Reviews from

in the past


Uma peça importante do quebra-cabeças.

Esse poderia ser mais um daqueles casos em que venho aqui me lamentar e dizer o quanto estou arrependido de ter subestimado tal jogo, ou do papel que as críticas negativas tiveram nas minhas expectativas, entre vários jargões e quer saber? Dessa vez não!

De novo, sou agraciado com uma das obras mais absurdas que já tive o prazer de consumir. Algo programado, guiado e planejado minuciosamente desde o início, um vislumbre do que estaria por vir, um meio para todos os fins e como de praxe, uma ideia "complexa" mas nada distante do seu lugar nesse universo. É inegável o impacto que o último trabalho da Remedy conseguiu causar, não apenas por entregar uma experiência audiovisual magnífica e sim, por enobrecer e iluminar outros que o antecedem.

Isso significa que várias das sementes que trouxeram consigo gloriosos resultados foram plantadas aqui. Desde as mecânicas que viriam a amadurecer em Control até a narrativa labiríntica de Alan Wake, preparando o terreno para tudo o que nos seria apresentado posteriormente, indo muito além de um simples estereótipo sobre viagens no tempo.

Sendo assim, posso dizer sem exagero que Quantum Break andou para que os demais pudessem correr e me sinto extremamente satisfeito com tudo que pude absorver até o presente momento. No entanto, espero que a empresa adquira os direitos dessa IP e torne todas essas conexões possíveis legalmente, caso contrário, seria um grande potencial desperdiçado.

a bit better than i had thought but still easily the black sheep of Remedy's catalog (well hopefully, i still need to play Alan Wake 2 after i replay Control and do its DLC) with nothing else coming close.

i don't know, i just find myself feeling more charitable about it all in a post-Control world. like yeah the gameplay is serviceable and the powers themselves leave barely any impression but when you look at it as something of a prototype for what was to come it's whatever.

the tv show format is interesting, though it is a gag that it came years late after the whole mess with Xbox/Microsoft and tv (to think i find myself craving for that vs the past few days at this point...) among other things. i'm not usually into time travel stories but i enjoyed the characters and was mildly invested. it's a bummer this left things open but we'll probably never see it followed up on. i think Remedy did something with similar but not the same character stand-ins or at least the same cast members later on so it's fine.

final boss is bad to a baffling extent still, especially with the load times this game has. what the hell were they thinking?

Truly wanted to love this but just didn't land. Didn't mind a chunk of the game being live-action cutscenes (it's still quite a fun concept that has potential) but the story wasn't interesting enough for me. The moment to moment gameplay during combat starts of quite fun and you can really see the origins of what Remedy went for with Control here - but because you get doled out abilities so quickly, it gets a little repetitive and doesn't really provide much challenge until the very end (at least on normal difficulty).

In fact the hardest part of Quantum Break is actually progressing through the game. Playing on Xbox Series S, the game crashed 4 separate times and required me to play through almost the entirety of Acts 2 and 3 not once, not twice but three times. And it was hard to maintain enthusiasm during that time, constantly thinking any non-in-universe stutter was a precursor to my own personal groundhog day.

This review contains spoilers

Remedy's most ambitious game but sadly their worst.

If I can give anything unanimously postive for QB it'd easily be its visuals, with the time effects remaining pretty impressive almost a decade later (this is the first game on Remedy's Northlight engine and it really shows). Performances are also pretty solid around the board, with Shawn Ashmore and Lance Reddick being the standouts. Gameplay is also pretty fun throughout, with the time powers making for combat that remains good (though I do wish the powers were spread out better).

If i had to say the biggest issue with QB it's one of the standout features: the TV show. After the end of every act (besides the finale) you will play as the villain and decide what choices they will make. This concept is really interesting because it allows you to actively control just how smart/incompetent the villians are and these choices translate well into the game portion. The main issue is all the episodes are extremely terrible and feel written from a different team. Cheap looking throughout with incredibly stilted performances (besides Lance Reddick who is wonderful) make sitting through them all an absolute chore. The game pass version also suffers because you have to STREAM the episodes in game which is completely borked (also some graphics make things seizure inducing so avoid at all costs). I would say the in game story makes up for the shows shortcomings but it's not much better, with the entire time gimmick being a cool backdrop but not utilized to the extent it needed to be. This is mainly because besides Jack and Beth the rest of the cast is really fucking boring, with Paul Serene being an absolutely dogshit villian that doesn't do much. It also feels way too short, with the ending feeling extremely abrupt with so much unresolved (an obvious sequel bait but with how its looking for Remedy I don't see that happening). I praised the combat earlier and while I still stick to that the puzzles/exploration needed some serious work, mainly because the platforming feels like absolute shit and some time powers feel clunky to use leading to repeated deaths (checkpoint system is terrible). This culminates in one of the absolute worst final bosses I've had the displeasure of fighting, with a bullshit instant kill that makes you have to reset from the very beginning. Its such an odd difficulty spike because the rest of the game is piss easy and possibly the easiest Remedy game.

