Blog: March 2014

Script: Max Payne 2: The Fall of Max Payne

Last time I was here, doing a short script for the first Max Payne, I mentioned that I had a stock rant about linearity in games but wasn't going to bring it up because Max Payne provides a poor example. Now, however, I'm dealing with Max Payne 2, which fits much better, so hold on while I get this bee out of my bonnet. For a long time now, linearity has been regarded as something of a gaming sin. And there are certainly reasonable arguments to be made against it. After all, interactivity is supposed to be gaming's thing. If you remove player freedom and exploration, force the player to follow explicit directions every step of the way, you might as well just be watching a movie, right?

Playthroughline was built by Ambient.Impact