WEBVTT 00:00:02.389 --> 00:00:04.422 "(Jack)This is what you need to know." 00:00:06.213 --> 00:00:08.613 "Time broke, a growing fracture leading to 00:00:08.613 --> 00:00:09.839 the end of time." 00:00:10.589 --> 00:00:12.562 "And of course, 00:00:13.991 --> 00:00:15.234 time travels." 00:00:17.846 --> 00:00:20.110 "(Jack) Going too fast for you?" 00:00:15.314 --> 00:00:16.756 "(Clarice) Jack!" 00:00:27.527 --> 00:00:29.148 Quantum Break is the latest third-person 00:00:29.148 --> 00:00:30.915 shooter from Remedy, the same studio that 00:00:30.915 --> 00:00:33.186 brought us Max Payne way back in 2001, 00:00:33.186 --> 00:00:35.418 and boy, does that lineage show. 00:00:35.418 --> 00:00:37.418 Like that game, this one revolves around a 00:00:37.418 --> 00:00:38.861 flashy gimmick that serves to differentiate 00:00:38.861 --> 00:00:41.340 its gameplay a bit from that of other, more 00:00:41.340 --> 00:00:43.013 straightforward third-person shooters. 00:00:43.013 --> 00:00:44.847 And like Max Payne, as well as Remedy’s 00:00:44.847 --> 00:00:47.519 2010 game Alan Wake, it stars a dude 00:00:47.519 --> 00:00:50.180 who cannot stop narrating his story for us. NOTE Paragraph 00:00:50.180 --> 00:00:52.425 "Paul has always been hungry for success." 00:00:52.425 --> 00:00:54.187 "Time, is going to end." 00:00:54.187 --> 00:00:56.996 "That was the first time my powers started to manifest." 00:00:56.996 --> 00:00:59.776 Sadly, Quantum Break’s story is just a mess. 00:00:59.776 --> 00:01:02.347 Because of reasons, time is fractured, 00:01:02.347 --> 00:01:04.214 stuttering with increasing frequency and 00:01:04.214 --> 00:01:05.931 possibly approaching a point at which 00:01:05.931 --> 00:01:08.472 it just breaks down completely. 00:01:08.472 --> 00:01:09.950 Different men have different ideas 00:01:09.950 --> 00:01:11.489 about how to deal with this problem, 00:01:11.489 --> 00:01:12.945 and they fight with each other while 00:01:12.945 --> 00:01:14.697 uttering standard lines of dialogue like 00:01:14.697 --> 00:01:17.345 “It doesn’t have to end like this.” 00:01:17.345 --> 00:01:19.014 There are very few clear rules established 00:01:19.014 --> 00:01:21.086 in Quantum Break about how time works. 00:01:21.086 --> 00:01:22.893 It just behaves in whatever way it needs 00:01:22.893 --> 00:01:25.171 to behave to throw the characters into 00:01:25.171 --> 00:01:27.359 another complication or to give the 00:01:27.359 --> 00:01:28.892 main character new powers. 00:01:28.892 --> 00:01:30.482 Things just happen because they’re 00:01:30.482 --> 00:01:32.349 convenient for the story, so there’s 00:01:32.349 --> 00:01:34.039 nothing clearly at stake. 00:01:34.039 --> 00:01:35.957 You might argue that the quality of 00:01:35.957 --> 00:01:37.765 the story in a game like this isn’t all 00:01:37.765 --> 00:01:39.221 that important, but the thing is that 00:01:39.221 --> 00:01:41.506 Quantum Break really wants you to 00:01:41.506 --> 00:01:42.929 care about its story. 00:01:42.929 --> 00:01:45.339 You see, Quantum Break is one part game, 00:01:45.339 --> 00:01:47.895 one part live action TV show, 00:01:47.895 --> 00:01:49.810 and a good chunk of your time is spent 00:01:49.810 --> 00:01:51.747 watching the four live-action episodes 00:01:51.747 --> 00:01:53.339 that play out over the course of the game. 00:01:53.339 --> 00:01:56.464 And they’re just such generically bad TV, 00:01:56.464 --> 00:01:58.660 filled with cliché dialogue and cookie 00:01:58.660 --> 00:02:00.791 cutter characters, right down to the comic 00:02:00.791 --> 00:02:03.147 relief tech geek hacker type that seems 00:02:03.147 --> 00:02:04.881 to be a necessity these days in every 00:02:04.881 --> 00:02:07.028 mediocre crime drama. 