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Quantum Break Gameplay (Gamescom 2015)

shandy706

Member
I'm really feeling this game. I normally wouldn't say things like that. I agree with everyone on GAF that says it looks amazing.
 

GeoramA

Member
The action and visuals, damn this look amazing. Remedy's still got it.

Don't like the use of familiar actors in-game, just seems lazy. And the live-action stuff...lol, looks like sci-fi channel levels of stupid. But minor gripes aside, I'm pretty excited.
 

Detective

Member
The game and the concept just looks amazing. Love remedy games.

Watched the comparison video of old and the new build several times. Really love how it looks now.
 
Some gifs from the high quality video. Shame it is so short.

DevotedShamefulCleanerwrasse.gif

ThirdDecimalCarpenterant.gif

BelatedHatefulArchaeocete.gif

EducatedSelfassuredIndianpalmsquirrel.gif

Wait, this is also on 360?
 

VinFTW

Member
Can't get over how incredible this game looks. Both visually and mechanically.

Just looks so addicting to play, like Max Payne was back in the day.
 

jaypah

Member
This game is still looking dope as fuck. It's dripping style and the gameplay looks like my mug of beer too.
 

chadskin

Member
So how do they keep this from being a repetitive time stop > Shoot > Timestop > Move?

Maybe add a lot of interactive things in the environment? I don't know, just asking.

That's probably the main question for me, too, and one they haven't really directly answered yet (at least not that I'm aware of). Last years footage has a time/usage indicator for the time stop ability in the bottom right corner, the orange bar:

I would guess they're going to balance it in the final game in a way to not make you as OP as it appeared thus far. Plus, there are enemies which are not affected by the time stop, so they'll probably change things up quite a bit as well.

Overall, though, given that this was (probably?) the last really big showing of the game before release, it was a bit odd we didn't really gain any new insight into the various elements of the game, in particular the story and the gameplay. In other words, I haven't really learned anything new about the game I didn't know/saw before in one way or another, save for the Hollywood celebs they signed up.
 
Visually it looks great. I'm just wondering how the gameplay will work out. Looks like it might get tiring, Wasn't exactly sold on it by the clip. Will still probably buy it day 1 since I like the idea and story and it looks like they are putting a lot of effort into this
 

derFeef

Member
http://www.destructoid.com/sam-lake-explains-quantum-break-s-television-show-tie-in-297302.phtml

The given example of a junction moment is where evil corporate bad guy Paul Serene has to either: 1) kill a student activist who's witness to some shady things or 2) threaten to murder her family to bend her into submission. Both bad, one less bad, I suppose. Her death, should you choose, is reflected in the protest scene from last year's trailer. On the other hand, should she live, she becomes Jacks ally, helping to dig up dirt on Monarch.

Neat! This will make multiple playthroughs really interesting.

The show elements are 20 minutes, it seems.
 
That's probably the main question for me, too, and one they haven't really directly answered yet (at least not that I'm aware of). Last years footage has a time/usage indicator for the time stop ability in the bottom right corner, the orange bar:


I would guess they're going to balance it in the final game in a way to not make you as OP as it appeared thus far. Plus, there are enemies which are not affected by the time stop, so they'll probably change things up quite a bit as well.

Overall, though, given that this was (probably?) the last really big showing of the game before release, it was a bit odd we didn't really gain any new insight into the various elements of the game, in particular the story and the gameplay. In other words, I haven't really learned anything new about the game I didn't know/saw before in one way or another, save for the Hollywood celebs they signed up.

I'm pretty sure it'll at least be at the next VGX or VGA or whatever the fuck it's called now.
 
My only worry right now is the prevalence of cover. I barely ever took cover in Max Payne and never in Alan Wake. For me, Remedy games have always been about moving around. Cover is, like, the opposite of that. D:

Otherwise, day one.



um, that's super cool of them, and it's awesome they do that. Buying devs and forcing them first-party sucks.

