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The concept was pitched to Microsoft, who showed no interest in publishing another Alan Wake game and wanted to diversify their games lineup.
However, Microsoft was impressed by the idea of having a live action show within a video game, wanted to publish a game featuring interactive narrative.
They hoped to partner with Remedy for a new intellectual property , in which Remedy could expand the live action part of the game; Remedy agreed.
The idea of having a game about quantum physics originated from a TV episode within Alan Wake called “Quantum Suicide”. Greg Louden, who received an Academy Award for Visual Effects for his work in Gravity , served as a narrative designer. Take all the storytelling lessons from Alan Wake , take the cinematic action lessons from Max Payne , and combine it all into one game.
The game’s story was written by a team of three full-time writers along with Lake, with a goal of making it “believable”.
As a result, the team drew numerous inspirations from pop culture and included various references to films like Inception and Interstellar. As in Alan Wake , the game’s theme revolves around family.
Lake also drew inspiration from the pacing and plot twists of TV shows, and hoped that the game’s story would be unpredictable. The game’s “junction point” concept was created by Louden.
There are approximately 40 variations in the game TV show, triggered by “quantum ripples”, which unlock deleted scenes and give players additional insight on the story, and junction points.
The player plays part of the game as Paul Serene and makes decisions as him at these points. Inspired by Die Hard , the writers hoped that this approach would allow them to create a complex villain with depth. Junction points were a tool used by Remedy to add replayability to the game, unlocking alternate content and changing the state of the world, [40] and the gameplay segments remain identical regardless of players’ choices.
Quantum Break was described as a “transmedia action-shooter video game and television hybrid”. According to Lake, the product was designed to be a complete package, players are encouraged to both play the game and watch the show.
While the game allows players to skip the TV show completely, Remedy advise against such behaviors, as players may miss crucial details if they do not watch the show.
The game features many collectibles, which serve a narrative purpose. Lake explained that once players find a collectible, they will trigger a butterfly effect , whose consequences will be shown during the show. The show also shows some objects, which can be found in the core game. Through this approach, the team hoped that they could offer an experience that is unique and personalized for all players, and increase the depth of the story.
However, Lake eventually scrapped the idea, and the game and the show echo each other more closely. Lake initially thought Microsoft was not particularly enthusiastic about the idea, but had accepted the pitch mainly because of Microsoft’s vision of having Xbox One as an entertainment device with rich TV features at that time.
Many scenes had to be shot twice due to the game’s alternate content and branching nature. Three writers from Remedy also contributed to the TV show content. During the game’s announcement and first gameplay reveal at Gamescom , Jack Joyce was portrayed by Sean Durrie. According to Louden, they were creating the animation for Ashmore’s character, and did not have sufficient time to finalize them before the event, so they used their game prototype, which has Durrie starring as the lead character, as the game’s demo.
The change in lead actors also prompted the studio to update and change the game cover art. He taught them how to write the plot in such a way that it adhered to current theoretical physics and quantum physics. The team was also inspired, when creating their own fictional “Meyer-Joyce particle” and “Meyer-Joyce field”, by the Higgs boson and Higgs fields. According to Lake, they experimented with different gameplay mechanics, some of which they judged to make the game too slow or too tactical.
They intended to “recapture the action spectacle” featured in their Max Payne series, along with several modern iterations. As a result, the team opted to include a broader theme: time itself.
They set the game in a world where time collapses, leading to various dangerous situations. According to Lake, the theme of time connected all the elements featured in the game. The setting also allowed the team to add new gameplay mechanics, such as the time manipulation powers. Louden says the team put a lot of work into the game’s difficulty. They hoped that the time powers would let the player feel like a superhero , while still allowing for challenging moments. Some of the environmental puzzles, including the rewind feature, were inspired by titles like Prince of Persia: The Sands of Time and Life Is Strange , while the stutter sequences were inspired by Salvador Dali and Inception’ s dream sequence.
When time stutters occur, the game’s visual changes to inform players that they will encounter new enemies and obstacles. The levels in the game were designed to feature open environments to allow players to use the time manipulation powers freely and encouraging them to explore.
Kyle Rowley, lead designer of the game, described them as “arenas”. The stutters were also designed to convey stories: Players can inspect the non-playable characters stuck in a time stutter and learn about what happened to them when time freezes.
To prevent the game from relying excessively on its cover system, the artificial intelligence AI of the game was designed to attack the player aggressively in order to drive the player out from cover. Time powers affect AI behaviors, and Remedy built a new system that allows the AI to search for the player character after Time Rush is used. The game utilizes a new in-house engine called the Northlight Engine. According to Mikko Uromo, the technology allows them to “simulate complex scenarios on a scale that hasn’t been possible before” and is crucial to the game’s development.
It was designed to be dynamic, and the team refined it to include eyes and hair. They also created a new global illumination system for indirect lighting. The team spent a lot of resources in carrying out detailed motion capture , to enhance players’ engagement with the story and make it easier for them to form emotional attachments to characters, and to keep the game and the TV show consistent with each other.
They also hoped that use of this technology would add realism to the game and prevent players from getting distracted by the characters’ unrealistic behaviors and appearances. According to Lake, the game features a technology that creates realistic digital counterparts of the characters and records every little detail of their faces.