I had somewhat middling expectations going into Quantum Break but at the same time I still felt let down. To end this review on a more positive note it was neat to see things like the implementation of live action be used much better in Control and Alan Wake II (alongside the Northlight engine looking insane). Would only reccomend this for super cheap or if you're a Remedy superfan and want to see how things improved.

4/10


hits its peak way too early w chapter 2. rlly gorgeous stuff there thematically, like revisiting all these years and all these moments that one brother couldn’t be there for the other. we watch and read through years of someone’s life happen in just minutes and we know that we can’t stop the inevitable. reminds me of other rlly good media about never knowing someone who was such a big fixture in ur life, stuff like aftersun and funhome and silent hill shattered memories. more than anything though it reminded me of jeffrey eugenides virgin suicides specifically the moments describing the basement where a party was held for the first and last time before the first Lisbon sister killed herself. how the rot and the despair took its toll on the party food and decorations still up in the basement, time continued moving on even if it felt like the rest of the world stopped, at its best moments that’s what quantum break feels like.
majority of the game after that point feels like an excuse for rlly fun set pieces and rlly gorgeous maps and visuals but nothing great holding it up, pretty apparent the writers took a lot of cues from damon lindleof and writers like him, still good and fun, I’ll continue control at some point soon I think

Time travel meets Jack Reacher.

I want to preface this by saying I played on PC Gamepass and it ran like absolute ass for some reason (Alan Wake 2 ran well on my set up for reference) so my judgment might be clouded. But even with that in mind, I think a lot of my problems aren't necessarily with the gameplay. Gunplay in this one can be really fun, and messing around with the time powers zipping around and using time powers is fun. But this suffers the fate of being an early eight generation game with a lot of ambition on its plate. Every interesting decision is really undermined by how undercooked everything is. When you aren't doing pretty decent third person shooter arena fights, you're going at a snails pace as characters in the game say "Hmmm, I wonder if theres an entrance round here."

The timeloop is well fleshed out, but its really hard to care about that when most of the characters are very one note, only elevated by mostly decent performances. With Aidan Gillen (I'm CIA) and Lance Reddick (Rest in Peace) picking up slack. Anytime they were on screen I perked up, but the writing in this one feels so flaccid in this one. Not helped by the fact that the optional written text/audio in emails and radio is mindnumbling long in this one. Anytime I bothered to read it felt like I was completely distracting from game flow. And that is to say nothing of the well-shot but ultimately very uninteresting television aspect of the series (of which it wouldn't load properly on PC Gamepass, this was a Microsoft funded project).

I think there are cool things in this game, but a lot of them can be found in other Remedy works before and after. Might be worth your time if you think it'd be up your alley, but I'm glad Remedy has made more interesting works after this one.

I gave this such a hard time when it came out, simply for not being Alan Wake II. Even putting aside the fact that I'm finally getting that game, Quantum Break deserves some acclaim. The TV show is superfluous in the end, but it is ambitious, and definitely unique; the combat is Remedy's second weakest offering, in my opinion, falling just ahead of Control. But the writing is superb; it carries that signature Remedy blend of weirdness and inspiration.

Remedy did a great job as usual.

