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Quantum Break
Quantum Break
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Quantum Break
Promotional cover of Quantum Break featuring the game's protagonist, Jack Joyce
DeveloperRemedy Entertainment[a]
PublisherMicrosoft Studios
Directors
ProducerMiloš Jeřábek
DesignerKyle Rowley
Programmers
  • Mikko Uromo
  • Otto Kivling
ArtistJanne Pulkkinen
Writers
  • Mikko Rautalahti
  • Tyler Burton Smith
Composers
EngineNorthlight Engine
Platforms
Release5 April 2016
GenresAction-adventure, third-person shooter
ModeSingle-player

Quantum Break is a 2016 action-adventure third-person shooter video game developed by Remedy Entertainment and published by Microsoft Studios for Windows and Xbox One. The game centers on Jack Joyce (Shawn Ashmore), granted time manipulation powers after a failed time-machine experiment, as he comes into conflict with former friend Paul Serene over how to deal with an apocalyptic "End of Time". In addition, the game includes platform game elements in less action-oriented segments. There are also "junction points" that affect the game's outcome. The game features episodes of an integrated live-action television show, featuring the actors of the characters. The characters interact with the player's choices, displaying the results of the decisions made.

The game originally was envisioned as a sequel to Remedy's previous game, Alan Wake. The game's focus was shifted to time travel, as Microsoft wanted a new intellectual property with interactive storytelling. The team consulted scientists while creating the fictional science in this game. While the video game portion was developed internally by Remedy and directed by studio veteran Sam Lake, the TV side of the game was produced in collaboration with Lifeboat Productions and directed by Ben Ketai. Alongside Ashmore, the game features actors Aidan Gillen and Lance Reddick portraying important roles in the game. The game uses a new engine developed by Remedy, the Northlight engine, and a technology called Digital Molecular Matter.

The game was announced in mid-2013 and was set to release in 2015, but its release was delayed to avoid competition with other Xbox One exclusives. It was well received, with critics praising the game's graphics, gameplay, presentation, performances, and story. Critics had mixed opinions regarding the platforming elements, the convergence of video game and television, and the overall quality of the TV show. The Windows 10 version was criticized for its technical issues. Quantum Break was the best-selling new intellectual property published by Microsoft since the launch of Xbox One, though the record was broken two years later by Sea of Thieves.

Gameplay

[edit]
In this screenshot, the player character is using Time Stop to defeat enemies.

Quantum Break is an action-adventure video game played from a third-person perspective. Players play as Jack Joyce, who has time manipulation powers in a world where time stutters, making everything freeze except Joyce.[2] Players face a variety of enemies, including Monarch security guards; Strikers, who are equipped with specially designed suits which allow them to manipulate time;[3] and Juggernauts, heavily armored enemies equipped with very strong firearms.[4] Different enemies have different behaviors, and the game requires players to deploy different tactics and strategies in order to defeat them.[5]

To defeat enemies, players can make use of various offensive and defensive abilities. Jack can find four types of firearms: pistols, assault rifles, shotguns, and carbine rifles.[6] He also possesses several types of time manipulating powers. "Time Stop" freezes time around enemies with a time bubble. If the player shoots an opponent trapped in the bubble, its power amplifies, and the bullets will kill the enemy when the bubble vanishes after a short period of time.[3] "Time Rush" allows Jack to dash next to an enemy and perform an immediate melee takedown.[7] He can also use this power to speed up time and dodge between cover to confuse unaware enemies as to his location.[8] "Time Blast" levitates enemies and freezes them.[5] The defensive ability "Time Shield" deflects all incoming damage, while "Time Dodge" allows players to dash quickly to evade attacks. Most of these time manipulating powers have a short cooldown period after use.[9] In combat, Jack automatically takes cover when he is standing next to environmental objects.[10] However, the artificial intelligence in the game is designed to push the player out of cover by coordinating enemies with each other.[11]

Jack has other time powers that are not used in combat. "Time Vision" reveals points of interest, and highlights interactive objects and enemies.[3] "Time Echoes" allow him to replay past events, providing additional information about the story.[12][13] The game features several types of collectibles known as "narrative objects",[14] including quantum ripples, documents, computers, and media. Players can collect "chronon sources", which can be used as experience points to purchase time power enhancements.[5] There are also less action-oriented segments in the game, where players have to solve environmental puzzles, which usually function as a 3D platformer.[15] With time stuttering and collapsing, objects may get trapped in a time loop and either become platforms for players to proceed into the next section of the game, or create dangerous environmental hazards, which are extremely unstable.[16][17] In the latter case they become obstacles that block the player's path. Jack can overcome them by using his time manipulation powers, such as slowing down or stopping time, so that he can proceed without getting hurt. He can also revive frozen non-playable characters at several specific points of the game.[18]

The gameplay splits into five acts. After playing through an act of the game as Jack Joyce, players take control of the antagonist Paul Serene for a pivotal concurrent decision that impacts the plot, before an episode of the digital show will play. In the game, the video game portion tells the story of the protagonists while the show tells the story of the antagonists. Players can make choices at the beginning of each episode of the TV show, also known as "junction points." These decisions influence the state of the game.[19][20] As Paul Serene has precognitive power, players can view the consequences of each choice before making a decision.[5]

Synopsis

[edit]

Overview

[edit]
Shawn Ashmore plays the story's protagonist, Jack Joyce.
Aidan Gillen plays the story's antagonist, Paul Serene.

Quantum Break is set at and around Riverport, where, due to miscalculations by Paul Serene, a time travel experiment goes wrong.[21] Doused in chronon radiation, the material that makes time travel possible, Jack Joyce and Paul Serene are granted time-based abilities; for example, both can freeze time and move at higher speeds, whilst a higher dose of chronons means Serene can see into the future to decide which choices to make in the present.[22] Additionally, the collapse of the machine damages the structure of time, causing a "fracture" that sporadically freezes the passage of time for all without time-travel abilities or the correct equipment. Joyce and his ally, Beth Wilder, are subsequently pursued by Monarch Solutions, a corporation founded by Serene.[23]

The rules of the story stress that time cannot be changed through traveller actions as per the Novikov self-consistency principle; Paul Serene gives an example of trying to save a dead vagrant he and Jack discovered in their youth, only to startle the vagrant and cause the fall that killed him when he goes back in time. Another enforced rule is that travelers can only move between machines located at different times using the same core: as such, it is impossible for the characters to travel back before the first power-up of the core, nor would they be able to travel between different time machines as the cores would be different. The game features narration from Jack himself.[24]

Plot

[edit]

Jack meets his best friend Paul Serene at a university in Riverport. He learns that Paul has been expanding on the physics work of Jack's estranged brother, William, and has built a time machine that works using chronon particles. Paul activates the machine, only for it to jam shut and break as William appears. Will demands Jack and Paul stop their actions, or else "time will break." The machine becomes unstable and douses Jack and Paul in chronon radiation that gives them time-based powers. Monarch Solutions soldiers appear and steal the time machine's core. Jack and Will meet the soldiers' leader in the library: an older, ruthless Paul. Paul demands that Will abandon trying to fix the time fracture. When he refuses, Paul orders the library demolished, leaves Will for dead, and takes Jack prisoner along with two witnesses, Nick and Amy. Paul, who can see possible futures, decides to suppress the night's events by force or public relations.

Jack escapes Monarch during a time stutter and rescues either Nick or Amy. Working off a clue with Beth Wilder, a friend of Will's working as double agent inside Monarch, Jack heads to the abandoned Bradbury Swimming Pool where he finds that Will has built his own time machine and a counter-measure to fix the fracture, called the Chronon Field Regulator (CFR). However, the time machine is inoperable. Jack suggests they kidnap Dr. Sofia Amaral, Paul's head of chronon research, in order to fix the time machine and go back in time to find the CFR. Learning she will be attending a Monarch gala, Jack surrenders to Monarch and learns that Paul was accidentally sent to the end of time, the terminal state of the time fracture, and escaped only by traveling in Will's machine back to its first activation in 1999. He spent the following years acquiring wealth and influence through his advance knowledge of events and founded Monarch Solutions. Escaping through the Monarch Labs, Jack and Beth pull Amaral out of the path of a hacked drone before it explodes. Beth escapes by the sea with Amaral while Jack steals Paul's car.

Paul is revealed to be dying from chronon syndrome. He lashes out at his second-in-command Martin Hatch, as Amaral was the only one capable of administering his treatment. Now paranoid, Paul places all of his trust in either Amaral or Hatch, who claims that Amaral left willingly with Jack. Paul recognizes Beth from security footage. She was also at the end of time and attempted to kill him.

