What sets Stranglehold apart from other games that do Bullet Time, like Max Payne and Total Overdose?
Offerman: We definitely looked at Total Overdose while we were making Stranglehold, but we looked at all games that had any similarities with what we were trying to create. TO is a little more “gamey” than Stranglehold, because we wanted to make something a little more realistic. We couldn’t make a John Woo game that didn’t have slow-motion in it. A game like Max Payne is a John Woo game. They borrowed so many traits from his movies that it was impossible for us to make Stranglehold without looking at it. But we let you interact with the environment more, like jumping on roll carts, swinging from statues while still shooting. There’s a short term benefit in slow-motion shooting that lets you get the drop on your enemy, but long term, as you do these cool interactions and cinematics, you get style points which go towards unlocking your Tequila Bomb special moves.
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