Severely underrated! A great take on time travel with some great and bold ideas from Remedy and Sam Lake. The technical issues and performance (and some questionable acting at times), does dampen the experience a bit. All in all though another great game from Remedy!
R.I.P Lance Reddick

I'm a total sucker for time travel stories and this has a couple neat ideas and moments but the surrounding story and writing is mostly just ok.
The gameplay is in a similar boat, lots of interesting ideas but wrapped in a kind of mediocre package. The move to Uncharted-esque climbing and "puzzle solving" to fill time between battles feels like a swing and a miss and it feels like too much of the challenge comes from limited access to your power set, whether through the slow cooldown timers or more annoyingly enemies that can just negate them. There's also a big lack of polish to the technical side, the art direction and cutscenes can be very good looking yet at the same time massive bugs can crop up, like a weird stutter to the in-engine cutscenes or one trigger not activating forcing me to restart the chapter, and it's clearly the first game made on this engine with some very spotty reconstruction artifacts (even at the higher res on Series X) and screen space effects.
It's also all tied to a live action "show" played in between acts that has the vibe of a D-tier NBC drama. Bless Lance Reddick he is acting circles around Aidan Gillen's awful American accent here.
It's a massively important game in Remedy's history, laying the technical foundation for Control and Alan Wake 2, and overall worth playing as there is still fun and some great bits to be had here, but it's Remedy's weakest game by a large margin imo

In preparation for Alan Wake 2, I decided to catch up on the Remedy Games I’ve not yet played, which is… all of them except Alan Wake and American Nightmare. I’ll try to fit in Max Payne 1 and 2 but we’ll see how the schedule is looking come October!

[MINOR SPOILERS FOR ALAN WAKE TOWARDS THE END]

Took a little bit of tweaking to get the game running at 4K on PC (game is locked to 1080p otherwise) but overall it was a pretty smooth experience from start to finish.

Quantum Break leans into heavy sci-fi, a departure from Alan Wake’s horror – although the game includes a healthy amount of references to Alan Wake, especially in Act One (which were appreciated). Every time I saw something I recognized from Alan Wake I started giggling and kicking my feet like a schoolgirl. It’s harmless fun. The game eventually carves out its own style and tone as it continues.

I can definitely see the through-line from Alan Wake to this. The moments where you’re trapped inside a “stutter,” (stopped time) and platforming across debris reminded me of the Alan Wake DLC, but realized in context and not just through reality-bending eldritch magic.

The shooting is good… for the most part. Jack Joyce’s time powers are fun to play around with – though not as robust or tactical as some players might like. I played on the hardest difficulty and even then I thought the game was too easy. There’s not a huge roster of enemies, either. The only way the game evens the playing field, so to speak, is by having enemies that can neutralize, or aren’t affected by, Jack’s powers. At first, I thought this was a clever way to mix things up; then, as more enemy types were introduced, I think that illusion fell flat.

Designing difficulty probably isn’t easy. I don’t envy the people who decide how much damage each bullet does, or how many bullets an enemy takes before they’re dead, but this game’s hardest difficulty felt very weird to me. Enemies are spongy, but they also don’t deal substantial damage – so they kinda need to be extra durable to be challenging by default. Then, there’s the actual tanky enemies which aren’t annoying until the Juggernaut variants appear, which can only be damaged from behind – you can’t freeze them, so you have to either dash or dodge behind them, and hit their weak point in “focus time” (QB’s equivalent of bullet time) to do any real damage. This wouldn’t be a problem if I didn’t have to do it 4-5 times, waiting for my time powers to recharge between attacks. Juggernauts aren’t common, but their presence in an arena was always more eye-rolling than frustrating.

Then, there’s the snipers, which are definitely the most annoying enemies. Every other enemy at least feels balanced around a minutes-long firefight, whereas snipers are just the Jackal snipers from Halo 2 on Legendary – once you see that laser beam from across the map, if you’re not behind cover in 0.5 seconds, you’re DONE. One bullet means instadeath. Never felt fun fighting these guys but, again, they’re not very common so it was never a dealbreaker.

The final boss is also kinda silly, amounting to two waves of enemies while being hounded by the game’s antagonist, Paul Serene. Paul can hit you with an instakill blast from anywhere on the playing field, but as long as you use your dash ability once you see him charging a shot, you’ll survive.

Quantum Break also allows players to make decisions during key moments known as “junctions” between levels; however, you don’t make decisions as Jack. You actually take control of Paul Serene. I thought this was a really cool inversion of the idea of “choices matter,” because you’re not picking choices for yourself here, you’re picking choices that the villain makes instead. Because the player has more information available to them than Paul does, sometimes you’ll ask yourself, “Should I make a smart decision because I want Paul to be more threatening?” or “Should I make a dumb decision because I want to have an upper hand against him later?” Ultimately I don’t think these choices matter much in the end, but it’s such an interesting concept that I’d like to see it explored more elsewhere.