Taking Amaral to the Bradbury Pool, Jack and Beth force her to help repair the time machine. With Will's documents noting that the CFR disappeared in 2010, Jack and Beth plot to head to 2010 and steal it, closing a causal loop. Beth steps into the machine as Amaral sabotages the computer and alerts Monarch. Leaving Amaral with Nick/Amy, Jack heads to 2010 and finds Beth, much older and disturbed. Beth explains that Amaral sent her to the end of time, where she met the younger Paul. Failing to kill him, Beth followed him back to the first activation in 1999 and stopped him from murdering Will. After directing Will to create the CFR, she has waited eleven years for Jack to arrive in 2010.

Beth and Jack reach Will's workshop and find the CFR, but Paul corners Beth and shoots her when she refuses to co-operate. The CFR is accidentally activated, causing a chronon burst; the exposure throws Jack forward to 2016 again and causes Paul's chronon syndrome. Beth shuts off the CFR but is executed by Paul while Jack can only watch through time.

Increasingly paranoid and ill, Paul is informed that, despite his lab being destroyed by Hatch, one damaged treatment has been recovered. Paul either decides to take it and buy time for himself and his plan or succumb to paranoia and illness. As stutters become nearly constant, Jack fights through the Monarch HQ with the guidance of either head of surveillance Charlie Wincott or Wincott's close friend Fiona Miller. Reaching Paul's lab, Jack finds and receives Wincott’s aid or fights high-level Monarch security officer Liam Burke. Acquiring the CFR, Jack learns that Paul was using it to power a lifeboat, a small bunker where researchers could devise a solution to the end of time while protected from it. Unable to work the CFR, Jack uses Monarch's time machine (equipped with the stolen university core) to travel back to its first activation: the night of Will's death.

Rushing through the university, Jack narrowly rescues Will from the falling debris. Will warns Jack he cannot simply repair the fracture then and there, as it would erase key future events and risk a time paradox. Passing a frozen Beth during a stutter, Jack reaches to unfreeze her but hesitates and leaves. Reaching the Bradbury Pool, Jack and Will travel forward in time, only to find Paul and Monarch waiting for them. Paul is intent on either retrieving the CFR or destroying it. Jack fights and kills him. Hooking the CFR into his time machine, Will asks Jack to jumpstart it with chronon energy. The CFR activates and blasts the area with chronons, which in turn restabilises but does not fully repair the damage done to the Meyers-Joyce field and also disintegrates Paul. As Will examines the CFR, burnt out from the blast, Jack has a vision of his future self-traveling to the end of time and begins exhibiting symptoms of chronon syndrome.

In a flash-forward, Jack is shown approaching the frozen Beth back at the university, whispering that he'll come back for her. An epilogue shows Jack leaving an interview and being approached by Hatch,[b] who explains everything has been simply blamed on Paul, and offers Jack a place at the renewed Monarch; Jack is shown seeing a split pathway similarly to Paul, ending before he makes a decision.[24]

Voice cast

[edit]
Lance Reddick plays Martin Hatch.
Dominic Monaghan plays William Joyce.

The game's voice cast of actors was revealed at Gamescom 2015.[25]

  • Shawn Ashmore as Jack Joyce
  • Aidan Gillen as Paul Serene, Jack's former best friend, the mastermind behind Monarch Solutions and secondary player character.
  • Lance Reddick as Martin Hatch, Serene's second-in-command who acts as the CEO and face of Monarch.
  • Dominic Monaghan as William Joyce, Jack's estranged brother and physicist.
  • Patrick Heusinger as Liam Burke, one of Monarch's lead security staff, central character to the episodes, and recurring game character.
  • Marshall Allman as Charlie Wincott, Monarch's head of surveillance and central character to the episodes.
  • Courtney Hope as Beth Wilder, a Monarch double agent whom Will trusts and Jack befriends.
  • Mimi Michaels as Fiona Miller, a Monarch employee and close friend of Charlie Wincott, and central character to the episodes.
  • Brooke Nevin as Emily Burke, Liam Burke's pregnant wife and a recurring show character.
  • Jacqueline Piñol as Dr. Sofia Amaral, one of Serene's advisers who acts as his doctor.
  • Amelia Rose Blaire as Amy Ferrero, the lead protester who, depending on Serene's actions, is either a supporting character or is killed following the first act.
  • Sean Durrie as Nick Marsters, the taxi driver from the introduction. Should Amy die due to Serene's choices, Nick fills her supporting role in the story.
  • Jeannie Bolet (mocap/looks) and Jules de Jongh (voice) as Commander Clarice Ogawa

Development

[edit]

Origin

[edit]
Quantum Break is directed by Sam Lake.

Quantum Break was developed by Finnish developer Remedy Entertainment and published by Microsoft Studios. In 2010, the company released Alan Wake, another title published by Microsoft. The game received high critical praise but was not a significant commercial success for either company. Remedy intended to develop a sequel to Alan Wake after the release of the first game, and hoped to include live action elements into the game. The concept was pitched to Microsoft, who showed no interest in publishing another Alan Wake game and wanted to diversify their games lineup.[26]

However, Microsoft was impressed by the idea of having a live action show within a video game, wanted to publish a game featuring interactive narrative. They hoped to partner with Remedy for a new intellectual property, in which Remedy could expand the live action part of the game; Remedy agreed.[27] The team believed that one of the best themes that can accommodate a story with choices was time travel, as the general idea of this kind of story is to change past events. The idea of having a game about quantum physics originated from a TV episode within Alan Wake called "Quantum Suicide".[28][29] After settling on the genre, the team pitched the project to Microsoft again and was accepted.[30] The game was directed by Sam Lake, the writer of Alan Wake and Remedy's previous games, Max Payne and Max Payne 2: The Fall of Max Payne. Greg Louden, who received an Academy Award for Visual Effects for his work in Gravity, served as a narrative designer.[31] Ben Ketai was the TV show's director.[32] Pre-production of the game began in 2011; approximately 100 people worked on the game.[33]

Story

[edit]

"We really consciously wanted to take our learnings from the previous games and push the idea of what makes a good Remedy game forward. Take all the storytelling lessons from Alan Wake, take the cinematic action lessons from Max Payne, and combine it all into one game."

Sam Lake, creative director of the game.[34]

The game's story was written by a team of three full-time writers along with Lake, with a goal of making it "believable". As a result, the team drew numerous inspirations from pop culture and included various references to films like Inception and Interstellar. The team was also inspired by The Matrix, The Terminator, Back to the Future, Primer, Looper, and other films.[35] The game's story was described as "complicated", and Louden had to create a chart for the team to keep track of the story progression.[33] Lake described the game as Remedy's most ambitious project and the "ultimate Remedy game", since the team learnt from Alan Wake and attempted to refine the formula. As in Alan Wake, the game's theme revolves around family. Lake also drew inspiration from the pacing and plot twists of TV shows, and hoped that the game's story would be unpredictable.[36] He also reinterpreted familiar film clichés in an attempt to make dated ideas fresh again.[37] To add dimensions, the team took inspirations from postmodern literature and included many self-references, such as a standalone TV show called Alan Wake's Return.[38]

The game's "junction point" concept was created by Louden. There are approximately 40 variations in the game TV show, triggered by "quantum ripples", which unlock deleted scenes and give players additional insight on the story, and junction points. The player plays part of the game as Paul Serene and makes decisions as him at these points. Inspired by Die Hard, the writers hoped that this approach would allow them to create a complex villain with depth.[39] According to Louden, the story characters are not "black and white", and depending on the player's perspective, players will feel sympathy for the villain and feel torn when making the choices. Junction points were a tool used by Remedy to add replayability to the game, unlocking alternate content and changing the state of the world,[40] and the gameplay segments remain identical regardless of players' choices.[33]

Quantum Break was described as a "transmedia action-shooter video game and television hybrid".[41] At its core the game is an action-adventure game with a live action TV show bundled with it. According to Lake, the product was designed to be a complete package, players are encouraged to both play the game and watch the show. While the game allows players to skip the TV show completely, Remedy advise against such behaviors, as players may miss crucial details if they do not watch the show. The game features many collectibles, which serve a narrative purpose. Lake explained that once players find a collectible, they will trigger a butterfly effect, whose consequences will be shown during the show. The show also shows some objects, which can be found in the core game. Through this approach, the team hoped that they could offer an experience that is unique and personalized for all players, and increase the depth of the story.[30] Initially, the game and the TV show were to tell drastically different stories featuring a completely different set of characters. However, Lake eventually scrapped the idea, and the game and the show echo each other more closely.[42] Lake described the TV show as a "natural progression" for the studio, having experimented with the format with the two Max Payne games, which feature televisions, and Alan Wake, which has the Bright Falls live action show,[43] and Alan Wake: American Nightmare, which features live-action cutscenes.[42] Producer Thomas Puha added that the game is "the culmination of 21 years of work".[44] Lake added that the TV part can serve as an entry point for people who do not play video games frequently, and draw them into video gaming.[41] To keep both parts consistent, the team also consulted a filmmaker who gave them advice regarding the game's camera styles and depth of field to allow smooth transitions between the two mediums.[45]

