Moving Pixels Podcast

The World of 'Max Payne'

by G. Christopher Williams

12 July 2010

Arriving in 2001 with stylish bullet time gunplay and an attitude boiled harder than any novel by Dashiell Hammett, Max Payne remains a significant influence on this decade's games. We consider why and whether it holds up nearly a decade after its release.
 

Turn around, walk away, blow town. That would have been the smart thing to do. Guess I wasn’t that smart.
—Max Payne

I guess the Moving Pixels crew isn’t that smart either. Rather than bask in the warmth of the summer sun, our podcast crew revisits the darkened, snowed-in streets of Noir York City with a discussion of Max Payne.
  
Arriving in 2001 with stylish bullet time gunplay and an attitude boiled harder than any novel by Dashiell Hammett, Max Payne remains a significant influence on this decade’s games.  We consider why and whether it holds up nearly a decade after its release.

This podcast is also available via iTunes.

 

Additional discussion of the Max Payne series:

All This Useless Interactivity by G. Christopher Williams

Imitating Intimacy in Video Games by G. Christopher Williams

 

Our podcast contributors:

G. Christopher Williams is the Multimedia Editor at PopMatters.com.  You can find his weekly updates featured at the Neuromance blog.

Rick Dakan is a regular contributor to the Moving Pixels blog as well as to the Gamma Testing podcast.

Nick Dinicola is also a regular contributor to the Moving Pixels blog.

Thomas Cross contributes frequently to the Multimedia section at PopMatters.com, and he also pens the

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