Sunday, October 16, 2016

Running Out of Time



Having waited 6 years to finally play Alan Wake, I knew I didn't want to repeat the same with Quantum Break. After all, life is just too short to wait around. 

I didn't think Quantum Break would get a wider release on Steam let alone a fancy retail edition. When the timeless edition was announced, I knew I just had to get it despite costing more than double the Steam price. After all, the previous Remedy games distributed by Nordic were all stellar and well worth the money. I even pre-ordered it on Amazon when I couldn't get a confirmation from any local dealers whether they would stock this. Luckily for me, the amazon order got delayed in time for me to cancel it when I found a copy at the local store during the first week of release.

Somehow the events leading to getting the game is more interesting than the game itself. The game is still good but it isn't a timeless classic like the original Max Payne. I have loved Remedy games since the first Max Payne as we shared the same love for Hong Kong cinema. Selling off the Max Payne IP wasn't a total disaster when the property is in capable hands like Rockstar studio. It could have easily ended up like the Fallout series in Bethesda studios hands.

Quantum Break was the first time I felt Remedy games was trying to capture the old Max Payne magic again. Alan Wake was a great bold departure for the studio and although it wasn't as innovative as Max Payne, it was still one of the better horror games I have seen. The only problem I had with Alan Wake was I felt that the story was getting in the way of the game at times. Quantum Break has similar issues, in fact far worse considering this is science fiction and not a horror/supernatural story. The logic of time traveling is simply not explained or logical enough to lend the story credibility. 

I remember reading in the Max Payne manual that Max has the ability to slow down time in bullet time but don't ask how, just go along with it. Sure it's the easy way out but it works and in the end, nobody was really asking why bullet time exists. It felt like Remedy was trying to come up with a logic for how bullet time exists with Quantum Break. The game is fun when you get to play it in between the horrible TV show that was made in conjunction with the time. But I didn't fully understand the story because Remedy never took the time to lay down the rules of time-traveling in this story. It has choices that greatly affect how the story unravels so I'm definitely going to play it again soon. 

But finishing QB for the first time left me a little disappointed. It felt like it spent too long in development hell and ideas were never fully realised, the game is surprisingly short when you discount the TV show running time. I certainly won't mind having more levels of gun fights in this game but it's pretty clear than Remedy ran out of time and money making this game.