Quantum Break, an action game with wibbly wobbly timey wimey mechanics, has been a long time coming.
First unveiled during the Xbox One’s wilder TV TV TV TV days of 2013, Quantum Break has seen some changes since then, most notably a face-lift operation for its lead protagonist so that players can finally experience proper Shawn “Iceman” Ashmore action. Whatever that means. Hey look, I haven’t had my first mug of tea yet.
April 5 is when the game is finally out however, as the Remedy Entertainment-developed title is another example of a studio creating something at their own pace. And according to Remedy, every second was needed to create Quantum Break. “It’s many things,” creative director Sam Lake said to EDGE via GR .
Just thinking about Quantum Break, as an example, there’s a lot of new technology, [Xbox One is] a new platform, it’s a new universe, new story, there’s new core gameplay. [That means] a lot of prototyping, and a lot of discovery.
On the whole show side, there are a lot of challenges to figure out. It does end up taking time and, yes, we want to keep the quality high, so we don’t want to make certain kinds of compromises, and are always making sure that this is iterated enough and polished enough and it’s as good as it deserves to be.
That’s not to say that Remedy can’t create a game with a tight time limit. After all, Max Payne 2 was actually pretty good. “I’m still really of proud of Max Payne 2,” Lake said.
All in all, I felt that it was a really polished experience [that took] certain things from Max Payne further, and that took 18 months. Doing a sequel to something is obviously different to building something from the ground up.
I still don’t know how to feel about Quantum Break’s insistence on a TV companion, but it is a natural evolution for Remedy’s method of telling a story. Max Payne relied on a noir graphic novel to keep the story rolling, while Alan Wake had a meta-slice of brief TV snippets. But it’ll be interesting to see if good things do come to those who wait.
Last Updated: October 5, 2015
Grand Admiral Chief
October 5, 2015 at 08:04
You know what was the biggest problem with Max Payne 2? The first Max Payne game. That really set the bar. MP2 just went along for a semi-awesome ride