One of the game’s main selling points, and one that I’ve been dancing around until now, is the live action segments. Remedy is no stranger to live action. Alan Wake had “Night Springs,” mini Twilight Zone-esque vignettes which were unobtrusive and diegetic short films, serving to establish tone more than do any actual worldbuilding. These were fun! Quantum Break double-triple-quadruples down on the live action bits to the point where 2-3 hours of the game are just watching the show Quantum Break.

YMMV on this. The first two episodes were boring to me, although the latter half of the series wasn’t bad; quality is noticeably choppy (in more ways than one, more on this later) and some characters literally go nowhere. If they’re not dead by the final cutscene, you’d at least think they’d get proper sendoffs – they don’t. Almost every major player in the series is left behind unceremoniously, their fates ambiguous.

There are genuine moments of pathos and a good amount of “Oh shit!” moments but I think a lot of people will find these segments serviceable at best and unnecessary at worst. Lance Reddick hard carries the live action series to an absurd degree. Although many actors feel like they’re phoning it in half the time, Reddick’s steadfast presence and intimidating delivery almost elevates the series to match its lofty ambitions… almost.

Even now, I think most people can agree that Quantum Break was nothing if not a failed experiment. I still have to respect Remedy for having the chutzpah to put a gosh darn movie in their story-driven third-person shooter game. You don’t see Naughty Dog doing that, man! They keep their games and their HBO prestige series separate!

Quantum Break the TV series is only thwarted by two things: its interplay with in-game events, and your internet connection.

Almost all of the series is inconsequential. You can safely ignore it, but you’ll miss 90% of Lance Reddick, which is extremely unfortunate.

Secondly, and more importantly, however, is the fact that you aren’t watching Quantum Break the TV series – you’re streaming it inside the game. Depending on your internet, the quality of the show may be awful. My internet can be pretty spotty, so the entire first episode looked genuinely bad; bad compression, bad artifacting, you get the idea. There were some times when the show would pause to buffer. There were even some times where playback stopped and the game only gave me the option to “skip” or “replay” (this option should’ve been called “resume,” the wording of “replay” is misleading).

Still, I can’t really think of any other workaround that doesn’t involve streaming. Even including 2-3 hours of 1080p video in a video game is enough to tack on a lot of extra GBs. Streaming makes sense, but it’s not ideal, either.

Additionally, if at some point Remedy decides to sunset the servers for these live action bits, you'll probably be left to find them on YouTube between missions. Not great.

The game wraps everything up a little quicker than I’d’ve liked. This feels better than Alan Wake’s ultra-ambiguous non-ending, but also leaves the door open for any potential sequels. Honestly, I wouldn’t mind a second Quantum Break! It’s a very endearing game. It’s got that Remedy special sauce and for some people that’s all it needs to be. Warrants at least one revisit someday down the line.

Eu pensei muito sobre Quantum Break, e talvez a frase que melhor resuma sua proposta seja:

Nós não podemos mudar os eventos do passado, mas podemos garantir que exista um futuro.

À título de contextualização, minha aventura começou com a vontade de fazer companhia à um grande amigo em sua jornada de passear pelo jogos da Remedy. Fizemos questão de adentrar em entrevistas, documentários, artigos e conferências com a carinha do carismático Sam Lake.

Sendo o terceiro título do diretor com o qual tenho contato, temos percebido em nossas discussões um padrão colossal de importância nos elementos narrativos e estruturas de roteiro. O alto impacto que Sam Lake proporciona advém de uma escrita incrível, além de uma paixão inegável por músicas dos mais diferentes estilos.

Além disso, diversas influências de quadrinhos, livros, séries e filmes noir, de horror, terror, suspense policial, thriller psicológico, ficção científica e drama se tornam salientes na roteirização de suas obras, mas Quantum Break acerta diferente. Direi o porque a seguir.

Sendo um jogo de 2016, e escolhendo um tema que já estava relativamente saturado no meio audiovisual, a aventura de Jack Joyce tinha tudo para dar errado.

Mexer com viagem no tempo é como mexer em um vespeiro, principalmente quando a abordagem abraça os picos da ficção científica atrelados em conceitos de física quântica. Pior do que isso, dado o histórico do finlandês de estar para a escrita na décima arte assim como Kojima está para o cinema, a incontável quantidade de logs, e-mails e conteúdos narrativos poderiam ser uma encheção infindável de linguiça metafísica, o que não foi o caso.

