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And they are all set in present day, real world. But at the same time we’re trying to create this immersive, fictional world in the game. We obviously draw a lot from pop culture and that’s our inspiration. To me this feels like a natural progression, and we’ve been on this path for a while now. It seems like Remedy has been steadily building towards this project.
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Max Payne had televisions in its world, Alan Wake added the Bright Falls live-action series, and now Quantum Break is part game, part TV show. That’s in many ways a huge leap, but it’s also.once the actor understands that they has been an awesome experience overall. Every small thing and every flaw, in a way, is translated on screen in real-time and in-game. We are finally at the stage where we essentially have digital doubles of the actors. That’s often their kind of feeling that we’ll lose so much in the process that we need to make it big.

Maybe the biggest thing for an actor who hasn’t had past experience in this is explaining that we are of the high quality and fidelity that you don’t need to overact. Some actors, more and more these days, have some experience with motion capture. How has it been working extensively with actors for the live-action episodes and motion capture?
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Obviously they have a push to the live-action and television and linear entertainment as well, so it has felt like a natural fit for us to get that full backing and belief into something new, something ambitious. What’s it like working with Microsoft’s new Los Angeles studio for the live-action Quantum Break sequences? It goes a lot to the audio and into the scripting and figuring out different ways to make sure that it’s happening and there is a lot camera work involved. At the same time figuring out different tools for level designers and how do you keep the story and character present even during the wildest, biggest action spectacles. Character lighting, lighting overall, obviously pushing it to the next-gen.
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Mo-cap with full faces, with surface capture, and 4D scanning, and how to get that into the engine and make it really, really good.

How can we push that forward? Part of it obviously being as ambitious as possible with the characters. But this time around we really focused on what makes a good interactive story. It’s part of our core and natural evolution in that. We have always built our own tech, starting with Max Payne and then in Alan Wake. Looking back to earlier Remedy, obviously stories are a big focus. Northlight is the name for our storytelling technology. Tell me about Remedy’s new Northlight engine. We are trying to nail the perfect pacing so that doing it as intended, you get a deeper, more powerful experience.
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You’re free to do that and come back to the show and watch it later on. Obviously, you as a gamer have freedom if you choose to skip the episode of the show and keep on going. And then once again you get to play another episode of the game and it goes like that. Then you see glimpses of other stuff that helps you in the game, it gives you further information about certain things as well as clues how to unlock even further material. You get to watch it and see the consequences of the choices you’ve made in the game. So you play an episode of the game, you do certain junction points and choices along the way, and once you get to the end, we unlock an episode of the show. The idea is that you get this deeper entertainment experience and they are interwoven, so we are aiming to get the perfect TV show-model pacing. They are connected in many different ways.

That includes the whole game and the whole show. What you get when you buy the game is essentially the first season of Quantum Break. Quantum Break is part TV show, part game. We also touch on the fate of Alan Wake, Max Payne 3, and the potential of crowdfunding. We sat down with Remedy’s creative director and writer, Sam Lake, to learn more about the ambitious title. While gameplay specifics are sparse, we do know that Quantum Break is part video game, part live-action show. Players control time to progress through the game. The sci-fi thriller follows the aftermath of a failed experiment that tampers with the flow of time. Remedy, the developer behind the first two Max Payne games and Alan Wake, are hard at work on the Xbox One exclusive, Quantum Break.
