Max Payne 2 Shows Bullet Time Squared?
Thanks to IGN PC for their new preview of Remedy/Rockstar's Max Payne 2:The Fall Of Max Payne, as the October-due PC, December-shipping console title unveils a little more, particularly Bullet Time 2.0, the key new gameplay feature which "...will reward Max for good performance by increasing his action speed during Bullet Time. What this means is that you can start to move proportionally faster while in Bullet Time simply by killing multiple enemies." Elsewhere, GameSpot also get to "visit with the older, wiser Max Payne", particularly mentioning the "game's implementation of Havok physics", as this middleware physics engine also gets used in games such as Half-Life 2 and Starcraft: Ghost.
It's no wonder kids are so violent these days. Violence feeds on itself: real world violence is mimicked and increased by the media, the violence reflected by the media is mimicked and increased in the real world, and so on and so on.
While we as individuals can only control the violence within ourselves, we must look to controlling the violence in media (be it games or the news or music) to put an end to the circle of violence.
While I enjoyed the graphic novel in Max Payne, I kind of hope it is a little less melodramatic this time around.
"To confine our attention to terrestrial matters would be to limit the human spirit." -Stephen Hawking
Thank god I can visit slashdot and see news of great technological importance such as the latest minor features of max payne 2. I'm sure this will change the face of computer gaming - or in fact of IT as a whole, and thus the world! - completely!
Next on slashdot - front-page article series on each of the weapons and ammo types in Doom 3 - one article per weapon. Plus, bonus article, usage of the "shift" key in Half-Life 2.
Daniel
Carpe Diem
Didn't I see the guy from Max Payne in one of those "It's not delivery, it's DiGiorno" commercials? The one set in Phoenix or some such?
Life kinda sucks for video game actors huh? Maybe that's why hes older and wiser/
Good Lord, I'm also tired of the dry-as-sand gaming stories. They post far too many here. I don't want to completely ignore the gaming section, but I'll have to if they continue to post this kind of tripe.
Not only do they have too many gaming stories, it's usually about something academic or relatively insignificant. An obscure theory, or in this case, a single feature.
Bravo for your post.
Life is hard, and the world is cruel
with the creation of all the new physics engines such as the Havok system, i find that things get a little stupider in games. they seem to throw random objects in the game just so you can bounce them off the walls... the ragdoll physics on the models pretty much looks completely fake. it may look cool, but if you throw a body it wouldnt do that. there are points that you cant physically stretch past that they have the models go past. they turn all the joints into these springy balljoint's and it looks really....dumb. in the HL2 videos, the only stuff i didnt like was when he picked up the guy and he bounced all over the place. it just looked fake.... cant they add some resistance to the joints and a little stiffness like is natural???
Stupid:
"The team won't be implementing any sort of penetration model"
So that means I could be on the other side of a cardboard box with the bad guy on the other side behind the box. Both of us facing each other unloading clip after clip into the box to kill each other yet noone will get hit or die because the developers were lazy?
I didn't like the first max payne and it looks like this one will just be more of the same. Bullet time was just a gimick, it got old very quickly. In the end its just a soldier of fortune type game. Ultra violent but no substance.
Thank goodness for posters like KDan always complaining about the articles featured on games.slashdot! All articles must be ground breaking inorder to be discussed, topics like a RTS based LOTR and games not being geeks are not interesting or worth games.slashdot's time. Its not like he could find another news/dicussion site or set up his own one.
Next on any slashdot article - someone else bitches about the artilces on slashdot and gets modded 5+ insightful when they haven't said anything insightful or interesting.
Just look at their posting history.
After following the links to the Havok website, I managed to get to a page featuring videos which show off what their physics engine can do.
.avi files are since they seem to make up random sizes.
I'm just wondering if they actually know or care how big their
Video #1 - listed as 6.9MB, actually 9432KB (9.2MB)
Video #2 - listed as 7.9MB, actually 7218KB (7.0MB)
Video #3 - listed as 7.9MB, actually 6764KB (6.6MB)
You'd think they could at least come a little closer to the truth.
The arms look disproportionately long to me. Has anyone else noticed this?
So, to summarize, your theory is:
"Bullet Time 2.0 = Increased Violence in Children"
I can never tell when people post crap like this if they're just trolling or just illogical.
-etone-
What alot of you seem to neglect is that HAVOK is a MIDDLEWARE. This means that while it provides a solid base for what it does (physics), it is ultimatly up to the developer in what they decide to use or misuse. If they want thier impulses (ie bullets) to be over the top they can. And quite frankly seeing some character getting launched across the a level and into a pile of boxes (scattering them) is infinatly more impressive than watching someone crumpling to the ground in an unimpressive heap. You don't need physics for that...it's called a death animation. You have a good number them and call it a day (SOF 1 anyone).
The whole point of having a physics driven death animation is so the 'Dead' can actually still be a part of and effect the game world. Not only that, but making a 3 model fall down steps is much harder than one would think. Any of you that have played Quake 3 know how silly some of the deaths are....as well as how dead bodies can hang over ledges by their toes. Not really great for keeping suspension of belief.
Now don't get me wrong, I'm not advocating over the top bullet powers, I'm saying that DEVELOPERS have the choice of what to do with what they have. If they decide it's not in thier budget (computationaly or financially) to give each enemy their own set of limb weights and bounce then thats what they wanted. It also depends on what keeps the mood of the game.
A final note about the Havok Demos, in particular the silly one with all the guys raining down. Take a closer look at the more technical side of it. Where else have you seen a model slide along the edge of something and then fall off? Or where interaction is different than the others? Havok is rich and deep if properly exploited don't bust on it just because a developer doesn't work it they way you would like it to be worked.
Codax