Quantum Break [XO] (by Remedy) *large images*

looks nice but i wonder why he did not just run pass all those enemies?

the game also seems got a few bugs. the default standing animatino did not connected with climbing animation, then the black shadow near a table flicker a few times when the hero come closer to it. or it was a visual style
 
if the game do allow the player to do that (gun fight, fist fight, stealthy pass enemies) it will be awesome :D even if it will be limited to lowly goons.
 
I'm still not blown away. Its looks great, world timewarp effects are nice, but all those timestops and dashes break teh gameplay. Who knows, maybe the dude that played demo was responsible for irritating me. :D

Looks miles below Alan Wake in terms of atmosphere. But that can change when PR campaign ramps up.
 
I didn't like it. I wasn't a big fan of Max Payne's bullet time mechanic and this looks like even worse. Also too much cover shooting (even when there was no real need... maybe very low difficulty settings? ).

Too bad we didn't get Alan Wake 2.
 
The game seems to be shaping up very well, but the demo itself didn't make it shine as beautifully as it deserves.
It was not an awfull demo, but didn't stack up with modern standards. The pacing was a bit all over the place, and his special powers weren't very well stablished. First few minutes just few like "something cool/weird is happening, but I don't really know exactly what the fuck it is" They were to quick to show-off too much at the same time, making it fell confusing, and very un-luid. A little more controlled choreography would have made the thing look much better.
All this considered, the whole Gello-BG-space-time-discontinuous thing looks so satisfying. That thing will never get old. It also has that Remedy Noire feel and gameplay style, Alan Wakey desaturated look, with more personal gameplay (emphasizing every player action and enemy on smaller spaces over just throwing a buch of stuff at the player on large spaceous arenas) and what seems to be a bunch of physics based game play on top of it (flying cars and such) mixed with Max Payne faster pacing and time-play.
Aside from that, they could be doing some funky stochastic-like reprojection stuff with their renderer cause there is a lot of noise around moving objects (visible even on youtube) or its just their motion blur is pretty strong and jittery. I'm curious now.
This makes my chosing of Xbox over ps4 less payneful haha. Thanks Remedy.
 
The time-warp effects and physics of the explosion shockwaves is cool. But the thing that really struck me was a visual incorrectness! When the truck smashes through the gate and time stops, we see spark trails. But spark trails are an optical/photographic illusion, and we should see just the sparks.

...

I'll get my coat.
 
I like the perfect transition between cut scenes and gameplay, of course the fact that cut scenes are in-engine and real time helped, the number of details and polygon count in them is amazing though.
 
When the truck smashes through the gate and time stops, we see spark trails. But spark trails are an optical/photographic illusion, and we should see just the sparks.

99% of games get this wrong. Time manipulation just makes it more obvious, but try moving the camera when there are sparks on screen on pretty much any game. Spark trails should follow camera movement, much like motion blur, and not the sparkles world-space trajectory. Yet every game does the latter. An old personal nip pick of mine. So good to know I'm not alone haha.
 
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