Max Payne 3 interview delves into Maxs tortured psyche

Max Payne’s going through a lot of changes in his third game: a change in locale (from New York to Sao ♏Paolo), a change in appearance (from youngish and weary to middle-aged, bearded and weary) and a change in tactics (having added sticky cover and zoom aiming to his repertoire). At heart, though, he’s still the same tormented, painkiller-addicted anti-hero he’s always been, and his game’s still about shooting from the hip while diving through the air and dodging bullets in slow motion. To get a little more insight into what’s changing and what’s staying the same, we caught up with Max Payne 3’s art director, Rob Nelson, for a quick chat and a little bit of exclusive new gameplay footage.

Nelson also let on that some of the inherent weirdness of earlier Max Payne games will resurface in t🌞he sequel (although we probably won’t see anything as extreme as the first game’s 🧸nightmare sequences). Most of his emphasis, though, was on gameplay – and specifically on the challenges of adapting Max Payne’s run-and-gun style for a modern audience without losing what made the series’ gameplay unique. We won’t know for sure how well they did until our first hands-on with the game (which releases in March 2012), but for now, we like what we see.

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After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.