The whole live-action half follows characters working in Monarch. The interesting thing, and the reason Quantum Break is half-game/half-TV show, is that much of the story actually takes place on the Monarch side of the lines. That’s the main quandary here, and it’s appreciably less black-and-white than your average video game. They’ve developed an Ark, a secret facility where they can keep time running and hopefully “solve” the End of Time. Jack’s main obstacle is the shadowy Monarch Corporation, a company founded seemingly in preparation for the End of Time. …Unless you have the technology to counteract it. There are five acts to Jack’s story, centered around him and his quantum physicist brother William trying to prevent the “End of Time,” which-corny name aside-is a moment in the future where time will seemingly unravel and freeze forever. It actually makes the game laughably easy on the PC, and belies the fact this game was clearly built and balanced around a controller’s imprecision. You run into a room, dodge around, slow down time, crack off a bunch of one-hit-kill headshots with the heavy pistol, and repeat. With it, Quantum Break plays pretty much like Max Payne. Oh, and conveniently endowing you with time-warping powers that allow you to freeze time, dash/teleport like a maniacal human pinball, and make time…explode? Something like that. To absolutely no genre fiction fan’s surprise, Paul’s time machine pretty much explodes, opening a fissure in time and essentially kickstarting the end of the universe. bland shooter guy-being called to the local university to meet with your old buddy Paul Serene, who just so happens to be a millionaire building a time machine. The game opens with you-Jack Joyce, a.k.a. The universe/aesthetic here isn’t quite as memorable as either of Remedy’s previous games.īut it’s undeniably Remedy, and undeniably weird. What makes the whole situation more criminal is that Quantum Break is damn good, though probably not an instant classic like Max Payne, or even a cult-classic like Alan Wake. Hell, I personally upgraded my desktop to Windows 10 for Quantum Break after nine months of putting it off. As was Gears of War: Ultimate Edition, another Microsoft-published game, which was a dumpster fire when it launched. Worse still, Quantum Break is supposed to be a big DirectX 12 showcase for Microsoft. This kind of corner-cutting usually doesn’t happen when you start off development with the PC in mind. It certainly doesn’t feel like a PC version was planned from the start, regardless of whether (as Sam Lake told MCV last month) Remedy was “pushing for” it. I have no means of knowing whether this is the case, but it smells like Microsoft or Remedy last-minute decided to bring Quantum Break to the PC. I thought it was just a film grain issue. That certainly accounts for the blurriness around the edges of faces. Oh, and instead of running natively at 1080+ resolutions, the game instead bizarrely upscales from 720p, like the Xbox version, as Digital Foundry documented. The problems here are more akin to the first Dark Souls PC port: A general lack of polish, sparse graphics options, ( apparently) poor optimization, a 30 frames-per-second lock that doesn’t even work, no SLI/CrossFire support, and load-stuttering because the game was apparently built for SSDs (despite the fact the Xbox One only has a 5200 RPM hard drive).
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