Lake initially thought Microsoft was not particularly enthusiastic about the idea, but had accepted the pitch mainly because of Microsoft's vision of having Xbox One as an entertainment device with rich TV features at that time.[46] However, as the TV show was not part of Microsoft's project, the closure of Xbox Entertainment Studios did not affect the progress of the TV show production.[47] It was created by Lifeboat Productions, who worked closely with Remedy through Skype conversation and screenplay review. Many scenes had to be shot twice due to the game's alternate content and branching nature. Three writers from Remedy also contributed to the TV show content.[33]

With Microsoft's funding, Remedy hired lots of high-profile actors, including Shawn Ashmore, Aidan Gillen, Lance Reddick and Dominic Monaghan. During the game's announcement and first gameplay reveal at Gamescom 2014, Jack Joyce was portrayed by Sean Durrie. According to Louden, they were creating the animation for Ashmore's character, and did not have sufficient time to finalize them before the event, so they used their game prototype, which has Durrie starring as the lead character, as the game's demo. The change in lead actors also prompted the studio to update and change the game cover art.[48] Ashmore, Monaghan and Gillen were announced as the game's protagonists and antagonists a year later, and Durrie starred in the game as Nick.[42]

Design

[edit]

While developing the game, Remedy consulted Syksy Räsänen, a scientist who is a lecturer at Helsinki University and had worked at CERN. He taught them how to write the plot in such a way that it adhered to current theoretical physics and quantum physics.[49] The development team held several brainstorming sessions, which inspired the team and helped them to fix the design of the game's time machine. The team was also inspired, when creating their own fictional "Meyer-Joyce particle" and "Meyer-Joyce field", by the Higgs boson and Higgs fields.[42]

According to Lake, they experimented with different gameplay mechanics, some of which they judged to make the game too slow or too tactical. They intended to "recapture the action spectacle" featured in their Max Payne series, along with several modern iterations.[50] The game was designed to be fast-paced, but the concept of time-travel did not accommodate the elements of this kind of gameplay. As a result, the team opted to include a broader theme: time itself. They set the game in a world where time collapses, leading to various dangerous situations. According to Lake, the theme of time connected all the elements featured in the game. The setting also allowed the team to add new gameplay mechanics, such as the time manipulation powers.[42] They created Quantum Break as a third-person shooter because of their past experiences with the genre and because they thought that the third-person perspective would allow them to show a strong leading character, while a purely story-oriented game would not feel like a triple A title.[36]

Louden says the team put a lot of work into the game's difficulty. They hoped that the time powers would let the player feel like a superhero, while still allowing for challenging moments.[33] Learning from criticism of Alan Wake, they introduced several puzzles in order to increase variety and change the pace.[51] The puzzles also serve to remind players of their arsenal of abilities. Some of the environmental puzzles, including the rewind feature, were inspired by titles like Prince of Persia: The Sands of Time and Life Is Strange, while the stutter sequences were inspired by Salvador Dalí and Inception's dream sequence.[33]

When time stutters occur, the game's visual changes to inform players that they will encounter new enemies and obstacles. The levels in the game were designed to feature open environments to allow players to use the time manipulation powers freely and encouraging them to explore. Kyle Rowley, lead designer of the game, described them as "arenas". The stutters were also designed to convey stories: Players can inspect the non-playable characters stuck in a time stutter and learn about what happened to them when time freezes. To prevent the game from relying excessively on its cover system, the artificial intelligence (AI) of the game was designed to attack the player aggressively in order to drive the player out from cover. Time powers affect AI behaviors, and Remedy built a new system that allows the AI to search for the player character after Time Rush is used.[52]

Technology

[edit]

The game utilizes a new in-house engine called the Northlight Engine.[43] To represent the idea of "broken time" and have a detailed destruction system, the team created lots of environments which put the player character in the midst of destruction, utilizing technologies ranging from geometric distortion waves to Thinking Particles.[53] The team also used Digital Molecular Matter, a technology developed by Pixelux that allows structures and objects to react in the game the same way they would in reality. According to Mikko Uromo, the technology allows them to "simulate complex scenarios on a scale that hasn't been possible before" and is crucial to the game's development.[54] The team also worked significantly on the game's lighting system. It was designed to be dynamic, and the team refined it to include eyes and hair. They also created a new global illumination system for indirect lighting.[53] The game's resolution foundation was 720p, but Remedy attempted to raise it to 1080p by using temporal reconstruction.[55]

The team spent a lot of resources in carrying out detailed motion capture, to enhance players' engagement with the story and make it easier for them to form emotional attachments to characters, and to keep the game and the TV show consistent with each other. They also hoped that use of this technology would add realism to the game and prevent players from getting distracted by the characters' unrealistic behaviors and appearances.[41] Lake added that one of the challenges when recording motion capture is to convince the inexperienced actors, who thought that the system lacked complexity, not to overact. According to Lake, the game features a technology that creates realistic digital counterparts of the characters and records every little detail of their faces.[43] The team initially did the recording at Los Angeles, where actors need to wear spandex suits with tracking marks and head cameras. Remedy invited the actors to Remedy's office in Helsinki, where they used their own technology to carry out extremely detailed motion capturing of facial expressions and movements in dialogue. Ashmore described the chamber for motion capturing as a "Sweat Box", as actors must remain steady, moving only their faces, in order to prevent the motion capture data from getting ruined.[56]

Audio

[edit]

According to Remedy, audio drives the visual effects. The development team put a lot of effort into differentiating normal time and time stutters. When time enters a stutter, many audio effects change, with guns firing at a lower pitch, while dialogue and music began stretching.[52] The goal for the change was to allow players to recognize the change of time state "with their eyes shut". The team wrote a reference guide, describing the sound of time stutters. They chose words including "violent" and "unpredictable", but avoided using "sci-fi" and "digital". The team also used Audiokinetic Wwise to sync audio with gameplay.[57]

The game's soundtrack was composed by Petri Alanko, the composer of Alan Wake. Alanko made use of the modular audio software Reaktor, but was not satisfied with the software's built-in instruments and decided to create his own set of custom sounds. The music in the game was described by Alanko as "meandering" and "sublime" to support the game's emotional moments, while intentionally avoiding aggressive tones.[58] The soundtrack was inspired by the music of Tangerine Dream, Hecq, Michael Stearns, Aphex Twin and Trent Reznor. He intended to add orchestral soundtrack into the game, but Microsoft rejected the idea. The music changed to an electronic style, and he used artificial instruments such as Roland synthesizers.[59][60] iam8bit is set to release a vinyl limited edition of the game's soundtrack in the third quarter of 2016.[61]

In 2015, Lifeboat Productions hired John Kaefer for the soundtrack of the TV show. Kaefer and Alanko did not cooperate with each other closely as the level of interactivity between the two mediums are different. Due to the game's alternate content, he had to compose several music pieces for some scenes. As the TV show served to expand on the story and provide explanation, the music reflects the "ideas of intrigue, deception, tension, love, and loss".[32]

As Remedy encouraged YouTubers to make videos about the game and players to share their experience with others, the team introduced an audio option which allows players to turn off licensed music. This allows YouTubers to upload their videos online without having to worry about copyright infringement.[62] The licensed music featured in the game was specially chosen by Lake, and is played at the end of each act and the credits scene.[63]

Release

[edit]

Quantum Break was announced on 21 May 2013.[64] Gameplay trailers were released at major conventions, including Electronic Entertainment Expo 2013,[65] and VGX Awards 2013.[66] Remedy released the first gameplay demo at Microsoft's conference at Gamescom 2014, with Lake saying that the demo would make viewers "speechless".[67] The game was originally set for release in 2015, but Microsoft held it to 2016 to avoid competition with other Xbox One exclusives including Halo 5: Guardians, Rise of the Tomb Raider, and Forza Motorsport 6,[68] incidentally giving Remedy more time to refine the game.[69] At Gamescom 2016, Microsoft announced that the title would be released on 6 April 2016.[70] The show was released separately and was not available in the game's retail edition in an effort to save disc space. As a result, Windows 10 users need to stream the show, while Xbox users have a choice between streaming or pre-downloading and storing the episodes on their console hard drive.[71] Microsoft initially considered other options, including releasing it as a standalone show or a separate Xbox Live download.[72]

