![]() ![]() In Bullet Time, you’ll be able to watch them react to each single bullet in succession. This has never been done at this level for automatic weaponry and is a direct result of upgrades to the integration of RAGE and Natural Motion. Also, enemies will react to multiple hits from bullets no matter how fast they happen. It’s another reason why we have so many animations blending together at once – subtle details that you might get away with in real time are much more obvious in Bullet Time, so it took a lot of extra work to make sure everything looked perfect. Everything needs to look incredible regardless of the speed at which you’re playing, so in some cases, we’d create new animations for actions that take place in Bullet Time because they wouldn’t look right if we simply slowed down real-time animations, or vice versa. The guns are made up of individual components, and each bullet is individually modelled, so we had to make sure that every animation looked perfect when we allow the player to drop into slow motion and fire a bullet at an enemy. RN: The big challenge was ensuring all the components worked together flawlessly in real time and in Bullet Time. In single player, what were the challenges in getting the balance between real-time shootouts and Bullet Time right? Their behaviour should always reflect the situation around them, balancing their desire to rush you with the option to hang back and let you bring the fight to them. If you’re firing at them heavily they may move into cover. If you shoot their comrade right beside them they should react to that. It has to feel as though the enemies are aware of your presence and your actions in the world. Mobsters might not coordinate well with each other, while a group of paramilitaries might try and box the player in, laying suppressive fire while one of their members flanks you, or they might flush you out with grenades. RN: In Max Payne 3, AI responds differently to player actions, and each type of enemy will have their own unique responses. Can you explain a little more about the advancements of AI and how this is demonstrated in the way they interact with each other, the environment and Max? Do different types of enemies act in different ways? The hope is that players will always feel in control and Max will always feel believable. The player is able to control Max in these situations, but Max also responds to his environment in realistic ways by bracing for crashes or compensating for obstacles while rolling. In addition to this, we’re also combining animations with Natural Motion’s Euphoria System in new ways for things like Max’s classic shoot-dodge and his range of movement while in a prone position. It makes for a lot of replayability as players discover new ways to take down groups of enemies. We didn’t want the game to have the stop-and-pop pace of a traditional cover-based shooter that allows players to regenerate health while they hide in cover – it’s a game about using every tool you have to stay moving, taking down enemies with style.Ī lot of work went into ensuring that enemies would aggressively seek you out, flanking you or smoking you out with grenades if you rely on cover too much. Max Payne 3 is the first Max Payne to have a dedicated cover mechanic, but the gameplay is designed so that cover is an option, not a requirement. RN: It’s a combination of several things working together: a really intuitive cover system, the fact that Max’s health doesn’t regenerate, and highly intelligent AI. How did you go about ensuring that the new cover mechanic didn’t detract from the all-out action approach of the original games? You’ll notice the most minute details of the weapons themselves: hammers cock back, slides move, shells expel from the chamber – and it looks amazing in slow motion. ![]() We were able to use advanced particle effects so that everything that should break, shatter or explode does so in the most beautiful way. ![]()
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