital camera, so we'll have plenty of pictures to show you when we get back!
Posted by Joe Siegler at 1:00 PM
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Balls of Steel Review
Intelligamer has a new review of Balls of Steel online. They give it 4.5 stars out of five, it's a good review; check it out here.
If you're looking for a fun, approachable, suitably realistic pinball game with all the extras a PC can provide then Balls of Steel delivers the goods. It's tongue in cheek humor, attractive graphics, and abundance of special modes make it engaging. And with five tables you're bound to find one you really enjoy.
Balls of Steel delivers bucket loads of tongue in cheek pinball goodness.
Posted by Joe Siegler at 1:00 PM
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Max Payne Update
E3 is right behind the corner and practically all of the established game developers of the world are gearing up for it. So are we.
There will again be lots and lots of jaw-droppingly amazing titles on show from already established developers and also newer setups like ourselves.
Again, we'll be seeing lots of me-too clones, but also games with a much more original approach that are able to create new sub-genres into the already established genres.
1st and 3rd person shooters are advancing at a really fast pace, but the development can mostly be seen in better looking visuals rather than in the development of the story line, characters or gameplay depth. This is totally under- standable as the technology is advancing so fast. However, this can also have the unfortunate side-effect on some developers that they spend most of their time just focusing on visual technology. This might stray them away from the *real* thing which is the game itself. Get where I'm going with this... ? ;)
Anyhow, to make the point clear, we've not made compromises in Max Payne in regard to visual technology versus "the game". Our plan is to have both in the extreme (which should be great news to any serious gamer out there). It might not be an easy thing to pull off, but when you have 15 highly talented and motivated people, who suffer from an extremely serious case of forbearance and stubbornness (very common here in Finland), and who are all working long days on a common goal, you're bound to succeed.
Anyhow, we've been working on Max Payne for more than a year now. And during all this time all the "physical evidence" that we've given out are a dozen screen shots, which, just by themselves, have caused quite a stir already. But trust me when I say this; the screen shots don't do Max justice, and you're hereby invited to come and check out what I mean (if you're going to be at E3, that is).
Oh, and I can't yet reveal on which booth we'll be present,but if you've been following up on the news during the last couple of months, you should have a pretty good idea. ;)
Samuli Syvahuoko
Remedy Entertainment
Posted by Joe Siegler at 1:00 PM
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Max Payne Development Update
Hi all,
First of all, thanks to everyone who sent ideas and e-mail on Weapons in Max Payne. After reading through hundreds of e-mails, I'm now confident that we're on the right track with our weapon design. A lot of the things that we're suggested we're things we were doing anyway, but there has been some new cool ideas that we've overlooked. (I won't spoil the surprise and tell you which ones :-) Still, if you think you have some ideas that would be extremely cool with a real world weapon setup, you can still sneak in an e-mail to me... who knows, it might still make it to the game.
Second, I think that the gaming community deserves a right to give input on the games we're working on, so in addition to weapons please send feedback on level design. Do you get the biggest kicks out of Jedi Knight? Quake 2? Duke? Do you think that realism is the key element, or does it matter as long as the level plays well? Everything should naturally be interactive, but what would be to coolest thing to break or activate in real life? Machinery? Glass/Ice statues? Chandeliers? What?
As always, send e-mail directly to [email protected]. Please use subject line 'Max Payne Levels' or 'Max Payne Weapons' depending on what you're giving feedback on.
Cheers,
Petri Jarvilehto
Producer - Max Payne
Posted by Joe Siegler at 1:00 PM
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Duke Nukem Time to Kill Update
Videogames.com has put online the third in their series of Duke Nukem: Time to Kill Designer Diaries. This third entry, from Dan O'Leary (the producer) focuses on Duke's new cool aiming mode, and also has the first movies of the game showing it in action! Here's a short excerpt from the article:
The TTK camera has been designed to give a clear view in the direction of motion without sacrificing Duke's onscreen presence or the player's ability to blast baddies without remorse. This is a difficult balance to strike, but I think our efforts have paid off. As in most third-person products, our camera is dynamic and intelligent - floating along behind Duke in a non-rigid fashion, dollying in and out to avoid collision or penetration with the environment. In addition, our camera supports context-sensitive motion - panning left and right, up and down, based on player actions, to provide the best possible view of the situation. For example, as Duke shimmies along a ledge hand over hand, the camera pans left or right to best frame the action. The same goes for ladder and pole climbs, wall climbs, etc.
Make sure to check out this update, as this is your first moving sneak peek at the next Duke Nukem game, Time to Kill.
Posted by Joe Siegler at 1:00 PM
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Scott Miller's Tops for Writing a Resume
This was taken from Scott Miller's .plan update. Scott gets asked some questions quite a lot, and "How do I write a resume to get into the industry" is one of them. Here's a tidbit from his update:
I see maybe 150 resumes each year. Most contain too much information and the wrong emphasis on what's important. In the past few months many people have asked me to review their resume and offer tips, so I've written this "standard reply" to use in the future, which I'll share here.
[1] Don't exceed a page in length. Not even Albert Einstein, Benjamin Franklin or Thomas Edison have the credentials to exceed one page. In fact, the longer your resume, the more it looks like you're trying to hide the fact that you don't have much going for you. Short, concise resumes are those that actually get read.
[2] Include all forms of contact information, including address, phone, fax and email. Make yourself easy to reach.
To read the full update by Scott, visit his .plan update for today.
Posted by Joe Siegler at 1:00 PM
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