Though Quantum Break was originally announced as an Xbox One exclusive, Microsoft announced in February 2016 that the game would be released for Windows 10 (Universal Windows Platform) as well, to launch simultaneously with the Xbox One version. Developed internally by Remedy, the PC version would only be released on Windows Store and would require DirectX 12.[73] This created a backlash among players, who criticized Microsoft for misleading them into buying an Xbox One by not revealing the PC version's existence when the game was announced. Microsoft's Phil Spencer replied by saying that delivering a game to a broader audience "a good thing" and that it could increase the game's sales.[74] Lake added that he was "confused" and "baffled" by the responses of the community.[75][76]

Players who purchase the Xbox One version of the game would receive a digital code for the Windows 10 version. Alan Wake, along with its two downloadable special episodes "The Signal" and "The Writer", as well as American Nightmare, would be available for free for players who purchased the game through backward compatibility.[77] Players who had not reached 18 years old by the game's release would get Kameo: Elements of Power as their pre-order bonus instead.[c][78] In January 2016, Puha revealed that the game was very close to completion, and that the team was "tired".[79] On 21 February 2016, Remedy confirmed that the game had gone gold, indicating it was being prepared for duplication and release.[80] Microsoft celebrated the launch with launch parties in various Microsoft stores in the US and Canada, and in Sydney.[81] Released alongside the game was a novel titled Quantum Break: Zero State.[82]

A standalone PC version, distributed through Steam, and the physical Timeless Collector's Edition (which includes a development documentary, a book detailing the game's development, a soundtrack CD, and posters) were released on 29 September 2016. Unlike the Windows 10/UWP version, it supports Windows 7 and newer on 64-bit platforms.[83][84] Nordic Games, who had assisted the PC distribution of Alan Wake, Ori and the Blind Forest: Definitive Edition, and State of Decay: Year-One Survival Edition, distributed the retail copies.[85]

Reception

[edit]

Critical reception

[edit]

Critical reception for Quantum Break was divided but generally positive, according to aggregator Metacritic, with the Xbox One version receiving better reviews than the Windows version. Critics generally praised the game's graphics, gameplay and story, but had mixed opinions regarding the game's TV show and the choices featured in the game.

The game's graphics received critical acclaim, with Sam Loveridge from Digital Spy proclaiming it as one of the "best-looking" video games available for the Xbox One.[7] Critics also praised the game's detailed character models, which made the game's characters look more lively. Some critics were impressed by the game's various particle effects and destruction mechanics, especially during the stutter moments, which were described as "impressive" by Peter Brown from GameSpot,[90] "gorgeous" by David Houghton from GamesRadar,[91] and "eye-popping" by Tristan Ogilvie from IGN.[93] While Matt Buchholtz from Electronic Gaming Monthly thought that the locations featured in the game fit the game's atmosphere,[87] Peter Paras from Game Revolution criticized them for being too similar to each other.[89]

The gameplay was positively reviewed, with Buchholtz describing it as one of the game's standout points.[87] It was described as "fun", "excellent", "exhilarating", "enjoyable" and "quick",[87][91][97] though Ogilvie, Paras and Dean Takahashi from VentureBeat considered it too easy for players, quickly becoming repetitive.[89][93][96] Takahashi noted that the variety of time manipulation powers offered to players could be overwhelming, but as they progress, using these skills were satisfying.[96] Loveridge further added that these powers were addictive.[7] Tom Orry from VideoGamer.com applauded these powers for being "cool" to use,[97] and Ben Reeves from Game Informer praised them for adding variety to the game.[88] As powers can be combined to form a chain of attacks, the game was praised for giving players freedom to explore and experiment with them.[86][90] Houghton complained that as most powers were available early on in the game, the development team missed the opportunity to fully "evolve" them.[91] Critics complained that they sometimes got stuck in the cover during combat.[7][95] Brown and Stephen Totilo from Kotaku thought that the gunplay system was not as refined as the powers, and that the weapons were "generic".[90][100] Many critics lamented that the final boss character was too hard to defeat, leading to players' frustration.[88][96] The platforming sections received mixed reviews. Orry and Arthur Gies from Polygon praised them for being "cool" to use and diluting the game's action,[97][96] while Brown and Jeff Gerstmann from Giant Bomb described them as clumsy and ill-conceived due to the game's loose movement system.[90][92][94]

The game's story received a generally favourable reception. Brett Makedonski from Destructoid praised it for offering a very entertaining experience and engaging players from start to finish,[86] while Takahashi thought that the narration was "ambitious".[96] Orry further added that the story was very "complicated".[97] The game's narrative objects were praised for providing players new insights by Buchholtz,[87] though Houghton and Brown criticized them for breaking the flow of gameplay and containing too much significant story information.[90][91] Some critics felt that as the story progressed with players' choices, it became easier to connect emotionally with the characters. The choices were thought to be important, weighty, and significant, with many claiming that they added replayability to the game,[7][93] and gave more control to players.[96] However, some critics were disappointed that the choices did not alter the outcome of the story.[88][90]

Andy Kelly from PC Gamer noted its high production value[94] and Takahashi, Gies and Ogilvie praised the performance of the actors,[93][96] with Gies singling out Gillen and Reddick as Paul Serene and Martin Hatch respectively.[95] The perspective offered in the TV series was applauded by Houghton, Loveridge, and Ogilvie for successfully filling many gaps in the story and adding depth to the game's characters,[7][91][93] and humanizing the game's villains according to Gies and Kelly.[94][95] Paras wrote that the show was mediocre and far below the industry's standard, criticizing it for being irrelevant.[89] Reeves felt that the show was unnecessary, since the TV characters did not show up in the main game.[88] The show was criticized for disconnecting players from the game and suggested that the TV show could be replaced by cutscenes.[87][97] Peter Brown from GameSpot criticized the show's dialogue, calling it "cheesy", and he noted that there was obvious product placement. Some critics complained the excessive reuse of props throughout the four episodes.[90]

Critics had mixed opinions regarding the overall package. Timothy J. Seppala from Engadget considered it "a legitimate reason to buy an Xbox One",[101] and Loveridge and Gies thought that Remedy had set a foundation for future storytelling by blending the two mediums together, making this game a unique title.[7][95] Reeves thought that the game had the best gameplay and storytelling of all other Remedy games.[88] Totilo added that the game innovated with the TV show, and that it made the title something "extraordinary".[100] Martin Robinson from Eurogamer concluded that the game had more style than substance, but recognized the title's uniqueness.[102] Both Houghton and Gerstmann agreed that it was an ambitious project,[91] however, both Gerstmann and Houghton were disappointed that the elements did not connect well enough.[92][91]

The PC version was poorly received due to numerous performance and stability issues, mostly on Nvidia GPUs,[103] along with restrictions imposed by the Universal Windows Platform which prevented third-party workarounds.[104] Remedy later announced that they were working actively to fix the issues.[105] An updated version of the game was released to Steam five months after its initial launch, supporting Windows 7 and above, and addressing many of the earlier release's technical issues.[106]

Sales

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According to Aaron Greenberg, an executive at Microsoft, the pre-order sales had exceeded their expectation, and the title has the potential to become a massive success.[107] Quantum Break was the best-selling retail game in its first week of release in the UK, outselling competitor Dirt Rally by 139 sales. It was also the best-selling original property released by Microsoft since the release of Xbox One, outselling games like Sunset Overdrive, Ori and the Blind Forest and Ryse: Son of Rome.[108] However, the record was later broken by Sea of Thieves, which was released in March 2018.[109]

Accolades

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Year Award Category Result Ref.
2015 The Game Awards 2015 Most Anticipated Game Nominated [110]
2016 34th Golden Joystick Awards Best Original Game Nominated [111]
Best Storytelling Nominated
Innovation of the Year Nominated
Performance of the Year (Shawn Ashmore as Jack Joyce) Nominated
Xbox Game of the Year Nominated
2017 15th Annual Visual Effects Society Awards Outstanding Visual Effects in a Real-Time Project Nominated [112]
20th Annual D.I.C.E. Awards Outstanding Achievement in Sound Design Nominated [113]
NAVGTR Awards 2017 Direction in a Game Cinema Nominated [114]
Lighting/Texturing Nominated
Performance in a Drama, Lead (Shawn Ashmore as Jack Joyce) Nominated
Performance in a Drama, Supporting (Aidan Gillen as Paul Serene) Won
Use of Sound, New IP Nominated
Writing in a Drama Nominated
15th Annual G.A.N.G. Awards Best Dialogue Nominated [115]
2018 2018 Webby Awards Best User Experience Won [116]
Best Visual Design Nominated

