Max Payne 2
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Max Payne 2
''Max Payne 2: The Fall of Max Payne'' is a 2003 third-person shooter video game developed by Remedy Entertainment and published by Rockstar Games. It is the sequel to 2001's ''Max Payne'' and the second game in the ''Max Payne'' series. Set two years after the events of the first game, the sequel finds Max Payne working again as a detective for the New York City Police Department (NYPD), while struggling with nightmares about his troubled past. After being unexpectedly reunited with contract killer Mona Sax, Max must work with her to resolve a conspiracy filled with death and betrayal, which will test where his true loyalties lie. The game is played from a third-person perspective. Throughout the single-player campaign, players mainly control Max, with Mona being playable in a few select levels. Both playable characters have access to a wide variety of weapons to eliminate enemies, as well as a bullet-time ability, which slows down time during combat. The bullet-time mechanic ...
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Remedy Entertainment
Remedy Entertainment Oyj, trading internationally as Remedy Entertainment Plc, is a Finnish video game developer based in Espoo. Notable games the studio has developed include the first two instalments in the '' Max Payne'' franchise, ''Alan Wake'', ''Quantum Break'' and ''Control''. Sam Lake, Remedy's creative director, has represented the company on numerous occasions. Founded in August 1995 by members of demoscene group Future Crew, Remedy Entertainment created their first game, '' Death Rally'', in a team member's basement. Apogee Software served as the game's publisher, and continued to be involved in the production of their next title, '' Max Payne'', which received critical acclaim upon release. The game was followed by a sequel, '' Max Payne 2: The Fall of Max Payne'', released by Rockstar Games. After spending seven years working on the ''Max Payne'' franchise, the developer decided to create a new intellectual property called ''Alan Wake''. This title was once susp ...
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Third-person View
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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GamePro
Gamepro.com is an international multiplatform video game magazine media company that covers the video game industry, video game hardware and video game software in countries such as Germany and France. The publication, GamePro, was originally launched as an American online and print content video game magazine. The magazine featured content on various video game consoles, PC computers and mobile devices. GamePro Media properties included ''GamePro'' magazine and their website. The company was also a part subsidiary of the privately held International Data Group (IDG), a media, events and research technology group. The magazine and its parent publication printing the magazine went defunct in 2011, but is outlasted by Gamepro.com. Originally published in 1989, ''GamePro'' magazine provided feature articles, news, previews and reviews on various video games, video game hardware and the entertainment video game industry. The magazine was published monthly (most recently from its hea ...
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Golden Satellite Awards 2004
The 9th Golden Satellite Awards, honoring the best in film and television of 2004, were presented by the International Press Academy on January 23, 2005. Special achievement awards Mary Pickford Award (for outstanding contribution to the entertainment industry) – Susan Sarandon Nikola Tesla Award (for introducing video-assist and video playback techniques, which have become industry standards) – Jerry Lewis Outstanding New Talent – Freddie Highmore Motion picture winners and nominees Best Actor – Drama Don Cheadle – ''Hotel Rwanda'' *Kevin Bacon – ''The Woodsman (2004 film), The Woodsman'' *Javier Bardem – ''The Sea Inside, The Sea Inside (Mar adentro)'' *Gael García Bernal – ''The Motorcycle Diaries (film), The Motorcycle Diaries (Diarios de motocicleta)'' *Johnny Depp – ''Finding Neverland (film), Finding Neverland'' *Liam Neeson – ''Kinsey (film), Kinsey'' *Sean Penn – ''The Assassination of Richard Nixon'' Best Actor – Musical or Comed ...
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Take-Two Interactive
Take-Two Interactive Software, Inc. is an American video game holding company based in New York City and founded by Ryan Brant in September 1993. The company owns two major publishing labels, Rockstar Games and 2K, which operate internal game development studios. Take-Two created the Private Division label to support publishing from independent developers and more recently announced a new internal studio for the label called Intercept Games. The company also formed Ghost Story Games which was a former 2K studio under the name Irrational Games. The company acquired the developers Socialpoint, Playdots and Nordeus to establish itself in the mobile game market. The company also owns 50% of professional esports organization NBA 2K League. Take-Two's combined portfolio includes franchises such as ''BioShock'', ''Borderlands'', ''Grand Theft Auto'', ''NBA 2K'', and ''Red Dead'' among others. As of March 2018, it is the third-largest publicly traded game company in the Americas an ...