00:02:07.028 --> 00:02:08.472 "(Brenner) That's pretty awesome." 00:02:08.472 --> 00:02:12.003 "(Charlie) laughs it's... cell phone rings shit." 00:02:12.003 --> 00:02:14.619 There are a few fine actors here, including 00:02:14.619 --> 00:02:16.505 Lance Reddick, who proves he can bring 00:02:16.505 --> 00:02:18.865 gravitas to even the goofiest material. 00:02:18.865 --> 00:02:21.831 "(Martin) Do I look threatened to you?" 00:02:21.831 --> 00:02:23.884 But the most that decent acting can do 00:02:23.884 --> 00:02:25.770 here is serve as a smokescreen to distract 00:02:25.770 --> 00:02:29.298 us from just how bad the story actually is. 00:02:29.298 --> 00:02:31.361 Quantum Break is, at its core, a tale of 00:02:31.361 --> 00:02:33.909 three men. You play as Jack Joyce, a man 00:02:33.909 --> 00:02:36.082 who comes away from a time travel mishap 00:02:36.082 --> 00:02:39.347 with the ability to manipulate time in specific ways. 00:02:39.347 --> 00:02:40.961 It’s sort of like last year’s adventure game 00:02:40.961 --> 00:02:43.050 Life Is Strange, only instead of using its 00:02:43.050 --> 00:02:45.030 concept to explore relationships and 00:02:45.030 --> 00:02:46.891 serious, real-life issues like bullying and 00:02:46.891 --> 00:02:49.316 suicide, Quantum Break just uses it as a 00:02:49.316 --> 00:02:50.827 source for spectacle. 00:02:52.197 --> 00:02:54.613 Jack’s brother Will is an eccentric genius, 00:02:54.613 --> 00:02:56.496 and the villain, Paul Serene, is a powerful 00:02:56.496 --> 00:02:59.506 CEO of a massive corporation named Monarch. 00:02:59.506 --> 00:03:01.642 Both Will and Paul’s characters are just 00:03:01.642 --> 00:03:04.099 recycled archetypes without any new flavoring. 00:03:04.099 --> 00:03:06.154 Quantum Break doesn’t even try to break 00:03:06.154 --> 00:03:08.471 from traditional male-dominated convention here. 00:03:08.471 --> 00:03:10.516 The TV show portion of the game also 00:03:10.516 --> 00:03:12.606 spends a lot of time on a supporting character 00:03:12.606 --> 00:03:14.776 named Liam Burke. Burke gets into weird 00:03:14.776 --> 00:03:16.689 escalator kick fights! 00:03:16.689 --> 00:03:18.900 Burke unleashes manly screams while 00:03:18.900 --> 00:03:20.499 strangling someone to death in a hospital 00:03:20.499 --> 00:03:23.435 as a bunch of people just stand around and watch! 00:03:23.435 --> 00:03:24.991 Burke has a pregnant wife who he would 00:03:24.991 --> 00:03:28.273 do anything—ANYTHING—to protect. 00:03:28.273 --> 00:03:30.924 Games and other mainstream media often 00:03:30.924 --> 00:03:33.117 reinforce the false notion of women as fragile 00:03:33.117 --> 00:03:35.990 and men as protectors whose role and 00:03:35.990 --> 00:03:38.223 responsibility requires them to do anything 00:03:38.223 --> 00:03:40.508 to either protect or avenge their families 00:03:40.508 --> 00:03:43.558 —Max Payne was definitely in this mold, too— 00:03:43.558 --> 00:03:45.859 but Burke is a particularly bland and 00:03:45.859 --> 00:03:48.162 formulaic take on this character type, 00:03:48.162 --> 00:03:50.114 and that’s really saying something. 