Possible sequel

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During Xbox's presentation at Gamescom 2014, Microsoft Studios had reported that Quantum Break was slated to be one of "Xbox's new flagship franchises", placing it alongside the Gears of War and Halo series in terms of importance.[117] In August 2016, Aaron Greenberg, general manager of marketing for Xbox, said in an interview with Windows Central that the game "sold very well, but like every movie, not every game needs a sequel, sometimes that's okay".[118] Despite this, Shannon Loftis, head of publishing at Microsoft Global Games Publishing, reported in October 2017 that Microsoft had no plans to abandon the game's universe, saying "I think Quantum Break is a very good example of a world and a phenomenon where there is still a lot of story we can tell".[119] In July 2018, after announcing their new game, which stars one of the Quantum Break actresses, Remedy CEO Tero Virtala said that a sequel is pending approval from Microsoft, which owns the intellectual property (IP) of Quantum Break.[120][121]

Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Quantum Break is a 2016 action-adventure developed by and published by Studios (now ). The game blends gameplay with time manipulation powers, allowing players to control protagonist Jack Joyce as he navigates a fractured timeline caused by a failed time-travel experiment at Solutions, a powerful . Released exclusively on April 5, 2016, for and Microsoft Windows, it innovatively integrates interactive gameplay segments with five live-action television episodes, where player decisions in the game influence the narrative outcomes and dialogue in the subsequent shows, creating a hybrid storytelling experience. The plot centers on Jack Joyce, who gains chronokinesis abilities after an experiment gone wrong that he conducted with his former friend Paul Serene—now the antagonistic CEO of with his own time-related powers—as time begins to stutter and fracture, and Jack seeks to avert a global catastrophe. Featuring actors such as as Jack, as Paul, and as Martin Hatch, the live-action components were produced in collaboration with Lifeboat Productions and emphasize high-production values akin to a premium cable series. emphasizes cover-based augmented by time powers like Time Vision for spotting enemies, Time Dodge for evasion, and Time Stop for environmental manipulation, all powered by a rechargeable " energy" system. Critics praised the game's ambitious structure and visual fidelity, particularly its use of the Northlight engine for seamless transitions between game and show, though some noted uneven pacing in combat and decision-making impacts. Upon release, Quantum Break became the best-selling new published by Studios since the launch of the and a notable entry in interactive , influencing discussions on .

Gameplay

Core mechanics

Quantum Break employs a third-person perspective for its action-adventure , centering on shooter mechanics that emphasize cover-based against groups of enemies. Players control Jack Joyce, who automatically adheres to nearby cover objects when approaching them, allowing for tactical positioning during firefights without manual input to initiate cover. unfolds in chaotic, destructible environments where real-time damage to surroundings can compromise hiding spots, encouraging dynamic movement between positions. The game features a variety of firearms, such as pistols, rifles, shotguns, and machine guns, which players scavenge from the environment or defeated foes; notably, weapons do not require reloading while time manipulation powers are active, facilitating sustained engagements. Exploration forms a key part of the gameplay loop, with semi-open hub areas like university campuses and industrial facilities inviting players to navigate freely between linear mission segments. These zones encourage thorough searching for collectibles, including documents, emails, and audio logs that reveal backstory on characters and the game's fictional world of Monarch Solutions. Such intellectual assets, often dense in text, provide supplementary narrative depth without directly impacting progression, though a HUD tracker highlights undiscovered items to guide completionists. Puzzle-solving integrates environmental interactions, requiring players to manipulate objects like cranes, doors, or to create paths forward, often amid collapsing structures or hazardous terrain altered by time stutters. These challenges rely on precise timing and platforming without invoking special abilities, testing spatial awareness in fractured landscapes. For instance, navigating a destabilizing dockyard involves sequencing movements through shifting to avoid instant . Junction points occur between major acts, presenting players with brief choice-based segments where they assume control of antagonist Paul Serene to select from two branches. These decisions exert minimal influence on core but subtly alter environmental details, character interactions, and outcomes in the integrated live-action episodes, fostering minor branching paths for replayability. Time manipulation powers enhance these encounters by allowing strategic pauses and repositioning, though their specifics lie beyond the base mechanics.

Time manipulation powers

In Quantum Break, the protagonist Jack Joyce wields a set of time manipulation powers that form the core of , enabling players to alter the flow of time in and environmental interactions. These abilities, powered by energy, allow for strategic depth by slowing, stopping, or fracturing time to gain advantages over enemies. The powers emphasize , such as combining them to chain attacks or navigate hazards, while integrating seamlessly with standard shooting mechanics for amplified action sequences. The foundational power is Time Vision, which highlights enemies in red, interactive objects and weapons in blue, and explosives in orange when activated by standing still. This ability has no cooldown and serves primarily for , revealing hidden threats, weak points, and collectibles without disrupting movement. It is available from the early stages of the game and proves essential for scouting ahead in complex environments. Time Dodge functions as a short-range teleportation dash executed in slow motion, allowing Jack to evade incoming fire or close distances on foes for melee strikes. When timed precisely with enemy attacks, it triggers Focus Time, a brief window of enhanced slow-motion for executing takedowns or precise shots. This power introduces mobility to , with a base cooldown of 6-14 seconds depending on usage frequency. For defense, Time Shield erects a temporary bullet-time barrier that deflects projectiles and can knock back approaching enemies if charged. It provides a few seconds of invulnerability, ideal for escaping sniper fire or repositioning under heavy assault, and shares the 6-14 second cooldown range. This ability enhances survivability in outnumbered scenarios by creating brief safe zones amid chaos. Time Stop freezes time within a designated area for several seconds, immobilizing enemies and environmental elements while permitting Jack free movement. Players can exploit this to steal weapons from foes, stack bullets against surfaces for explosive releases upon resumption, or bypass obstacles. A localized variant allows projection at range for targeted freezes, making it versatile for both offense and utility. The offensive Time Blast unleashes an explosive burst that fractures time in a wide radius, slowing and damaging multiple enemies while knocking them back. It requires charging before release and excels at , shattering defenses and creating openings for follow-up attacks. Like other active powers, it operates on a 6-14 second cooldown. Time Rush allows Jack to move at high speed while freezing time around him, enabling quick repositioning, multi-takedowns, or evasion without shooting. It builds on Time Dodge for longer-distance traversal in combat, with a cooldown similar to other powers. These powers are acquired progressively as the story advances following the initial time fracture event, with Time Vision early in Act 1, followed by Time Stop, Time Dodge, and Time Shield later in Act 1; Time Blast in Act 2; and Time Rush in Act 3. This sequencing ensures players build familiarity gradually, tying ability availability to narrative milestones without overwhelming early gameplay. Upgrades for each power are unlocked starting in Act 2 via skill points earned from collecting Sources—glowing orbs hidden throughout levels that become visible using Time Vision. These points are allocated in a accessed via the pause screen, with 2-3 upgrades per power that progressively enhance attributes such as duration, range, or cooldown reduction (e.g., increasing Time Stop duration). Higher tiers cost more points, encouraging prioritization based on playstyle, with full upgrades requiring all collectibles in a playthrough. Complementing the powers is the stutter mechanic, which simulates the game's fracturing timeline by periodically freezing time across sections of the environment during combat. These involuntary breaks halt enemy movements and AI behaviors, allowing players to reposition or strike unimpeded, while certain hazards like falling debris remain suspended. Stutters impact enemy tactics by disrupting coordinated assaults and create dynamic opportunities, though specialized soldiers can partially resist them using chronon harnesses. This system reinforces the theme of unstable time, affecting both player strategy and environmental interactions without direct control.

Narrative integration

Quantum Break innovates by fusing with live-action television episodes, creating a seamless hybrid experience where player actions directly inform the unfolding story across both mediums. The game is structured around five acts of , each (except the last) followed by a non-interactive live-action episode that advances parallel storylines, presenting events from the antagonists' perspective within the Solutions corporation while contrasting the protagonist's journey in segments. These four episodes, each lasting approximately 20 to 30 minutes, are streamed in high definition directly within the game, serving as bridges that deepen the lore without requiring external devices. At key junction points—decision moments at the end of each act—players make choices that shape the subsequent episode's outcomes, resulting in up to 40 variations per episode that reflect minor branches and environmental repercussions, though the core plot remains linear and unaltered. For instance, selecting between aggressive or diplomatic responses as the Paul Serene can alter character interactions and alliances shown in the live-action segments, ensuring player agency influences the hybrid format without derailing the overarching narrative. These choices also ripple back into gameplay, such as altering ally behaviors or resource availability in future acts, reinforcing the interconnected storytelling. Collectibles scattered throughout gameplay levels, including documents and audio logs, unlock additional content within the episodes, such as extended scenes or alternate takes that provide deeper insights into side characters and events, encouraging to enhance the depth. This mechanic ties environmental interaction to story expansion, rewarding thorough playthroughs with television material. The integration is further amplified by shared actors reprising their roles across both gameplay and episodes, including as Jack Joyce, as Paul Serene, and as Martin Hatch, whose performances are captured using advanced motion to maintain visual and emotional consistency. Synchronized events ensure cohesion, such as in-game alerts mirroring episode dialogues or confrontations that echo player-driven actions, blurring the lines between interactive and cinematic elements for an immersive, transmedia whole. Time manipulation powers, like Time Stop and Time Dodge, occasionally align with narrative beats in episodes to heighten dramatic tension during key moments.

