The changes sounds good IMO . Here are some of them :
Intuitive cover system - but not make it the central or core mechanic. It's only natural when trying to build a game around gunplay that the whole environment comes into play, and it would look silly if Max couldn't assume a position behind obvious cover points. One of the goals was to make sure that AI reacted appropriately to the player if they're behind cover. If you're caught by a thug flushing you out, it can be deadly. That led to further development of the shootdodge and the ability to vault over cover in the fast and fluid manner that characterizes the Max Payne games. In the end it feels and looks great and is a totally natural progression for the series.
Regenerating health- When we set out to make Max Payne 3, we had a few specific goals--to stay true to the fundamentals of the original games in both tone and in gameplay, but also to significantly update the series for the expectations of today's players in ways that felt fresh and new. We've worked hard to make the gameplay more sophisticated than other third-person shooters in many ways, from the work done on targeting and animation to the new ways we've implemented bullet time, but painkillers are one of the fundamental elements of the series and play a major role in Max's story as well as gameplay.
We also wanted to encourage players to be strategic in their approach to combat spaces and not to rely on cover as simply a point to sit and regenerate health. Max Payne is about the beauty of the gunplay itself, in knowing when to launch yourself into an
area, finding the right lines of attack, and perfecting bullet time kills. Regenerating health would have an impact on the game's natural rhythm.
Melee attacks and executions - Max has access to new melee moves in Max Payne 3 which allow you to take down enemies in close quarters, and these are all contextual depending on the weapon you're wielding at the time and
your relationship to the enemy. Max will kick lower enemies, head-butt an enemy if you don't have a weapon, or disarm opponents if you're out of ammo. Max will also make creative use of the butts of weapons to pistol-whip enemies in close for a coup de grace
Better Bullet time and natural motion euphoria - Our challenge then was to make modern bullet time feel integral to the game's design, and we feel we've achieved that in the pacing and design of each level. Enemy AI can
be extremely overwhelming in real time: precise, deadly, and smart, flanking, using projectiles, and flushing players out of cover if you stand still for too long. The use of skill-based multipliers to increase bullet time regeneration means the better you
group your shots into vital areas, the quicker your bullet time meter will replenish, allowing you precious extra seconds to size up your next move. We wanted to keep that same wow factor of the first time you saw bullet time, and we've achieved it through
the combination of bullet time and Natural Motion's Euphoria system to power character behaviors. Every time you go into bullet time and shoot enemies, you're going to see them react differently. Another way that Euphoria upgrades Max's behavior is how aware
Max is of his environment at all times, but especially during shootdodges--rather than a canned dive animation, Max will respond to the world around him as he dives, bracing for a fall with his arm or ducking his head where necessary.
Cinematic moments - There will be many points throughout the game where areas of the environment will automatically trigger bullet time in order to create these cinematic set pieces. These are not simple quick-time events--you
have full control of Max as a character, with full reticle movement in order to precisely target each enemy, and you'll transition in and out of these completely seamlessly.