"It would make sense to take Max out of the confines of the linear third person shooter into something more open world." Maybe he only began to look at the world in a metaphorical fashion, describing everything in pulp fiction-esque hues of ever dirtying greys lest even the details die around him. Maybe the demons were always with Max and they were just waiting to take shape. His penchant for killing meant he had to give up ever loving again, as reflected with the death of Mona Sax. In Max Payne 2: The Fall of Max Payne, we got a glimpse of a hero who was did anything necessary to combat evil. While his thirst for vengeance had been sated, it also opened up a literal Pandora’s Box that engulfed him whole. The problem is that Max’s penchant for killing only really began when his wife and child were murdered more than a decade ago. Max has displayed traits of heroism as well as getting things done the only way he knows how: killing. Max had enough problems as is – the very definition of tragic hero in any lexicon is incomplete without his name.
Max Payne was his full name and it sounded corny enough but he wasn’t one to let it get to his head.
But I'd keep them short and narrative driven - padding will get very boring in such sequences.Once upon a time, there was a man named Max. With dream sequences, would they provide a better feeling for the character and/or the universe it is set in?ĭream sequences done well, for the purposes you describe, can, I think. Which is the main thing that non-gameplay stuff can do - it can be very important, too, depending on the game. It is very effective in generating the ambiance and feeling of the place. I'd disagree I absolutely loved the side-stuff to read in Morrowind/Myst/Deus Ex. I'd say integrate it into the story but make sure to keep it relevant and not to divulge on too much of a tangent during the dream. I'm a massive fan of the Myst games but I've always tended to skip through anything that wasn't presented to me in the main story (for example, reading books in the library on Myst). While it may be good that the character has some kind of item they can do on their own time, loads of information for them to just watch and read will probably get glanced over. Then players can read/watch this when they feel like it. Instead maybe the character has a diary, journal, blog, video blog, etc. After the sequence had been seen once, the player could 'escape' out of it (if replayed) and 'force' himself to wakeup. And the played sequence would be have to based on the players current progress so it would provide insight into the current situation. Rather, I'd like them to be sequences of his past played out. I don't want it to be anything like the narcoleptic protagonist of Lost Odyssey because I hated being interrupted by a one of the dreams and having to read 5 pages of history. The history plays a moderate role in the way the character is and provides foreshadowing clues as to where he'll be in the near future. Which led me to think: What if, when the character goes to sleep (usually done for healing purposes) a dream sequence is played. But I also don't want the characters history to be left out. I've been working (albeit - randomly) on an RPG storyline and I don't want to completely info-dump the characters history on the player. I was wondering if it was a good idea to use dream sequences to help provide a means of presenting character history(ies).