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Across the Storyverse

Max Payne is being translated from videogame to big screen. Some of the brains behind it are trying to make sure that kind of hassle doesn’t have to happen again.

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Max Payne
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At the end of a long day working in Hell’s Kitchen, N.Y.P.D. detective Max Payne returns to find his home being ransacked by armed junkies. High on a new designer drug called Valkyr, they open fire on the cop, who stumbles over the dead bodies of his wife and newborn daughter. Killing the murderers doesn’t quench Payne’s thirst for revenge, and he sets out to find the sources of Valkyr and make them pay.

It sounds like the setup for a movie—and it is, now. Max Payne will be released in 2009, courtesy of 20th Century Fox, with Mark Wahlberg in the starring role. But the story didn’t start as a screenplay; it debuted seven years ago as the plot of a videogame and spawned two interactive sequels before making it to movie theaters.

Since its earliest days, the videogame industry has been enamored of Hollywood, and with turning big-screen stories into interactive worlds—with a range of success. Atari’s E.T. game is said to have ushered in the videogame industry crash of 1983, but blockbuster franchises have come out of Harry Potter, Shrek, and Lord of the Rings. More recently, Hollywood has been mining videogames (and their huge male fan base) for box office gold. The results have been just as mixed.

“Few games have translated well to film,” says Michael Pachter, videogame analyst for Wedbush Morgan Securities, in New York. “Doom was a flop, as were the second Mortal Kombat and Super Mario Bros. movies. Resident Evil has done well, as have the Lara Croft films, so I’d say it’s hit and miss.”

Now, some of the people behind Max Payne are trying to change that. In June 2007, Hollywood producer Scott Faye, owner of Depth Entertainment; Scott Miller, also head of game developer 3D Realms; and Jim Perkins, former C.E.O. of game developer-publisher Arush Entertainment, formed Radar Group. Rather than creating a game, then licensing it as a film, or vice versa, Radar will cultivate story lines—“storyverses” in company parlance—that transcend any one medium, whether linear or interactive. From there, they can spin out movies, videogames, comic books, and anything else that might emerge.

“I think that because we’re starting at the outset, both cultures will have an incredibly solid foundation for an ongoing evergreen franchise,” says Faye.

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