1 00:00:02,389 --> 00:00:04,422 "(Jack)This is what you need to know." 2 00:00:06,213 --> 00:00:08,613 "Time broke, a growing fracture leading to 3 00:00:08,613 --> 00:00:09,839 the end of time." 4 00:00:10,589 --> 00:00:12,562 "And of course, 5 00:00:13,991 --> 00:00:15,234 time travels." 6 00:00:17,846 --> 00:00:20,110 "(Jack) Going too fast for you?" 7 00:00:15,314 --> 00:00:16,756 "(Clarice) Jack!" 8 00:00:27,527 --> 00:00:29,148 Quantum Break is the latest third-person 9 00:00:29,148 --> 00:00:30,915 shooter from Remedy, the same studio that 10 00:00:30,915 --> 00:00:33,186 brought us Max Payne way back in 2001, 11 00:00:33,186 --> 00:00:35,418 and boy, does that lineage show. 12 00:00:35,418 --> 00:00:37,418 Like that game, this one revolves around a 13 00:00:37,418 --> 00:00:38,861 flashy gimmick that serves to differentiate 14 00:00:38,861 --> 00:00:41,340 its gameplay a bit from that of other, more 15 00:00:41,340 --> 00:00:43,013 straightforward third-person shooters. 16 00:00:43,013 --> 00:00:44,847 And like Max Payne, as well as Remedy’s 17 00:00:44,847 --> 00:00:47,519 2010 game Alan Wake, it stars a dude 18 00:00:47,519 --> 00:00:50,180 who cannot stop narrating his story for us. 19 00:00:50,180 --> 00:00:52,425 "Paul has always been hungry for success." 20 00:00:52,425 --> 00:00:54,187 "Time, is going to end." 21 00:00:54,187 --> 00:00:56,996 "That was the first time my powers started to manifest." 22 00:00:56,996 --> 00:00:59,776 Sadly, Quantum Break’s story is just a mess. 23 00:00:59,776 --> 00:01:02,347 Because of reasons, time is fractured, 24 00:01:02,347 --> 00:01:04,214 stuttering with increasing frequency and 25 00:01:04,214 --> 00:01:05,931 possibly approaching a point at which 26 00:01:05,931 --> 00:01:08,472 it just breaks down completely. 27 00:01:08,472 --> 00:01:09,950 Different men have different ideas 28 00:01:09,950 --> 00:01:11,489 about how to deal with this problem, 29 00:01:11,489 --> 00:01:12,945 and they fight with each other while 30 00:01:12,945 --> 00:01:14,697 uttering standard lines of dialogue like 31 00:01:14,697 --> 00:01:17,345 “It doesn’t have to end like this.” 32 00:01:17,345 --> 00:01:19,014 There are very few clear rules established 33 00:01:19,014 --> 00:01:21,086 in Quantum Break about how time works. 34 00:01:21,086 --> 00:01:22,893 It just behaves in whatever way it needs 35 00:01:22,893 --> 00:01:25,171 to behave to throw the characters into 36 00:01:25,171 --> 00:01:27,359 another complication or to give the 37 00:01:27,359 --> 00:01:28,892 main character new powers. 38 00:01:28,892 --> 00:01:30,482 Things just happen because they’re 39 00:01:30,482 --> 00:01:32,349 convenient for the story, so there’s 40 00:01:32,349 --> 00:01:34,039 nothing clearly at stake. 41 00:01:34,039 --> 00:01:35,957 You might argue that the quality of 42 00:01:35,957 --> 00:01:37,765 the story in a game like this isn’t all 43 00:01:37,765 --> 00:01:39,221 that important, but the thing is that 44 00:01:39,221 --> 00:01:41,506 Quantum Break really wants you to 45 00:01:41,506 --> 00:01:42,929 care about its story. 46 00:01:42,929 --> 00:01:45,339 You see, Quantum Break is one part game, 47 00:01:45,339 --> 00:01:47,895 one part live action TV show, 48 00:01:47,895 --> 00:01:49,810 and a good chunk of your time is spent 49 00:01:49,810 --> 00:01:51,747 watching the four live-action episodes 50 00:01:51,747 --> 00:01:53,339 that play out over the course of the game. 51 00:01:53,339 --> 00:01:56,464 And they’re just such generically bad TV, 52 00:01:56,464 --> 00:01:58,660 filled with cliché dialogue and cookie 53 00:01:58,660 --> 00:02:00,791 cutter characters, right down to the comic 54 00:02:00,791 --> 00:02:03,147 relief tech geek hacker type that seems 55 00:02:03,147 --> 00:02:04,881 to be a necessity these days in every 56 00:02:04,881 --> 00:02:07,028 mediocre crime drama. 