A construção do micro-mundo da cidade portuária de Riverport é envolvente do começo ao final, e mesmo com o plano de fundo do "salvador loiro dos olhos azuis" inserido abruptamente no contexto de grandes poderes e grandes responsabilidades, Sam Lake transforma Quantum Break em uma homenagem de ponta aos materiais de perseguição policial — e incrivelmente não imperialista — com uma história que poderia ter sido facilmente escrita por Christopher Nolan, ressalto, em um de seus bons filmes.

Ao passo que a preocupação em estabelecer Jack Joyce como um herói não-blasé era inevitável, fui totalmente surpreendido pelas tramas que compõem presente, passado e futuro do que conhecemos como tempo. A sensação inevitável de urgência, as reviravoltas e os desfechos de cada personagem são pontos extremamente fortes no jogo, assim como diversas escolhas criativas que merecem elogios. Algumas delas são os pontos de ruptura, a sensação ininterrupta de correr contra uma ameaça iminente, a presença das bifurcações e os efeitos das nossas escolhas. É tudo tão forte, que eu realmente me questionei como seria ter o poder de controlar o tempo em mãos, e se eu estaria pronto para enfrentar as consequências dessa possibilidade.

Não bastasse o apontado, ainda temos a presença de uma transmídia dentro da própria mídia original que funciona como uma surpresa gratificante. Entendo Lake nesse momento, pois seria um tremendo desperdício não agraciar o mundo com as atuações não-interativas do elenco de peso contratado em Quantum Break.

O único ponto falho, para mim, é a jogabilidade, que infelizmente acabou se repetindo aqui e acolá nas minhas últimas experiências com a Remedy. Sinceramente, achei que fosse dar uma nota muito menor por conta disso, mas é necessário levar em consideração que os desenvolvedores entregaram um experiência que, mesmo com defeitos, se manteve fiel do início ao fim em sua primeira tentativa de lançar um título no motor gráfico Northlight. Testemunhas dizem que Control correu após a caminhada perversa da gameplay de Quantum Break (e espero realmente que seja esse o caso).

Diante dos pontos elencados, a aventura de Jack Joyce ficará marcada para sempre como uma das boas experiências que pude experimentar, e espero honestamente continuar me surpreendendo com as escolhas criativas da Remedy no futuro.

Remedy writing one of the best time-travel stories in not just video games, but fiction overall more than makes up for the generic gameplay. Also may not be enjoyable for those who have to pay attention to something without touching a button for more than 20 minutes.

The definition of "I only played this because it was on Game Pass".

Remedy has to stop giving all their "good stories but half-baked gameplay" IPs to Microsoft because this game is just begging for an Alan Wake 2-tier sequel. There are a few moments where the otherwise standard (but very well-written) time travel plot veers ever so briefly into rad as hell territory, but those aspects of the narrative never get their proper moment in the sun and are largely left for us to speculate about. I would love to see what Sam Lake and his merry band of madlads cook up with those concepts now that the foundation of this world has been firmly established, but alas, Quantum Break is likely locked up in the Recycle Bin alongside Internet Explorer for the foreseeable future. Ah well, at least we've got legally distinct Tim(e) Breaker and Warlin Door now.

I'd give this a solid "check it out" even if I can only muster to rate it "good", because there's a wonderful sense of ambition on display here. Like, love it or hate it, you're not gonna find another game that plays full, live-action TV show episodes with dynamic content based on decisions you made in the gameplay segments in between its narrative chapters. Most people would call that very concept absurd just due to simple logistics, but Remedy will not be dissuaded by such mundane troubles. Sure, the episodes are shot like the digital display ads you might find in a dentist's office between fillings, but goddamn I'll give them props for going for it all the same.

Of course, it helps that Lance Reddick brings his best to every scene he's in, because that's just how he rolls. Rest in peace, man - gone too soon for real.

Depois de dois dos jogos mais bem dirigidos e inspirados que já vi, Control e Alan Wake 2, decidi que ia me aventurar nos outros títulos da Remedy e aqui estamos. Entre os que joguei, é perceptível que são histórias brincando sobre contar histórias, e o que seria melhor para fazer isso se não uma história de viagem do tempo?