Few words on the cover (as I've seen that mentioned a few times): we use a dynamic cover system, aka it's automatic. There isn't any player input to go into cover, Jack will do it automatically when you're near a valid object. Think of it as a non-cover based shooter, where the character will keep low to avoid getting shot :p. You shouldn't be worrying about taking cover, we want you to focus on other things.

Our core moment-to-moment gameplay when in combat is intended to be very free. Lots of moving around the play space, rather than necessarily being hunkered down in cover taking pot shots. Most of our combat spaces are large in size to push movement around the space - and we try and encourage this with some of the Time Powers (which I'm sure we'll talk more about at a later date). That being said, when you're low on health and being suppressed, you'll appreciate Jack taking cover for you :).
 

Prine

Banned
Few words on the cover (as I've seen that mentioned a few times): we use a dynamic cover system, aka it's automatic. There isn't any player input to go into cover, Jack will do it automatically when you're near a valid object. Think of it as a non-cover based shooter, where the character will keep low to avoid getting shot :p. You shouldn't be worrying about taking cover, we want you to focus on other things.

Our core moment-to-moment gameplay when in combat is intended to be very free. Lots of moving around the play space, rather than necessarily being hunkered down in cover taking pot shots. Most of our combat spaces are large in size to push movement around the space - and we try and encourage this with some of the Time Powers (which I'm sure we'll talk more about at a later date). That being said, when you're low on health and being suppressed, you'll appreciate Jack taking cover for you :).

It's a stunning display of combat, and of course your hiding aspects aspects to not spoil the game. I had no idea about the auto cover, thanks for pointing that out.

Looks amazing, probably the best looking agame yet, well done!
 

valkyre

Member
I may have missed a few episodes in regards to this game, but bare with me, is it marketed as a 3rd person shooter, or a more adventure/shooter type of game?

Because from the initial teaser I was very intrigued with the whole investigation time oriented stuff, and from the 2 gameplay vids that have been released so far, all I see is non stop shooting with a seemingly overpowered set of abilities(could be for demo purposes though). It reminds me of Max Payne with scifi elements. Which isnt a bad thing per se, just not what I thought the game would be.

Have they said anything about, puzzles, investigation etc etc?
 

derFeef

Member
Few words on the cover (as I've seen that mentioned a few times): we use a dynamic cover system, aka it's automatic. There isn't any player input to go into cover, Jack will do it automatically when you're near a valid object. Think of it as a non-cover based shooter, where the character will keep low to avoid getting shot :p. You shouldn't be worrying about taking cover, we want you to focus on other things.

Our core moment-to-moment gameplay when in combat is intended to be very free. Lots of moving around the play space, rather than necessarily being hunkered down in cover taking pot shots. Most of our combat spaces are large in size to push movement around the space - and we try and encourage this with some of the Time Powers (which I'm sure we'll talk more about at a later date). That being said, when you're low on health and being suppressed, you'll appreciate Jack taking cover for you :).

Cool, cool. I like open spaces in combat scenarios without obvious "hide here" obstacles, just like in Alan Wake.


edit: The wallpaper on the xbox page, although upscaled to 1440p, seems to be an indicator of ingame IQ? (choose wide)
http://www.xbox.com/en-us/wallpapers/#/items/time-shield
 
I still don't quite get the concept of the 'TV show'. It just seems like the game has FMV cutscenes every now and then. I mean, you play a bit, watch some of the 'TV show', play a bit more, etc, right? And your actions in the game have an impact on the show? Isn't that just a game with a branching storyline and FMV cutscenes?

I mean, don't get me wrong, I think it sounds cool, but I feel like they're just creating unnecessary confusion by constantly referring to it as a TV show. When the game was first announced I thought they were actually making a network TV show with the storyline governed by the most commonly-picked choices from everyone who played the game or something.
 