57 00:02:07,028 --> 00:02:08,472 "(Brenner) That's pretty awesome." 58 00:02:08,472 --> 00:02:12,003 "(Charlie) laughs it's... cell phone rings shit." 59 00:02:12,003 --> 00:02:14,619 There are a few fine actors here, including 60 00:02:14,619 --> 00:02:16,505 Lance Reddick, who proves he can bring 61 00:02:16,505 --> 00:02:18,865 gravitas to even the goofiest material. 62 00:02:18,865 --> 00:02:21,831 "(Martin) Do I look threatened to you?" 63 00:02:21,831 --> 00:02:23,884 But the most that decent acting can do 64 00:02:23,884 --> 00:02:25,770 here is serve as a smokescreen to distract 65 00:02:25,770 --> 00:02:29,298 us from just how bad the story actually is. 66 00:02:29,298 --> 00:02:31,361 Quantum Break is, at its core, a tale of 67 00:02:31,361 --> 00:02:33,909 three men. You play as Jack Joyce, a man 68 00:02:33,909 --> 00:02:36,082 who comes away from a time travel mishap 69 00:02:36,082 --> 00:02:39,347 with the ability to manipulate time in specific ways. 70 00:02:39,347 --> 00:02:40,961 It’s sort of like last year’s adventure game 71 00:02:40,961 --> 00:02:43,050 Life Is Strange, only instead of using its 72 00:02:43,050 --> 00:02:45,030 concept to explore relationships and 73 00:02:45,030 --> 00:02:46,891 serious, real-life issues like bullying and 74 00:02:46,891 --> 00:02:49,316 suicide, Quantum Break just uses it as a 75 00:02:49,316 --> 00:02:50,827 source for spectacle. 76 00:02:52,197 --> 00:02:54,613 Jack’s brother Will is an eccentric genius, 77 00:02:54,613 --> 00:02:56,496 and the villain, Paul Serene, is a powerful 78 00:02:56,496 --> 00:02:59,506 CEO of a massive corporation named Monarch. 79 00:02:59,506 --> 00:03:01,642 Both Will and Paul’s characters are just 80 00:03:01,642 --> 00:03:04,099 recycled archetypes without any new flavoring. 81 00:03:04,099 --> 00:03:06,154 Quantum Break doesn’t even try to break 82 00:03:06,154 --> 00:03:08,471 from traditional male-dominated convention here. 83 00:03:08,471 --> 00:03:10,516 The TV show portion of the game also 84 00:03:10,516 --> 00:03:12,606 spends a lot of time on a supporting character 85 00:03:12,606 --> 00:03:14,776 named Liam Burke. Burke gets into weird 86 00:03:14,776 --> 00:03:16,689 escalator kick fights! 87 00:03:16,689 --> 00:03:18,900 Burke unleashes manly screams while 88 00:03:18,900 --> 00:03:20,499 strangling someone to death in a hospital 89 00:03:20,499 --> 00:03:23,435 as a bunch of people just stand around and watch! 90 00:03:23,435 --> 00:03:24,991 Burke has a pregnant wife who he would 91 00:03:24,991 --> 00:03:28,273 do anything—ANYTHING—to protect. 92 00:03:28,273 --> 00:03:30,924 Games and other mainstream media often 93 00:03:30,924 --> 00:03:33,117 reinforce the false notion of women as fragile 94 00:03:33,117 --> 00:03:35,990 and men as protectors whose role and 95 00:03:35,990 --> 00:03:38,223 responsibility requires them to do anything 96 00:03:38,223 --> 00:03:40,508 to either protect or avenge their families 97 00:03:40,508 --> 00:03:43,558 —Max Payne was definitely in this mold, too— 98 00:03:43,558 --> 00:03:45,859 but Burke is a particularly bland and 99 00:03:45,859 --> 00:03:48,162 formulaic take on this character type, 100 00:03:48,162 --> 00:03:50,114 and that’s really saying something. 