Sendo direto, é com muita frustração que eu digo que tenho sentimentos mistos com Quantum Break. São tantas ideias boas, e assim como a grande maioria de tramas de viagem no tempo, é lotado de clichês, mas consegue estabelecer um universo com inspirações muito interessantes pra se explorar e eu gosto bastante desse negócio de ser multimídia. Mas infelizmente o jogo tem vários pontos negativos que carregam essas ideias pra baixo, e o principal dos problemas é a execução. A narrativa, mesmo com alguns conceitos complexos e bem pensados, acaba ficando meio superficial e pra entender algumas coisas você tem que ler documentos disponíveis no jogo, mas esses documentos são MUITO extensos, confusos e quebram completamente o ritmo. A suspensão de descrença em alguns momentos vai pro caralho (como um personagem baleado no ombro, que perdeu sangue pra caralho, lutando igual o Rambo com uma cacetada de inimigos) e talvez por estarem pensando numa sequência, ficam algumas pontas soltas e acaba nos dando zero informações sobre o que aconteceu com alguns dos personagens que acompanhamos.

As ideias visuais são boas, por mais que não chegue nem perto de ser tão impressionantes como os outros jogos do estúdio. A gameplay também é uma versão inferior do que vemos em Control, mas é bem dinâmica e não chega a ficar repetitiva pelo jogo ser curto. Os atos acabam muito do nada, mas esses episódios em Live Action, que separam cada ato, são provavelmente a melhor coisa do jogo, pela inventividade e coragem de trabalhar com algo do tipo, eles adicionam uma camada interessante pra história, e Liam Burke é o personagem com mais carisma no jogo, apesar de que todos os personagens nessa "série" live action têm um final broxa, pelo menos pela rota que segui,.

É mais um jogo ambicioso da Remedy, com propostas interessantes, mas talvez por ser curto, acaba tudo sendo trabalhado de forma rasa, e pra cada ponto positivo, parece ter um negativo. Quantum Break é um jogo com muitas ideias mal aproveitadas, mas até que foi divertido e jogaria novamente pra descobrir se as escolhas realmente mudam muita coisa.

pra mim o "tchans" da remedy é essa vontade incessante de fazer histórias sobre histórias, apontando pra artificialidade delas mas com a certeza que essas artificialidades (clichês, "tropes", vontades, leituras metalinguísticas) não deveriam atrapalhar nunca a verdade que as histórias carregam. todos os jogos deles são sobre esses mitos e arquétipos sem nem subvertê-los mas mostrando que existe um valor intrínseco na criação da história em si, seja ela através de jogo, ou filme, ou música ("find the lady of the dark...") ou quadrinho. essa calhou de ter os melhores ternos da história dos videogames.

After playing this I really need Tenet adapted into a game helmed by Remedy. Pretty unique stuff here for a video game. It's got some of the best world building potential I've seen in a game. Gameplay is a bit clunky and it's another abysmal pc port but the story kept me engaged throughout, like yeah the tv show could've used better writing and depth, even then it maintains a solid ambiguity throughout. Also like how you're in a weird dilemma at the end of each Act playing as the antagonist making choices, it's like you ponder if you wanna make a choice that's favourable to the current character that you're controlling (Antagonist) or screw him over since he's the antagonist and since you mostly see yourself playing the protagonist and support his actions. Act 4 is amazing, like it barely had anything to offer gameplay wise and Jack/Beth were too dumb to let Amaral change the coordinates like that, but everything post that, those bits in 2010 were amazing. The combat system is innovative but because the gunplay is so trash, the combat at times doesn't feel satisfying. The story when I completed felt like a decent time travel fiction that deserved to be experienced, but after I watched this one YT video that puts all the events in a chronological order, I was amazed at the detail the story had outside the cutscenes, like the story we saw in the form of cutscenes, dialogues and tv episodes were just a fragment, cuz there was so many hidden details in the form of intel and documents that you could optionally find. My jibe here is they could have integrated all that story, mystery about Shifters, Martin Hatch, Kim, the end of time into the main game content instead of dispersing it into collectibles even more so when they had the luxury of playing a tv episode after every Act. When I played the game I skimmed through all these docs without paying much attention and this YouTube video by "YourFavouriteSon" caught me up with brief details about those content. This game definitely deserves a sequel and is a really interesting one. I feel like Remedy has made amazing games so far, with no misses yet as I'm still due to play Control and Alan Wake 2. Also yeah the boss fight at the end was abysmal. Who knew Xbox had one of the best exclusives. Massively underrated game. I also recommend on watching that YT video by "YourFavouriteSon" once you're done with the playthrough.