00:03:50.114 --> 00:03:52.540 In Quantum Break, men are the prime actors 00:03:52.540 --> 00:03:55.010 and doers. Men are the ones with vision and 00:03:55.010 --> 00:03:57.453 ambition, who set things in motion and who 00:03:57.453 --> 00:03:59.306 then do whatever they can to make things 00:03:59.306 --> 00:04:02.025 go their way. The only female character 00:04:02.025 --> 00:04:04.170 who gets any real development is Beth Wilder, 00:04:04.170 --> 00:04:05.902 who helps Jack for reasons that aren’t 00:04:05.902 --> 00:04:08.109 immediately clear. In one of the game’s 00:04:08.109 --> 00:04:10.627 only moments that even come close to generating 00:04:10.627 --> 00:04:13.062 actual interest in its characters, we do 00:04:13.062 --> 00:04:14.919 eventually get to know Beth’s history and 00:04:14.919 --> 00:04:17.340 her motivations. Her main purpose here, 00:04:17.340 --> 00:04:18.930 though, is to serve as a love interest for 00:04:18.930 --> 00:04:21.272 Jack, and she’s ultimately more important 00:04:21.272 --> 00:04:23.258 for the emotional impact she has on him, 00:04:23.258 --> 00:04:25.896 than she is as an individual in her own right. 00:04:25.896 --> 00:04:29.580 "(Beth) My ride, my music. Deal with it." 00:04:29.580 --> 00:04:31.559 It’s also worth noting that like most of 00:04:31.559 --> 00:04:33.649 the enemies, Beth works security for the 00:04:33.649 --> 00:04:35.980 Monarch corporation. She must be the only 00:04:35.980 --> 00:04:37.697 woman on a team otherwise made up of 00:04:37.697 --> 00:04:39.626 hundreds of men, because there are no 00:04:39.626 --> 00:04:41.840 female combatants in this game. 00:04:41.840 --> 00:04:44.008 As for the combat, there’s a certain novelty 00:04:44.008 --> 00:04:45.850 for a little while to the spectacle of 00:04:45.850 --> 00:04:47.203 Quantum Break’s action. 00:04:47.203 --> 00:04:49.550 Seeing environments shatter in slow motion 00:04:49.550 --> 00:04:53.709 and seeing people get stuck in time looks pretty cool. 00:04:53.709 --> 00:04:55.792 But that’s all it does. Quantum Break’s 00:04:55.792 --> 00:04:58.549 structure feels overly familiar and predictable, 00:04:58.549 --> 00:05:00.737 from the heavy enemies it introduces with 00:05:00.737 --> 00:05:02.500 the weak points on their backs to the 00:05:02.500 --> 00:05:04.402 checkpoints near the end in which it throws 00:05:04.402 --> 00:05:06.328 so many enemies at you that you just 00:05:06.328 --> 00:05:08.363 want it all to be over. 00:05:08.363 --> 00:05:10.028 It’s unfortunate that Quantum Break’s 00:05:10.028 --> 00:05:12.087 ambition to tell video game stories in a 00:05:12.087 --> 00:05:14.537 new way is wasted on a story that 00:05:14.537 --> 00:05:16.471 doesn’t do anything new. 00:05:16.471 --> 00:05:18.167 The game doesn’t seem to care if it makes 00:05:18.167 --> 00:05:21.763 any sense or if its story actually tries to say anything. 00:05:21.763 --> 00:05:23.789 All it cares about is being “awesome” in 00:05:23.789 --> 00:05:25.726 the most insubstantial way possible, 00:05:25.726 --> 00:05:27.823 in the sense that it’s “awesome” to watch 00:05:27.823 --> 00:05:31.476 a locomotive crash again and again and again. 00:05:31.476 --> 00:05:34.448 There’s nothing underneath. Maybe, in 2001 00:05:34.448 --> 00:05:36.558 when Max Payne came out, a flashy gimmick 00:05:36.558 --> 00:05:38.058 was enough to make the mere act of 00:05:38.058 --> 00:05:39.835 filling hundreds of dudes with bullets 00:05:39.835 --> 00:05:42.709 more than a hollow exercise. But not now. 00:05:42.709 --> 00:05:46.059 We’re not actually stuck in time. But playing 00:05:46.059 --> 00:05:49.649 Quantum Break, it sure feels like we are. 00:05:49.649 --> 00:05:51.142 "(Will) If time is an egg, then that egg" 00:05:51.142 --> 00:05:54.376 "is fucking broken. The time egg is fucked." 00:05:54.376 --> 00:05:57.586 "(Jack) What? Why is there an egg in this?"