How did Max Payne 1 and 2 do slowmo better or different? Cause they didnt with the exception of the bullettime in 2.
It felt like a part of the overall gameplay experience in Max Payne 1, not sure about 2 as I don't think I even played 2 cause it looked very weird compared to the first, or something. But that was awhile ago.
Anyhow, slowmo wasn't very good/usable in Max Payne 3 -- it almost felt out of place, but not quite. Maybe this is cause of the realistic physics system or something, and the jumping sideways/slowmo jump wasn't properly adjusted. I just played through MP3 and I rarely used the jumping option, cause it wasn't as much fun to use (The feel of it wasn't quite right. Some of the issues I had with it was as follows; getting back up was a chore, accidentally hitting a minor item, and the lack of total control over the mode.)
I still feel the gunplay could be more powerful/feel more powerful, and smoother in general. I still think the game should have had more gameplay mechanics in general, and of course and more control over cutscene to gameplay/gameplay to cutscene moments.
However, I actually did like the story though. Quite a surprising story overall actually, especially compared to the first few hours into it. But the story seems to be designed to make players emotionally invested in Max Payne himself. And if that's the case, it's awesome. A potential sequel could be incredible if they expand on, especially the gameplay mechanics..
Overall quite an enjoyable game actually.