Story

Premise and setting

Quantum Break's premise centers on a failed time-travel experiment at the research facility of the corporation Solutions, which triggers a global fracture in time, resulting in widespread temporal anomalies known as "fractured time," manifested through stutters—brief pauses where the freezes—and progressive breakdowns that threaten itself. This cataclysmic event stems from harnessing energy, a rare form of radiation that powers time manipulation and sustains the natural flow of time across the universe. The game unfolds in the fictional town of Riverport, encompassing Riverport University and its surrounding urban and industrial areas in the region of the . Environments in Riverport are highly destructible, with depicting time decay, such as crumbling structures, frozen debris, and warped landscapes that illustrate the encroaching instability of the fractured timeline. Monarch Solutions maintains a significant presence here, with its headquarters and facilities integrated into the town's infrastructure, serving as hubs for chronon research and control efforts amid the chaos. Central to the universe are concepts like chronon energy, which not only fuels the experiment's failure but also enables individuals exposed to it to wield time-based abilities, and immutable events, fixed points in the timeline that resist alteration despite attempts to intervene. These elements underpin thematic explorations of versus , as the narrative probes whether human actions can defy predestined outcomes in a governed by inexorable temporal laws. The protagonist, Jack Joyce, emerges from the initial experiment with enhanced chronon sensitivity, positioning him at the heart of efforts to navigate and potentially mend the fractured reality.

Plot summary

Quantum Break's unfolds across five acts, interleaved with four live-action episodes that advance the story, following the journey of protagonist Jack Joyce as he grapples with the consequences of a catastrophic event. The plot centers on a failed time-travel experiment at Solutions, a secretive , which fractures time and endows select individuals with chronon-based abilities to manipulate reality. This incident sets Jack on a path through the fractured university town of Riverport, where temporal anomalies warp the environment and daily life, serving as both a backdrop and active participant in the unfolding events. At the heart of the conflict is Jack Joyce's opposition to Paul Serene, his former friend and the ambitious leader of , who seeks to exploit the time fracture for personal gain amid an impending apocalyptic event known as the . Jack, armed with emerging time powers, pursues Serene while evading 's security forces and encountering "strikers"—hostile entities born from the temporal chaos. Key events include the initial experiment's explosion, Jack's desperate flight across Riverport's increasingly unstable districts, and intense confrontations that reveal layers of and hidden agendas within . Player choices at narrative junctions, made from Serene's perspective, influence the story's progression and the content of the live-action episodes, leading to a climax centered on controlling the . The resolution explores themes of and the cyclical nature of time loops, culminating in multiple endings determined by a final decision that weighs personal loss against global catastrophe.

Live-action episodes

The live-action episodes in Quantum Break consist of four segments, each approximately 22 minutes in length, presented as a television series integrated directly into the game's structure. These episodes are interleaved between the five playable acts, serving as non-interactive narrative bridges that advance the overall story while providing a distinct perspective on the events. Styled as a low-budget thriller reminiscent of B-movie productions on networks like , the episodes employ shaky-cam handheld cinematography to heighten tension during action sequences, including car chases and close-quarters combat, alongside practical effects for time manipulation visuals. The content focuses on a parallel storyline from the viewpoint of Solutions, the antagonistic corporation led by Paul Serene, exploring the internal dynamics among its executives and employees as they respond to the unfolding time fractures. This corporate lens reveals key lore elements, such as the origins of Serene's visions of the End of Time and the development of projects aimed at averting global catastrophe, including the experimental Project Promenade that triggered the initial accelerator incident. Unlike the game's protagonist-driven narrative, the episodes delve into the villains' motivations and ethical dilemmas, portraying 's efforts as a desperate bid to safeguard humanity through extreme measures like the Lifeboat Protocol. Stylistically, the episodes adopt a meta-televisual framing, opening with title sequences and commercial breaks to immerse players in of a serialized show, complete with credits and thematic music that echoes the game's score. This approach underscores the theme of fractured timelines by occasionally employing split-screen techniques to juxtapose parallel realities or decision outcomes, visually reinforcing the narrative's elements. The production's constrained aesthetic—featuring limited sets, rapid pacing, and improvised-feeling dialogue—contrasts with the game's high-fidelity graphics, emphasizing the episodes' role as a complementary, grounded to the action. In terms of pacing and integration, the episodes play out automatically upon completion of each act, halting gameplay to deliver unskippable (on first viewing) content that contextualizes player decisions made at "junction points." These choices, such as opting for a strategy versus violent suppression, result in one of roughly 40 filmed variations per , retroactively altering subsequent scenes in replays to reflect the selected timeline— for instance, changing character alliances or environmental details in the following act. This mechanic ensures the episodes not only expand the lore but also create a dynamic, choice-driven continuity across the hybrid experience, where the TV segments directly influence the interactive plot branches.

Cast and characters

The principal cast of Quantum Break includes actors who provide , , and live-action performances across the game's interactive segments and integrated television episodes, ensuring narrative continuity. Jack Joyce, the game's and a , is portrayed by , who handles both the voice and in the game while also playing the character in the live-action episodes. Jack, a drifter returning to his hometown, acquires time manipulation powers after a failed experiment at Solutions, propelling him into conflict to prevent a global time fracture. The primary antagonist, Paul Serene, is played by in a dual capacity for the game and show. As the CEO and founder of Monarch Solutions and Jack's former best friend, Serene possesses precognitive abilities stemming from his exposure to chronon particles, which manifest as visions of impending doom and drive his efforts to contain the time fracture through extreme measures. Supporting characters include Beth Wilder, a agent who aids Jack and also wields time manipulation abilities, voiced and motion-captured by , with appearances in the live-action format. Jack's brother, the William "Will" Joyce, is portrayed by , providing voice work for the game. Monarch executives are represented by figures such as Martin Hatch, the company's public face, voiced by . The casting process highlighted synchronization between media, with actors like Ashmore and Gillen reprising their roles seamlessly to blend gameplay and cinematic , a key aspect of the game's hybrid format.

Development

Origins and pre-production

Following the commercial and critical success of in 2010, Remedy Entertainment pitched a to Microsoft Studios that incorporated live-action TV-style episodes between gameplay chapters, but the publisher rejected it in favor of a new intellectual property. This rejection prompted Remedy to adapt the core concepts—time manipulation mechanics and integrated live-action storytelling—into an original project, initially influenced by superhero origin narratives reminiscent of , where a protagonist gains extraordinary powers through a scientific accident. The resulting game, Quantum Break, was secured as an exclusive for and Windows platforms through the partnership with , which provided funding and encouraged the ambitious hybrid format. Pre-production began in 2011, with Remedy conducting internal prototyping to refine the time-based powers, evolving bullet-time elements from earlier titles like Max Payne into more complex, physics-inspired abilities such as time stutters and chronon manipulation. Sam Lake, Remedy's creative director and a veteran of the studio's narrative-driven projects, led the effort, drawing on consultations with quantum physicists like Syksy Räsänen to ground the mechanics in plausible science. The phase lasted through 2012, focusing on conceptualizing the blend of gameplay and episodic live-action shows, produced in collaboration with Lifeboat Productions. The development team started small during early prototyping but expanded to approximately 100 members by the end of pre-production, growing further to around 130 as full production ramped up in 2013. Key challenges included reconciling the iterative nature of game development with the fixed production schedules of live-action filming, as well as navigating Microsoft's preference for a fresh IP amid an industry shift toward multiplayer-focused titles. Despite these hurdles, the pre-production solidified Quantum Break as Remedy's bold experiment in interactive entertainment.