101 00:03:50,114 --> 00:03:52,540 In Quantum Break, men are the prime actors 102 00:03:52,540 --> 00:03:55,010 and doers. Men are the ones with vision and 103 00:03:55,010 --> 00:03:57,453 ambition, who set things in motion and who 104 00:03:57,453 --> 00:03:59,306 then do whatever they can to make things 105 00:03:59,306 --> 00:04:02,025 go their way. The only female character 106 00:04:02,025 --> 00:04:04,170 who gets any real development is Beth Wilder, 107 00:04:04,170 --> 00:04:05,902 who helps Jack for reasons that aren’t 108 00:04:05,902 --> 00:04:08,109 immediately clear. In one of the game’s 109 00:04:08,109 --> 00:04:10,627 only moments that even come close to generating 110 00:04:10,627 --> 00:04:13,062 actual interest in its characters, we do 111 00:04:13,062 --> 00:04:14,919 eventually get to know Beth’s history and 112 00:04:14,919 --> 00:04:17,340 her motivations. Her main purpose here, 113 00:04:17,340 --> 00:04:18,930 though, is to serve as a love interest for 114 00:04:18,930 --> 00:04:21,272 Jack, and she’s ultimately more important 115 00:04:21,272 --> 00:04:23,258 for the emotional impact she has on him, 116 00:04:23,258 --> 00:04:25,896 than she is as an individual in her own right. 117 00:04:25,896 --> 00:04:29,580 "(Beth) My ride, my music. Deal with it." 118 00:04:29,580 --> 00:04:31,559 It’s also worth noting that like most of 119 00:04:31,559 --> 00:04:33,649 the enemies, Beth works security for the 120 00:04:33,649 --> 00:04:35,980 Monarch corporation. She must be the only 121 00:04:35,980 --> 00:04:37,697 woman on a team otherwise made up of 122 00:04:37,697 --> 00:04:39,626 hundreds of men, because there are no 123 00:04:39,626 --> 00:04:41,840 female combatants in this game. 124 00:04:41,840 --> 00:04:44,008 As for the combat, there’s a certain novelty 125 00:04:44,008 --> 00:04:45,850 for a little while to the spectacle of 126 00:04:45,850 --> 00:04:47,203 Quantum Break’s action. 127 00:04:47,203 --> 00:04:49,550 Seeing environments shatter in slow motion 128 00:04:49,550 --> 00:04:53,709 and seeing people get stuck in time looks pretty cool. 129 00:04:53,709 --> 00:04:55,792 But that’s all it does. Quantum Break’s 130 00:04:55,792 --> 00:04:58,549 structure feels overly familiar and predictable, 131 00:04:58,549 --> 00:05:00,737 from the heavy enemies it introduces with 132 00:05:00,737 --> 00:05:02,500 the weak points on their backs to the 133 00:05:02,500 --> 00:05:04,402 checkpoints near the end in which it throws 134 00:05:04,402 --> 00:05:06,328 so many enemies at you that you just 135 00:05:06,328 --> 00:05:08,363 want it all to be over. 136 00:05:08,363 --> 00:05:10,028 It’s unfortunate that Quantum Break’s 137 00:05:10,028 --> 00:05:12,087 ambition to tell video game stories in a 138 00:05:12,087 --> 00:05:14,537 new way is wasted on a story that 139 00:05:14,537 --> 00:05:16,471 doesn’t do anything new. 140 00:05:16,471 --> 00:05:18,167 The game doesn’t seem to care if it makes 141 00:05:18,167 --> 00:05:21,763 any sense or if its story actually tries to say anything. 142 00:05:21,763 --> 00:05:23,789 All it cares about is being “awesome” in 143 00:05:23,789 --> 00:05:25,726 the most insubstantial way possible, 144 00:05:25,726 --> 00:05:27,823 in the sense that it’s “awesome” to watch 145 00:05:27,823 --> 00:05:31,476 a locomotive crash again and again and again. 146 00:05:31,476 --> 00:05:34,448 There’s nothing underneath. Maybe, in 2001 147 00:05:34,448 --> 00:05:36,558 when Max Payne came out, a flashy gimmick 148 00:05:36,558 --> 00:05:38,058 was enough to make the mere act of 149 00:05:38,058 --> 00:05:39,835 filling hundreds of dudes with bullets 150 00:05:39,835 --> 00:05:42,709 more than a hollow exercise. But not now. 151 00:05:42,709 --> 00:05:46,059 We’re not actually stuck in time. But playing 152 00:05:46,059 --> 00:05:49,649 Quantum Break, it sure feels like we are. 153 00:05:49,649 --> 00:05:51,142 "(Will) If time is an egg, then that egg" 154 00:05:51,142 --> 00:05:54,376 "is fucking broken. The time egg is fucked." 155 00:05:54,376 --> 00:05:57,586 "(Jack) What? Why is there an egg in this?"