Max Payne shipped in 2001 as a noir thriller with bullet time, and its surface mechanics were the story in gaming press for months. What received less attention: the game’s graphic novel panels — used for cutscenes — were photographed using the actual development team. Max Payne’s face is Sam Lake, Remedy’s writer at the time.
Lake’s expression in the panels — a grimace that became iconic and widely mocked — was apparently the result of Lake being asked to look ‘in pain’ and delivering his interpretation of that direction. The face shipped in the game, became the meme, and Lake has discussed it with good humour in subsequent interviews.
The game also contains a nightmare sequence in which Max follows a blood trail through a twisting apartment complex while a baby screams in the distance. The sequence has no enemies, no objectives, and no failure state — it simply must be navigated to completion. Players who expected the game to stay in its action register found this sequence genuinely disturbing.
Remedy used this nightmare structure again in Alan Wake and Control: long, logic-defying sequences that function as psychological exposure rather than gameplay. Max Payne’s baby nightmare is the origin of a recurring Remedy design language.

The amount of craft that went into hiding this detail is remarkable. Pure game design artistry.
The level of craft hidden in the background of this game is genuinely moving. They made it for someone.