Narrative and world-building

The narrative of Quantum Break was crafted by Remedy Entertainment's creative director and lead writer , who developed a unified screenplay that seamlessly integrated the interactive game segments with the accompanying live-action TV episodes. Lake's script emphasized themes of non-linear time, drawing inspiration from quantum physics concepts such as particles and the breakdown of , which allowed for a story where time fractures into stutter events and paradoxes. This approach was informed by consultations with physicist Syksy Räsänen from the , who advised on realistic interpretations of mechanics, including closed timelike curves and the avoidance of logical inconsistencies like the grandfather paradox. World-building efforts centered on creating a richly detailed universe around the fictional town of Riverport, , portrayed as a lived-in coastal community on the brink of economic decline due to the dominance of the shadowy corporation Monarch Solutions. Developers conducted extensive research into paradoxes to ensure narrative consistency, establishing rules where events form closed loops rather than infinite branches, preventing irresolvable contradictions. Monarch's lore was expanded through in-game artifacts like documents, emails, and audio logs that reveal the company's covert experiments with chronon energy, its corporate espionage, and its role in accelerating the time fracture; for instance, collectible intel documents detail Monarch's acquisition of Riverport's industrial districts and the ethical dilemmas faced by its scientists. Riverport itself was fleshed out with environmental storytelling, including radio broadcasts and personal letters that depict residents' daily lives, fostering immersion in a world where the impending catastrophe subtly alters the town's fabric. The integration of the TV episodes into the narrative was planned from the project's outset, involving close collaboration with Lifeboat Productions, a Los Angeles-based studio specializing in genre television. Lake and the Remedy team scripted the episodes to provide deeper insights into secondary characters and the antagonists' perspectives, particularly CEO Paul Serene, while ensuring that player choices in the game's "junction points" directly influenced episode content, such as dialogue variations and plot revelations. Decisions on choice impacts were deliberate: major decisions at these junctions altered not only in-game events but also the TV show's progression, with outcomes like Serene's evolving motivations or shifts in supporting characters' fates, though the core story arc remained linear to maintain coherence across media. Actor involvement was prioritized for authenticity, with performers like (as protagonist Jack Joyce) and (as Serene) contributing to both mo-cap sessions for and principal photography for the episodes, allowing their interpretations to unify the portrayals across formats. Early iterations of the featured more extensive branching paths, with multiple alternate timelines and endings explored in initial drafts to heighten player agency amid the time manipulation theme. However, these were scaled back during development for feasibility, as the complexity of synchronizing divergent storylines with the TV production and mechanics proved resource-intensive; narrative designer Cam Rogers noted that refining the structure took nearly a year to resolve timeline conflicts, ultimately focusing on a streamlined set of junction choices that still offered meaningful variations without overwhelming production constraints. This iterative process balanced ambitious with a cohesive human drama centered on brotherhood and redemption.

Technical development

Quantum Break was developed using Remedy Entertainment's proprietary Northlight engine, originally introduced with and significantly enhanced for this title to support the Xbox One's hardware capabilities. The engine incorporated a 12 deferred renderer, with GGX BRDF models, energy-conservative shaders, and a system based on precomputed light probes in a sparse for realistic lighting across large environments. These upgrades enabled seamless data streaming via a 2D grid system, minimizing load times while handling detailed, open arenas. On PC, the engine supported resolutions up to 4K, though the initial port faced optimization hurdles including stuttering frame rates due to a 50fps cap on 60Hz displays and DX12 implementation issues, which were addressed in post-launch patches introducing temporal reconstruction for better performance. Graphics and physics systems were tailored to depict time manipulation effects, featuring procedural destruction powered by Digital Molecular Matter (DMM) technology for realistic soft-body deformations, such as crumbling vehicles and structures during time stutters. Integrated with Havok physics and proprietary particle systems, these allowed real-time simulations to be recorded and played back in reverse or , complemented by screen-space techniques for and specular reflections. Facial capture utilized Dimensional Imaging's DI4D system with nine cameras to record approximately five hours of actor performances, enabling synchronized facial animations between in-game cutscenes and the live-action episodes for a cohesive "game-show" style acting integration. Gameplay systems included a custom AI framework using Navigation for , with enemy behaviors designed to adapt to time-based powers—such as entering search states or confusion when the player activates abilities like Time Rush during stutters. Full production ran from 2012 to 2016, following prototyping of core time mechanics, with internal beta testing focused on balancing power usage to ensure they felt integral rather than supplemental to combat.

Sound design

The sound design for Quantum Break emphasized immersive audio that reinforced the game's time-manipulation mechanics, with voice recording conducted in multiple environments to align with both gameplay and live-action elements. Actors performed motion-capture synced audio sessions on the mocap stage, capturing speech directly alongside physical performances to ensure natural integration with animations. Separate recording sessions were held for the game's dialogue versus the TV episodes, with on-set ADR for the show and in-house studio work for gameplay to match precise timings and narrative branches. This approach managed over 11,000 lines of branching dialogue using custom tools like Dialogue Writer for organization and synchronization. Sound effects were crafted to evoke the instability of fractured time, particularly during "stutters"—moments when reality breaks. Custom audio for time-manipulation included to create back-and-forth distortions, such as in environmental fractures like a train crash, where one-shot samples were synced to animation speeds for dynamic, unpredictable violence. The team avoided conventional sci-fi tropes like underwater filters, instead using hyper-real designs with no reverb in stutter worlds to contrast the echoed normal environments, enhancing the sense of isolation and danger. Foley elements, including an automatic footstep system that varied by material, speed, and velocity, added tactile realism to interactions within these disrupted spaces. Real-time plugins like Q-grain for granular processing and Q-analyzer in Wwise drove audio-visual synchronization, ensuring effects like wavy environmental distortions aligned precisely with visuals. The musical score, composed by Petri Alanko, blended orchestral and electronic elements to mirror the narrative's tension, totaling over 240 minutes of dynamic tracks that responded to time powers. Alanko created a custom sound library of 550–600 presets using unconventional sources like Lego motors, nail files, and stringed instruments (cello and guitar), separated into noise and tonal layers via iZotope RX for modular recombination in Kontakt and Reaktor. Tracks employed polyrhythmic stems with real-time manipulation, such as time-stretching and randomization during combat or stutters, to convey unease through broken patterns and stretched/filtered disruptions. Electronic components were built with modular synths like the Korg MS-20 and Roland AIRA SYSTEM-1m, processed through convolution with environmental recordings (e.g., cracking windscreens) for an organic yet otherworldly feel. Audio implementation leveraged Wwise middleware to handle the non-linear structure, with strict guidelines distinguishing stutter and non-stutter worlds for seamless transitions. Challenges arose in syncing across episodes and , particularly revisiting scenes from multiple perspectives, addressed through a Timeline Editor and Python-scripted tools in for precise alignment. The mix targeted 5.1 and 7.1 surround formats at -24 , supporting immersive playback on and PC while reusing TV in-game for cohesion. This ensured audio dynamically enhanced time-breaking events without overwhelming the player's focus.

Release

Platforms and dates

Quantum Break was first released on April 5, 2016, for the console worldwide. A Windows version launched on the same date exclusively through the for users. The game was available in standard and digital deluxe editions, both providing access to all live-action episodes integrated into the experience. The PC version expanded to additional digital storefronts with a release on September 29, 2016. Initially, there was no physical PC release, but a Timeless Collector's Edition became available in retail stores starting that same date, including the game on five DVDs along with extras like posters and a behind-the-scenes Blu-ray. As of November 2025, Quantum Break is playable on Xbox Series X/S via backward compatibility with the original Xbox One version. It remains available digitally on PC through the Microsoft Store and Steam, with no remastered editions or console ports for newer hardware announced.

Marketing and promotion

Quantum Break's marketing campaign began with its reveal at Microsoft's Xbox One event on May 21, 2013, where a cinematic trailer showcased the game's time-manipulation mechanics and integrated live-action storytelling, positioning it as a groundbreaking entertainment experience from Remedy Entertainment. The subsequent E3 2013 trailer, debuted on June 10, further highlighted playable in-engine footage of protagonist Jack Joyce navigating time stutters, generating buzz around its real-time narrative elements. Later promotional efforts intensified with trailers that underscored the game's unique fusion of video game and television formats. At on December 3, a cinematic trailer emphasized the seamless integration of four live-action episodes into the , portraying time as a and framing the title as an innovative sci-fi hybrid to captivate audiences beyond traditional gaming. This approach was part of a broader strategy to highlight the project's experimental structure, blending interactive third-person shooting with serialized TV drama to differentiate it from conventional action shooters. Pre-order incentives played a key role in building anticipation, with every Xbox One copy including a full download of Alan Wake for backwards compatibility on Xbox 360, complete with its DLC episodes The Signal and The Writer. Pre-orders through the Xbox Store or select retailers added as an exclusive bonus, alongside a free Windows 10 PC version of Quantum Break, encouraging early commitments and cross-platform engagement. Actor involvement enhanced promotional authenticity, with , who portrayed Jack Joyce, appearing in live gameplay demonstrations to showcase the game's performance capture and motion controls. Additional cast announcements featured Ashmore alongside and in video spots, leveraging their film and TV credentials to draw in broader entertainment fans. As a Microsoft Studios publication and initial exclusive, the campaign featured tight integrations with branding, including a limited-edition console bundle that emphasized the platform's multimedia capabilities. The digital live-action episodes served as compelling marketing hooks, promoted as optional offline content via a separate Episode Pack, teasing the narrative depth to entice players into experiencing the full game-TV synergy. The overall strategy centered on the game's narrative innovation, marketing its TV-game blend as a fresh alternative to shooter saturation, with trailers and demos repeatedly spotlighting how player choices influenced the unfolding story across both mediums.

