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10 expectations we have from the reconstruction of Max Payne 1 and 2

BingMag.com 10 <b>expectations</b> we <b>have</b> <b>from</b> the <b>reconstruction</b> of <b>Max</b> <b>Payne</b> 1 and 2

Remedy Studio recently announced that it is working with Rockstar to develop remakes of the first and second versions of the Max Payne action series. Released in 2001 and 2003, respectively, they garnered critical acclaim and players around the world, making them one of the best third-person shooters in history. Given the widespread popularity of this collection, it is natural that fans have high expectations of it. In this article, we will discuss the 10 expectations we have from these reconstructions.

BingMag.com 10 <b>expectations</b> we <b>have</b> <b>from</b> the <b>reconstruction</b> of <b>Max</b> <b>Payne</b> 1 and 2

10. The Return of the Comic Panels

The Max Payne comic panels are one of the reasons for the series' success and one of the most unique methods games have used to tell the story in recent decades. While the decision to use these panels instead of glamorous cataclysms was largely due to budget constraints, they have become an irreplaceable part of the series, so much so that their absence in Max Payne 3 is extremely disappointing. Updating these panels with quality images and making changes to them is definitely needed, but replacing them with movie scenes is not something that fans are looking for.

9. Sam Lake model for the first version

Naturally, many fans know that Max Payne's character model in the first game was inspired by Max Lake, writer and director Max Payne, and most of Ramdy games. This decision is similar to the use of comic panels, due to the lack of budget provided to Ramdi. The studio team at the time used many of their friends and family to create comic panels. It is interesting to know that the character of Nicole Horn as the final boss of the first game was modeled on Sam Lake's mother. In the second game, Max has a changed face modeled on an actor named Timothy Gibbs, and it is said that the change in Max Payne's character model is a reflection of how Max sees himself after the events of the main game. Therefore, maintaining the Sam Lake model for the first game seems necessary.

BingMag.com 10 <b>expectations</b> we <b>have</b> <b>from</b> the <b>reconstruction</b> of <b>Max</b> <b>Payne</b> 1 and 2

8. Return of TV shows in Max Payne 2

Ramdi used various TV shows to reflect on Max's personal life in Max Payne 2. In almost all stages of the game, we see televisions that broadcast programs that have similarities to the main narrative in proportion to the progress made in the main story. Watching these programs was an interesting case as well as an important part of the heavy atmosphere of the game, and we hope to see their return in the remake of this version.

7. The connection with other Ramdi games

with the control game add-on packages has been confirmed in a way that this work has a world similar to Ellen Wick. While the two games have different references to Max Payne, there is no confirmation of the existence or non-existence of these games in a similar world. Of course, the fact that Rockstar now owns IP Max Max Payne also plays an important role in this particular situation. However, it will be exciting to see some connection with other Ramdi games in these remakes.

BingMag.com 10 <b>expectations</b> we <b>have</b> <b>from</b> the <b>reconstruction</b> of <b>Max</b> <b>Payne</b> 1 and 2

6. Improved platforming

Max Payne's first two games did not have the best platforming mechanics available, and this was more evident in the first game. In parts of this version where you have to make a few precise jumps to go the other way, poor platforming mechanics make these steps extremely painful. For reconstruction, it is better that the system be modified. Of course, since the reconstructions are to be made with the Northlight gaming engine, we naturally have to see better movement elements.

5. Return of Poets of the Fall

Poets of the Fall is a Helsinki-based rock band that has produced music for many Ramdi games, including Quantum Break, Control, and Max Payne 2. Fans of this version have good memories of listening to the sad song that is played in the final credits of the game, namely Late Goodbye. Given Sam Lake's good relationship with the band leader, it seems that there should be no problem in re-licensing the songs for the remake. Even making new music, especially for the first game, can be an attractive option.

BingMag.com 10 <b>expectations</b> we <b>have</b> <b>from</b> the <b>reconstruction</b> of <b>Max</b> <b>Payne</b> 1 and 2

4. Improve Max Payne 1 Gameplay Problems

While Max Payne 1 is certainly not the hardest game to release in its day, it does have some issues that make it extremely difficult to get through. In some stages, the enemies hide in the most irrational places, so it will not be easy to kill them. This becomes a big problem because their heavy weapons can easily empty your health bar in the short term and the bolt-on capability will not help you much.

On the other hand, surviving this Unbalanced combat, instead of dominating the game's combat system, forces you to remember where your enemies are hiding, which, as you might imagine, quickly becomes a tedious affair. For the remake version, we hope to see a level of difficulty that, while maintaining the challenge, reduces such problems.

Return to the classic inventory system of the series

Like many of the popular first-person shooters of the 1990s, Max Payne and its sequel allowed players to carry and use a wide variety of weapons. Of course, Rockstar changed this system for the third game and in that game only two weapons could be carried by the player. This may not be the best inventory system available by modern standards, but the practical freedom it offers in the face of the enemy can make the player overlook its negative aspects.

BingMag.com 10 <b>expectations</b> we <b>have</b> <b>from</b> the <b>reconstruction</b> of <b>Max</b> <b>Payne</b> 1 and 2

2. Improved Physics System

Max Payne 2 was one of the first games to use a physics system suitable for peripheral objects and enemy bodies. The system was implemented thanks to the Havok engine, and as a result, players were often confronted with deadly and slightly hilarious animations of enemies and Max himself dealing with shattered bodies around environments. While these oddities were a direct result of the technology of the time, they have an undeniable appeal that most fans will probably want to see for improved quality remakes.

The Return of Leaders

Just as characters like Sam Fisher and Solid Snake are complemented by the voices of the likes of Michael Ironside and David Heather, Max Payne is doubly fascinated by the voice of James McCaffrey. His heavy tone is great for the story's pessimistic and cold-blooded killer, Max Payne. The sound of the first game seems very superficial by modern standards, and it is better for Ramdi to reassemble the original voice actors to rebuild this version.

Read more:

  • Max Pin is still a masterpiece after 20 years

BingMag.com 10 <b>expectations</b> we <b>have</b> <b>from</b> the <b>reconstruction</b> of <b>Max</b> <b>Payne</b> 1 and 2

Source: GamingBolt

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