Terribly underrated and even a little too hated from what I've seen on Steam. It's not perfect but none of the game's flaws are real deal breakers unless you have Beth Wilder's ever dwindling level of patience. Gamers whine about everything these days and can't simply have fun anymore without constantly feeling the need to overly scrutinize every single pixel they come across.

I mean, come on... you can manipulate time in this game (!!!), it has some genuinely impressive level designs, you get a fun little TV Show with Lance Reddick and Aidan Gillen (who unintentionally turns out to be kind of hilarious as Paul) and while the writing fluctuates and strays a bit from "peak Remedy" it has some really great moments. Which are especially present in the details, aka. all those scattered notes, emails and documents.

Some of you guys just need to take a step back and approach games with a little more whimsy again because that is what gaming is essentially all about! :)

(oh you died to the boss 50 times on hard? stop crying on the internet, thats a skill issue. get good. hop on a souls game and then we'll talk. nerd lmfaooo)

I love time travel. I love thinking about its possibilities. It's one of those concepts that i love seeing being handled extremely well in any piece of media, and Quantum Break is exactly that. However lacking this game may be in any other area it handles its core theme in such a meticulous way that i can't help but admire.

Anyways, this is an interesting one. I'd probably find the tv show gimmick lame as hell considering this came out in the Xbone era if it was made by ANYONE but Remedy, it just makes sense y'know? They've always incorporated live action elements in their games that merging a game with a tv show to tell the story just feels like the natural progression to their way of making stories.

So Remedy is perfect for this kind of concept, surely it's gonna be great right? right? well............eh?

I like a lot about this game, I'm not gonna give 3.5 stars to something i disliked or thought was just okay. I just feel like it could've been...so much more. The time travel shenanigans are handled extremely well, and fits really well with the general aesthetic. The game looks pretty as hell and the stutters are always cool whenever they happened. However, I just feel like they could've included that stuff in the gameplay so much better than just, helping you shoot people better. It feels like such a missed opportunity.

Not that I dislike the shooting and everything, i think it's fun (except for that final boss fight fuck that). But that only really makes me sadder that it's not used for much beyond that bar some of the coolish platforming.

I mentioned how great the writing is, but the dialogue kinda leaves a lot to be desired, a lot of it just does not flow well at all and most of the time i just wanted Jack to shut up and stop talking forever. The characters are pretty great overall though. While Jack as a character isn't all that great his role in the story is pretty perfect for the game's theme of time travel not being able to change major events whatsoever. Serene, Beth, Martin, and Burke are also some of the other highlights.

Speaking of the writing, I love reading documents and side material in games i'm intrigued by as much as the next guy but it's kinda ridiculous in this game how much stuff you can miss by simply avoiding it. My brain is built incorrectly so i couldn't progress any of the areas until I read every single piece of document in those and let me tell you, there's a LOT.
don't get me wrong they're good! a lot of them are written really well, I just feel like a lot of that stuff should've just been included in the main story. However i'm not gonna nitpick on this too much to not come off as hypocritical considering I'm one of those people that think the cassette tapes in Peace Walker/MGSV is the best type of side content in the Metal Gear Games.

The ending is probably the best i could've asked for, it could be interpreted as a lame sequel hook but I'd honestly prefer if a sequel never gets made. It'd make the ending so much less cooler IMO.

But yeah, cool game! The Alan Wake references were pretty cute. I don't know when i'm gonna exactly play Control but it does seem pretty similar to this one so i'm pretty excited for that eventually.

Já tinha zerado (e gostado muito) o jogo no lançamento em 2016 pra xbox one e resolvi "rejogar" agora em 2023.

Historia simplesmente magnifica, com uma trilha sonora ótima. Atuação impecável com um elenco incrível. Quantum Break realmente (na minha visão) envelheceu muito bem. Os comandos são bons e a qualidade gráfica consegue ser igual ou melhor que jogos lançados ultimamente.

Diferente do que muita gente achou da série, eu gostei bastante pq te da uma outra visão dos acontecimentos.

