I always liked how Max Payne, in spite of the game's violent shoot-em-up style, was a character you could actually feel. There was urgency when you ran into the bedroom and found your wife and baby son dead. Those nightmare scenes where you're running through corridors looking for your wife... following your baby's cry only to find yourself shooting them... the final bizarre dream sequence where he's had an overdose of V (the game's designer drug of choice)... My god, you could FEEL his demons eating away at you. I know that I could sense his very tenuous grip on sanity, and I found that I wanted to play through not only because the game was fun, but because the storyline was interesting. It was something straight out of a detective novel, complete with the constant metaphor and hyperbole, at the same time both very cheesy and INCREDIBLY CHOCK FULL OF AWESOME too.

On top of that, while the game was not the first to use "bullet-time," it is arguably the game that streamlined it, made it approachable and LOVABLE, and made it something every darned game since then has wanted to imitate.
The second game was great, though I think the storyline wasn't quite as compelling. The gameplay was hardly as innovative as the first, though the violence, mind-numbing action and decent story made it worth it. I remember the final line and thought it was so incredible: "I had a dream of my wife. She was dead. And it was all right." Keep in mind that half the freakin' first game is spent in nightmares of him blaming himself for her death. It was rewarding to feel I guided this poor guy through his living nightmare and in the end he somehow silenced his demons.
Okay... so now we have the third game. I feel it's inconsistent, since the end of Max Payne 2 suggests that things will get better. Considering his tendency to confront whatever is bothering him, it seems unlikely he would run away, let himself go, and get addicted to pain killers. Isn't that kind of opposed to the whole struggle and conclusion of both games? I didn't guide you across freaking string-sized walkway mazes overlooking a fall into the abyss, following your dead baby's cry (extremely unnerving) just so you can get old and fat, you jerk!
Okay, in his defense, for all we know, maybe he goes to Brazil initially for a vacation with his girlfriend.. and the moment he gets there, his new girlfriend dies a tragic death, the country is taken over by terrorists, an atomic bomb blows up his hotel, clowns steal his trademark jacket, and a dog pees on his shoes. This would be par for the course, knowing his luck and could explain much of what we're seeing here.
My only hope is that maybe through the story, he is forced to pull himself together. It would be rather rewarding to take a fat, drug-addled Max Payne and see him progress back into something respectable again. Done well, it could even be convincing. Or maybe they could take the fat, drug-addled Max Payne and drag him down a path of self-destruction, ultimately leading to his death or insanity at the end. Both could be interesting, though historically he's been a character capable enough of garnering sympathy that I WANTED him to succeed.
Either way, I feel they've got a HUGE job to make this game into something on part with the first 2.
(notice, I am not automatically saying the game is ruined FOREVER. I just feel that, by changing the character so drastically, they are already putting themselves up for careful scrutiny. Hint to game designers: If fans of the franchise's first response to a SINGLE picture is

????? then you've got your work cut out for you

)