Not feeling this game at all. I'm surprised usually my opinion is the same as majority of GAF but it's the opposite for the Gamescom Xbox games.
So just like the majority of GAF then?
Not feeling this game at all. I'm surprised usually my opinion is the same as majority of GAF but it's the opposite for the Gamescom Xbox games.
http://www.destructoid.com/sam-lake-explains-quantum-break-s-television-show-tie-in-297302.phtml
Nice write-up from Destructoid detailing the show integration.
I dunno why but the TV show is giving me a Fringe feel. Fringe is awesome!
So just like the majority of GAF then?
Some gifs from the high quality video. Shame it is so short.
Wait, this is also on 360?
https://www.youtube.com/watch?v=dXTNNlGJoJM
Video on the cast and some details on show to game integration . Don't think this has been posted before?
Wait, this is also on 360?
Does it remind anyone else of Max Payne? Lots of slow motion and the shooting looks incredible.
Remedy are the creators of Max Payne, so yeah.
Not feeling this game at all. I'm surprised usually my opinion is the same as majority of GAF but it's the opposite for the Gamescom Xbox games.
So just like the majority of GAF then?
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.
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.
I don't remember Jack looking like Shawn Ashmore in previous demos or am I crazy?
edit: wrong thread! ignore
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.
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.
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 . 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 .
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 . 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 .
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.
Some gifs from the high quality video. Shame it is so short.
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!
"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."
Thermoses! But with a meaning!
http://www.polygon.com/2015/8/6/9107169/quantum-break-details-gamescom-xbox-one-remedy-sam-lake
Thermoses! But with a meaning!
http://www.polygon.com/2015/8/6/9107169/quantum-break-details-gamescom-xbox-one-remedy-sam-lake
Thermoses! But with a meaning!
http://www.polygon.com/2015/8/6/9107169/quantum-break-details-gamescom-xbox-one-remedy-sam-lake
Thermoses! But with a meaning!
http://www.polygon.com/2015/8/6/9107169/quantum-break-details-gamescom-xbox-one-remedy-sam-lake
Awesome to hear!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 . 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 .
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 . 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 .
Thermoses! But with a meaning!
http://www.polygon.com/2015/8/6/9107169/quantum-break-details-gamescom-xbox-one-remedy-sam-lake
That sounds rad... If this game doesn't move units, I don't know what will. MS needs to advertise this as aggressive as CocaCola.
It does look amazing. Can't believe the Xbox One is pumping out those visuals.
http://www.ign.com/videos/2015/08/0...ing-the-vision-to-life-ign-live-gamescom-2015Actor Shawn Ashmore and Creative Director Sam Lake discuss the merger between TV and games.
Quantum Break: Bringing the Vision to Life - IGN Live: Gamescom 2015 9:31
http://www.ign.com/videos/2015/08/0...ing-the-vision-to-life-ign-live-gamescom-2015