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List Of Video Games Considered The Best
This is a list of video games that multiple reputable video game journalists or magazines have considered to be among the best of all time. The games listed here are included on at least six separate "best/greatest of all time" lists from different publications, as chosen by their editorial staffs. List Publications The reference numbers in the notes section show which of the 46 selected publications list the game. # '' 1001 Video Games You Must Play Before You Die'' – 2013 # ''The Age'' – 2005 # ''Collider'' – 2020 # ''Digitally Downloaded'' – 2016 # '' Electric Playground Network'' – 2013 # ''Edge'' – 2000, 2015, 2017 # ''Electronic Fun with Computers & Games'' - 1984 # ''Empire'' – 2009 # ''Entertainment Weekly'' – 2003 # ''Esquire'' – 2018, 2020 # ''FHM'' – 2010 # ''Flux'' – 1995 # '' G4'' – 2012 # '' GamesMaster'' - 1996 # ''Gamecenter'' - 2000 # ''Game Informer'' – 2009, 2018 # ''Game On! From Pong to Oblivion'' – 2006 # ''GameSpot'' – 20 ...
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Film Noir
Film noir (; ) is a cinematic term used primarily to describe stylish Hollywood crime dramas, particularly those that emphasize cynical attitudes and motivations. The 1940s and 1950s are generally regarded as the "classic period" of American ''film noir''. Film noir of this era is associated with a low-key, black-and-white visual style that has roots in German Expressionist cinematography. Many of the prototypical stories and much of the attitude of classic noir derive from the hardboiled school of crime fiction that emerged in the United States during the Great Depression. The term ''film noir'', French for 'black film' (literal) or 'dark film' (closer meaning), was first applied to Hollywood films by French critic Nino Frank in 1946, but was unrecognized by most American film industry professionals of that era. Frank is believed to have been inspired by the French literary publishing imprint Série noire, founded in 1945. Cinema historians and critics defined the category ...
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Norse Mythology
Norse, Nordic, or Scandinavian mythology is the body of myths belonging to the North Germanic peoples, stemming from Old Norse religion and continuing after the Christianization of Scandinavia, and into the Nordic folklore of the modern period. The northernmost extension of Germanic mythology and stemming from Proto-Germanic folklore, Norse mythology consists of tales of various deities, beings, and heroes derived from numerous sources from both before and after the pagan period, including medieval manuscripts, archaeological representations, and folk tradition. The source texts mention numerous gods such as the thunder-god Thor, the raven-flanked god Odin, the goddess Freyja, and numerous other deities. Most of the surviving mythology centers on the plights of the gods and their interaction with several other beings, such as humanity and the jötnar, beings who may be friends, lovers, foes, or family members of the gods. The cosmos in Norse mythology consists of Nine Worl ...
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Cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting with a slideshow synchronized to ...
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Voice-over
Voice-over (also known as off-camera or off-stage commentary) is a production technique where a voice—that is not part of the narrative (non-Diegetic#Film sound and music, diegetic)—is used in a radio, television production, filmmaking, theatre, or other presentations. The voice-over is read from a script and may be spoken by someone who appears elsewhere in the production or by a specialist voice actor. Synchronous dialogue, where the voice-over is narrating the action that is taking place at the same time, remains the most common technique in voice-overs. Asynchronous, however, is also used in cinema. It is usually prerecorded and placed over the top of a film or video and commonly used in Documentary film, documentaries or news reports to explain information. Voice-overs are used in video games and on-hold messages, as well as for announcements and information at events and tourist destinations. It may also be read live for events such as award presentations. Voice-over ...
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Graphic Novel
A graphic novel is a long-form, fictional work of sequential art. The term ''graphic novel'' is often applied broadly, including fiction, non-fiction, and anthologized work, though this practice is highly contested by comic scholars and industry professionals. It is, at least in the United States, typically distinct from the term ''comic book'', which is generally used for comics periodicals and trade paperbacks (see American comic book). Fan historian Richard Kyle coined the term ''graphic novel'' in an essay in the November 1964 issue of the comics fanzine ''Capa-Alpha''. The term gained popularity in the comics community after the publication of Will Eisner's '' A Contract with God'' (1978) and the start of the ''Marvel Graphic Novel'' line (1982) and became familiar to the public in the late 1980s after the commercial successes of the first volume of Art Spiegelman's '' Maus'' in 1986, the collected editions of Frank Miller's '' The Dark Knight Returns'' in 1986 and Alan ...
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Ragdoll Physics
Ragdoll physics is a type of procedural animation used by physics engines, which is often used as a replacement for traditional static death animations in video games and animated films. As computers increased in power, it became possible to do limited real-time physical simulations, which made death animations more realistic. Early video games used manually created animations for a character’s death sequences. This had the advantage of low CPU utilization, as the data needed to animate a "dying" character was chosen from a set number of pre-drawn frames. In contrast, a ragdoll is a collection of multiple rigid bodies (each of which is ordinarily tied to a bone in the graphics engine's skeletal animation system) tied together by a system of constraints that restrict how the bones may move relative to each other. When the character dies, their body begins to collapse to the ground, honouring these restrictions on each of the joints' motion, which often looks more realistic. Th ...
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