Remedy invited the actors to Remedy’s office in Helsinki , where they used their own technology to carry out extremely detailed motion capturing of facial expressions and movements in dialogue. Ashmore described the chamber for motion capturing as a “Sweat Box”, as actors must remain steady, moving only their faces, in order to prevent the motion capture data from getting ruined. According to Remedy, audio drives the visual effects.
The development team put a lot of effort into differentiating normal time and time stutters. When time enters a stutter, many audio effects change, with guns firing at a lower pitch, while dialogue and music began stretching. The team wrote a reference guide, describing the sound of time stutters.
They chose words including “violent” and “unpredictable”, but avoided using “sci-fi” and “digital”. The team also used Audiokinetic Wwise to sync audio with gameplay. The game’s soundtrack was composed by Petri Alanko, the composer of Alan Wake.
Alanko made use of the modular audio software Reaktor , but was not satisfied with the software’s built-in instruments and decided to create his own set of custom sounds. The music in the game was described by Alanko as “meandering” and “sublime” to support the game’s emotional moments, while intentionally avoiding aggressive tones.
He intended to add orchestral soundtrack into the game, but Microsoft rejected the idea. The music changed to an electronic style, and he used artificial instruments such as Roland synthesizers.
Kaefer and Alanko did not cooperate with each other closely as the level of interactivity between the two mediums are different. Due to the game’s alternate content, he had to compose several music pieces for some scenes. As the TV show served to expand on the story and provide explanation, the music reflects the “ideas of intrigue, deception, tension, love, and loss”.
As Remedy encouraged YouTubers to make videos about the game and players to share their experience with others, the team introduced an audio option which allows players to turn off licensed music.
This allows YouTubers to upload their videos online without having to worry about copyright infringement. Quantum Break was announced on 21 May As a result, both Xbox One and Windows 10 users need to stream the show. Though Quantum Break was originally announced as an Xbox One exclusive, Microsoft announced in February that the game would be released for Windows 10 Universal Windows Platform as well, to launch simultaneously with the Xbox One version.
Microsoft’s Phil Spencer replied by saying that delivering a game to a broader audience “a good thing” and that it could increase the game’s sales. Players who purchase the Xbox One version of the game would receive a digital code for the Windows 10 version. Alan Wake , along with its two downloadable special episodes “The Signal” and “The Writer”, as well as American Nightmare , would be available for free for players who purchased the game through backward compatibility.
A standalone PC version, distributed through Steam , and the physical Timeless Collector’s Edition which includes a development documentary, a book detailing the game’s development, a soundtrack CD, and posters were released on 29 September Critical reception for Quantum Break was divided but generally positive, according to aggregator Metacritic , with the Xbox One version receiving better reviews than the Windows version.
Critics generally praised the game’s graphics, gameplay and story, but had mixed opinions regarding the game’s TV show and the choices featured in the game.
The game’s graphics received critical acclaim, with Sam Loveridge from Digital Spy proclaiming it as one of the “best-looking” video games available for the Xbox One. Some critics were impressed by the game’s various particle effects and destruction mechanics, especially during the stutter moments, which were described as “impressive” by Peter Brown from GameSpot , [90] “gorgeous” by David Houghton from GamesRadar , [91] and “eye-popping” by Tristan Ogilvie from IGN.
The game’s gameplay was positively reviewed, with Buchholtz describing it as one of the game’s standout points. Orry and Arthur Gies from Polygon praised them for being “cool” to use and diluting the game’s action, [97] [96] while Brown and Jeff Gerstmann from Giant Bomb described them as clumsy and ill-conceived due to the game’s loose movement system.
The game’s story received a generally favourable reception. Brett Makedonski from Destructoid praised it for offering a very entertaining experience and engaging players from start to finish, [86] while Takahashi thought that the narration was “ambitious”. The choices were thought to be important, weighty, and significant, with many claiming that they added replayability to the game, [7] [93] and gave more control to players.
Some critics complained the excessive reuse of props throughout the four episodes. Critics had mixed opinions regarding the overall package. Timothy J. Seppala from Engadget considered it “a legitimate reason to buy an Xbox One”, [] and Loveridge and Gies thought that Remedy had set a foundation for future storytelling by blending the two mediums together, making this game a unique title.
The PC version was poorly received due to numerous performance and stability issues, mostly on Nvidia GPUs , [] along with restrictions imposed by the Universal Windows Platform which prevented third-party workarounds. According to Aaron Greenberg, an executive at Microsoft, the pre-order sales had exceeded their expectation, and the title has the potential to become a massive success.
During Xbox’s presentation at Gamescom , Microsoft Studios had reported that Quantum Break was slated to be one of “Xbox’s new flagship franchises”, placing it alongside the Gears of War and Halo series in terms of importance. From Wikipedia, the free encyclopedia. Sam Lake Mikael Kasurinen. Petri Alanko John Kaefer.
Microsoft Windows Xbox One. Shawn Ashmore plays the story’s protagonist, Jack Joyce. Aidan Gillen plays the story’s antagonist, Paul Serene. See also: List of Quantum Break episodes. Lance Reddick plays Martin Hatch. Dominic Monaghan plays William Joyce. Edit on Wikidata. Additional work done by Asobo Studio. The disease is implied to be what allows him to see possible futures, unlike Jack.
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