Não tive nenhum bug grotesco fora um npc ou outro rodopiando no combate, e minhas únicas criticas são sobre os 30fps cravados para cutscenes in-game e o draw distance para vegetação que é muito curto em alguns lugares.

Nunca vou perdoar a MS por não ter feito uma sequencia desse jogo.

The gameplay left a first impression that had me pacing around my apartment with my head in my hands wondering why nobody talks about this game. My second session mostly consisted of watching the live action TV show portion, which is for some reason presented via streaming instead of being stored as local video files, buffer and eventually tell me my internet was too bad to watch it.

Your exceptional qualities are obvious.


Pretty meh gameplay but fascinating time travel story that follows the Novikov self-consistency principle as damn close to perfectly as possible from what I could tell (i.e. no glaring plot holes). Quite a bit more collectibles text reading than I expected but they were mostly very interesting so that ended up a positive. Aiden Gillen and Lance Reddick's (RIP) performances were amazing. The hybrid game/movie aspect was interesting but I probably wouldn't seek that out again [played this after Control as my 2nd Remedy game]

This one really hurts, and I mean that. I was pleasantly surprised when I began this game by the quality of its writing. It's genuinely very impressive, and the premise is very interesting. I would've loved to see where the plot was going.

However, I literally could not. This is possibly the most broken game I have ever played (and I played Cyberpunk 2077 on PS4 day 1). This isn't just glitchy, it is progress haltingly broken. The amount of times levels would entirely break, with things not spawning, level triggers not going off, collision with terrain completely breaking, and being killed for reasons I cannot see or understand. It happened constantly, but the worst thing is that every single time it happened, something about my save would corrupt. Numerous times I was booted back to the very beginning of the level, because something near the end would break and I would insta-die to nothing. I suffered through this far beyond where I would for anything else, because I really wanted to keep playing and to see where the plot went, but there's only so many set backs I can endure.

The game feel is quite terrible. The movement is clunky and the gunplay feels strange. I had attributed this strange feeling to Jack Joyce, the character you play, being relatively unfamiliar with firearms, but that fact can only excuse so much.

Graphically, the game is quite nice, albeit bogged down by massive amounts of motions blur, and also a 30fps cap. This isn't something I normally complain about, but there's something about games from this era that are so close to looking like they do in 2024, but technically just missing the mark. The graphics and animations are great, but the system can't cope with it well enough. At least, that's my unknowledgeable stance on the matter. See also 'Ryse: Son of Rome' and ' The Order 1866' for more of what I mean.

The strongest part of this game to me was, very ironically, the TV episodes that you are sometimes obliged to watch. I can't say it's the greatest show ever produced, but it sure beats playing the game; the story can shine without the game bogging it down. I'd a mind to watch the rest of this game on YouTube, from the perspective of someone who presumably didn't have so many game breaking issues, but ultimately I'll probably just move on. I will lament what could've been though, it really saddens me that something so promising was attached to a game this badly made.

Control and Alan Wake 2 are in my top 5 of all time so I love Remedy and while I respect the ambition here, the gameplay was lacking quite a bit for me.

A great twist on the normal 3rd person shooter format which continues to propel remedy up as one of my favourite developers.

This games gameplay is so fun and really carries the narrative in this case. The story is very interesting mind you and I think the idea of paring it with a live action series was very unique. I was surprised to see a lot of faces that i recognised most notably Aiden Gillen, Dominic Monaghan and the late great Lance Reddick who all give very good performances.

In terms of a protagonist Jack Joyce is your stereotypical action hero who unfortunately falls under that "Never used a gun before but has no problem gunning his way through hundreds of people" schtick.

The gameplay though is where it's at. The time manipulating abilities make combat sections so fun to play through and make this game so much more enjoyable. The gun combat is pretty good but the enemies are total bullet sponges with unarmoured enemies taking 20 AR bullets to the chest before going down.

The story is very short only consisting of 5 acts with 3 parts each, very easy to blast through and does have some replay value with the different choices which can be made at the end of each act. The overall narrative about time collapsing is very interesting but one complaint I have is that it pushes too much of the narrative onto finable emails/audio logs, and these are normally very long and can completely kill the pacing if you were to stop and read them all. Also i found that characters would appear and disappear throughout the story but im not sure if that was just down to the path i took with the choices. I think they push too much of the story onto optional content and that can leave it very confusing at times. I would recommend for the gameplay alone with the decent story as a nice bonus