Post-release support

Following its launch, Quantum Break received several patches to address technical issues. A day-one title update for fixed bugs such as disappearing ambient sounds during cinematics, unnecessary loading screens, and subtitle problems. On PC, a major update shortly after release resolved numerous launch issues, including crashes, performance problems, and control mapping errors, effectively reworking large portions of the game for better stability. Additional optimizations were implemented for the Steam version upon its September debut, improving compatibility and reducing startup crashes compared to the initial Windows Store release. The game expanded its availability through subscription services and ports. Quantum Break was added to on September 1, 2018, allowing subscribers broader access to its content. It faced a temporary removal from the service in April 2023 due to expired music licensing agreements, alongside delisting from digital storefronts like . confirmed the issues were being resolved, and the game was reinstated on by late April 2023, with PC Game Pass support added concurrently; it has remained available since. In 2025, verified Quantum Break as playable on , with community reports confirming solid performance at 30-60 FPS on medium settings using Proton compatibility layers. No major downloadable content packs were released for Quantum Break, though minor updates introduced quality-of-life features. Community-driven additions, such as photo mode via free-camera mods, have enhanced replayability on PC without official developer support. As of 2025, ongoing support remains community-focused on PC, with mods on platforms like addressing graphical glitches, adding ray-tracing effects, and improving subtitles—no official remaster has been announced. On Series X|S, the title benefits from enhancements inherited from its X update, including , HDR support, and Auto HDR for improved visuals and faster load times via the console's Velocity Architecture.

Reception

Critical reviews

Quantum Break received generally favorable reviews from critics upon release. On , the version holds a score of 77/100 based on 112 critic reviews, while the PC version scores 66/100 from 14 reviews, reflecting issues specific to that port. Aggregator reports a stronger overall average of 78/100 across 134 critics, ranking it in the top 25% of games reviewed. Reviewers frequently praised the game's narrative depth and integration of live-action TV episodes as a fresh format that enhanced immersion. The time-manipulation mechanics were highlighted for their innovative application in , allowing players to bend environments during in visually striking ways. Strong performances from actors like and were also commended, contributing to the story's emotional weight and cinematic feel. Criticisms centered on repetitive combat encounters that relied too heavily on similar enemy types and cover-based shooting, leading to fatigue over the campaign's length. Pacing was described as uneven, with some sections feeling rushed while others dragged due to puzzle-solving and exploration. The live-action episodes received mixed feedback, with detractors viewing them as a gimmick hampered by uneven production values and melodramatic scripting. The PC launch was particularly troubled by technical bugs, including framerate stuttering, driver crashes, and performance inconsistencies that marred the experience on high-end hardware. Notable reviews underscored these divides. awarded an 8/10, lauding the game's ambition in blending shooter mechanics with interactive storytelling and its exhilarating set pieces. In contrast, gave it a 6/10, faulting the clunky shooting feel and overall lack of polish despite strong visuals.

Commercial performance

Quantum Break achieved strong initial commercial success, topping the retail sales charts in its debut week and outselling by just 139 units, marking the first time a Microsoft-published title had done so since Halo 5: Guardians in 2015. Globally, the game sold an estimated 267,000 units at retail during its first week, with the accounting for 55% of that figure. Xbox marketing head Aaron Greenberg stated that the title "sold really well" and exceeded Microsoft's internal sales expectations for a new intellectual property. The game's exclusivity to drove robust platform-specific performance, positioning it as Microsoft's best-selling new IP on the console during its . Its subsequent release on Windows in 2016 significantly boosted digital revenue, with lifetime sales on alone reaching 1.6 million units and generating approximately $41.9 million in gross revenue. Remedy Entertainment reported a successful financial year in 2016, with revenue of €16.4 million and an operating profit of €3.9 million, largely fueled by Quantum Break's performance. By 2017, the company maintained profitability, posting €17.2 million in revenue and €2.0 million in operating profit, supported by ongoing sales and royalties from the title. reflecting steady post-launch performance. As of 2025, Quantum Break's availability on has provided continued revenue through subscriptions, contributing to the service's record $5 billion in annual earnings for the prior fiscal year.

Awards and nominations

Quantum Break earned acclaim for its blend of and time-manipulation mechanics, resulting in around 20 nominations across major industry awards in 2016 and 2017, with 2 confirmed wins focused on performance and innovation. The game was particularly recognized for its narrative depth, audio design, and visual effects, though it did not secure wins in those categories. The following table summarizes key awards and nominations:
CeremonyYearCategoryOutcome
20th Annual D.I.C.E. Awards2017Outstanding Achievement in Sound DesignNominated
NAVGTR Awards2017Supporting Performance in a Drama (Aidan Gillen as Paul Serene)Won
NAVGTR Awards2017Direction in a Game CinemaNominated
NAVGTR Awards2017Lighting/TexturingNominated
NAVGTR Awards2017Use of Sound, New IPNominated
NAVGTR Awards2017Writing in a DramaNominated
NAVGTR Awards2017Performance in a Drama, Lead (Shawn Ashmore as Jack Joyce)Nominated
Visual Effects Society Awards2017Outstanding Visual Effects in a Real-Time ProjectNominated
Develop Awards2016Audio AccomplishmentNominated
The Webby Awards2018Games - Best User ExperienceWon
The Webby Awards2018Games - Best Visual DesignNominated

Legacy

Sequel prospects

Following the 2016 launch of Quantum Break, expressed interest in developing a to continue the story's ending involving Jack Joyce and the time-manipulating Monarch Solution. In 2018, Remedy CEO Tero Virtala confirmed that the studio had explored concepts but emphasized that any follow-up required approval from , the owner of the due to the original game's publishing deal. , however, showed no interest in greenlighting the project at the time, prioritizing other franchises amid a shifting focus toward live-service titles and broader ecosystem initiatives. Key barriers to a sequel included Microsoft's reluctance to invest further in the IP. Remedy itself pivoted away from Microsoft-backed projects, announcing Control in 2017 and releasing it in 2019 under a new publishing agreement with 505 Games, which allowed greater creative freedom and marked a departure from the time-travel action of Quantum Break toward supernatural themes. As of 2025, no active development of a Quantum Break sequel has been announced by Remedy or , with the project remaining a low priority amid Remedy's focus on the Remedy Connected Universe expansions like Alan Wake 2 DLC and Control 2. Occasional developer comments, such as those from creative leads reflecting on the game's innovative DNA influencing later titles, hint at lingering potential but underscore the IP ownership challenges as a persistent obstacle. Fan campaigns have sought to revive interest, including online petitions and drives urging to approve a sequel, bolstered by support from actor , who voiced Jack Joyce and publicly endorsed fan requests in 2023. Despite gaining traction among the community, these efforts have elicited no official response from either company.

Industry influence and connections

Quantum Break's integration of live-action television episodes with interactive gameplay pioneered a hybrid format in video games, blending traditional gaming mechanics with serialized delivery to create a experience. This ambitious approach influenced subsequent narrative-driven titles by emphasizing cinematic storytelling and player choices impacting cutscenes, though its broader industry adoption remained limited due to . The game forms a key part of the Remedy Connected Universe, linking to Control (2019) through shared themes of altered realities and the Federal Bureau of Control's investigations into time anomalies at Monarch Solution, the corporation central to Quantum Break's plot. These connections extend to (2023), where the expansion explicitly references Quantum Break's events, including time manipulation experiments and artifacts like the chronon projector, tying into the universe's multiverse-spanning lore. In 2025 retrospectives, Quantum Break continues to be praised for its narrative ambition and innovative structure, with critics highlighting its enduring appeal as a bold experiment in despite technical limitations of its era. The title remains playable on modern hardware, including verification as "Playable" on the with adjustable settings for stable performance. Its availability on has sustained accessibility for new audiences, allowing seamless play across Xbox consoles and PC without additional purchase.

References

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