I still don't quite get the concept of the 'TV show'. It just seems like the game has FMV cutscenes every now and then. I mean, you play a bit, watch some of the 'TV show', play a bit more, etc, right? And your actions in the game have an impact on the show? Isn't that just a game with a branching storyline and FMV cutscenes?

I mean, don't get me wrong, I think it sounds cool, but I feel like they're just creating unnecessary confusion by constantly referring to it as a TV show. When the game was first announced I thought they were actually making a network TV show with the storyline governed by the most commonly-picked choices from everyone who played the game or something.

From what I understand, you're forced to watch the tv show part, so in theory you could just play the game and binge the show afterwards.

And since each episode is 22 minutes long, it would be unfair to call it a FMV cutscene and it's closer to a short tv episode.
 

Montresor

Member
Some gifs from the high quality video. Shame it is so short.

DevotedShamefulCleanerwrasse.gif

ThirdDecimalCarpenterant.gif

BelatedHatefulArchaeocete.gif

EducatedSelfassuredIndianpalmsquirrel.gif

Thank you for this. These gifs look amazing.

Is there any gif of the sequence from Gamescom where in fast-forwarded time, the time machine's history from concept stage to completion is being built?
 

solis74

Member
It's a stunning display of combat, and of course your hiding aspects aspects to not spoil the game. I had no idea about the auto cover, thanks for pointing that out.

Looks amazing, probably the best looking agame yet, well done!

Ditto :)
 

Revengineer

Unconfirmed Member
Was NOT expecting Quantum Break to be this, but I am pretty fucking happy.

Looks a lot like a mix of Uncharted and maybe Infamous with the time powers. I was pretty fucking wowed at the "broken time" fight with the baddies with backpacks.

Neat.
 

derFeef

Member
Thermoses! But with a meaning! ;)

"We are doing things like something that we are calling butterfly effects," Lake says. "There are certain trigger points in the levels that, if you trigger it, it's the beginning of a butterfly effect, and then there is a chain of events, these kind of unforeseen consequences, and you'll see something happening in the show. And with that, you are getting a certain collectible.

"Then again, the other side around, they are certain props that contain information that you see in the show, which you miss if you don't watch the show. And by finding those specific props in the following act in the game, we are unlocking further content for you."

http://www.polygon.com/2015/8/6/9107169/quantum-break-details-gamescom-xbox-one-remedy-sam-lake
 
Few words on the cover (as I've seen that mentioned a few times): we use a dynamic cover system, aka it's automatic. There isn't any player input to go into cover, Jack will do it automatically when you're near a valid object. Think of it as a non-cover based shooter, where the character will keep low to avoid getting shot :p. You shouldn't be worrying about taking cover, we want you to focus on other things.

Our core moment-to-moment gameplay when in combat is intended to be very free. Lots of moving around the play space, rather than necessarily being hunkered down in cover taking pot shots. Most of our combat spaces are large in size to push movement around the space - and we try and encourage this with some of the Time Powers (which I'm sure we'll talk more about at a later date). That being said, when you're low on health and being suppressed, you'll appreciate Jack taking cover for you :).
Awesome to hear!
 

Frog-fu

Banned
Few words on the cover (as I've seen that mentioned a few times): we use a dynamic cover system, aka it's automatic. There isn't any player input to go into cover, Jack will do it automatically when you're near a valid object. Think of it as a non-cover based shooter, where the character will keep low to avoid getting shot :p. You shouldn't be worrying about taking cover, we want you to focus on other things.

Our core moment-to-moment gameplay when in combat is intended to be very free. Lots of moving around the play space, rather than necessarily being hunkered down in cover taking pot shots. Most of our combat spaces are large in size to push movement around the space - and we try and encourage this with some of the Time Powers (which I'm sure we'll talk more about at a later date). That being said, when you're low on health and being suppressed, you'll appreciate Jack taking cover for you :).

This sounds fantastic.
 
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