WEBVTT 99:59:59.999 --> 99:59:59.999 "This is what you need to know." 99:59:59.999 --> 99:59:59.999 "Time broke, a growing fracture leading to 99:59:59.999 --> 99:59:59.999 the end of time." 99:59:59.999 --> 99:59:59.999 "And of course, 99:59:59.999 --> 99:59:59.999 time travels." 99:59:59.999 --> 99:59:59.999 "Jack!" 99:59:59.999 --> 99:59:59.999 "Going too fast for you?" 99:59:59.999 --> 99:59:59.999 Quantum Break is the latest third-person 99:59:59.999 --> 99:59:59.999 shooter from Remedy, the same studio that 99:59:59.999 --> 99:59:59.999 that brought us Max Payne way back in 2001, 99:59:59.999 --> 99:59:59.999 and boy, does that lineage show. 99:59:59.999 --> 99:59:59.999 Like that game, this one revolves around a 99:59:59.999 --> 99:59:59.999 flashy gimmick that serves to differentiate 99:59:59.999 --> 99:59:59.999 its gameplay a bit from that of other, more 99:59:59.999 --> 99:59:59.999 straightforward third-person shooters. 99:59:59.999 --> 99:59:59.999 And like Max Payne, as well as Remedy’s 99:59:59.999 --> 99:59:59.999 2010 game Alan Wake, it stars a dude 99:59:59.999 --> 99:59:59.999 who cannot stop narrating his story for us. 99:59:59.999 --> 99:59:59.999 Sadly, Quantum Break’s story is just a mess. 99:59:59.999 --> 99:59:59.999 Because of reasons, time is fractured, 99:59:59.999 --> 99:59:59.999 stuttering with increasing frequency and 99:59:59.999 --> 99:59:59.999 possibly approaching a point at which 99:59:59.999 --> 99:59:59.999 it just breaks down completely. 99:59:59.999 --> 99:59:59.999 Different men have different ideas 99:59:59.999 --> 99:59:59.999 about how to deal with this problem, 99:59:59.999 --> 99:59:59.999 and they fight with each other while 99:59:59.999 --> 99:59:59.999 uttering standard lines of dialogue like 99:59:59.999 --> 99:59:59.999 “It doesn’t have to end like this.” 99:59:59.999 --> 99:59:59.999 There are very few clear rules established 99:59:59.999 --> 99:59:59.999 in Quantum Break about how time works. 99:59:59.999 --> 99:59:59.999 It just behaves in whatever way it needs 99:59:59.999 --> 99:59:59.999 to behave to throw the characters into 99:59:59.999 --> 99:59:59.999 another complication or to give the 99:59:59.999 --> 99:59:59.999 main character new powers. 99:59:59.999 --> 99:59:59.999 Things just happen because they’re 99:59:59.999 --> 99:59:59.999 convenient for the story, so there’s 99:59:59.999 --> 99:59:59.999 nothing clearly at stake. 99:59:59.999 --> 99:59:59.999 You might argue that the quality of 99:59:59.999 --> 99:59:59.999 the story in a game like this isn’t all 99:59:59.999 --> 99:59:59.999 that important, but the thing is that 99:59:59.999 --> 99:59:59.999 Quantum Break really wants you to 99:59:59.999 --> 99:59:59.999 care about its story. 99:59:59.999 --> 99:59:59.999 You see, Quantum Break is one part game, 99:59:59.999 --> 99:59:59.999 one part live action TV show, 99:59:59.999 --> 99:59:59.999 and a good chunk of your time is spent 99:59:59.999 --> 99:59:59.999 watching the four live-action episodes 99:59:59.999 --> 99:59:59.999 that play out over the course of the game. 99:59:59.999 --> 99:59:59.999 And they’re just such generically bad TV, 99:59:59.999 --> 99:59:59.999 filled with cliché dialogue and cookie 99:59:59.999 --> 99:59:59.999 cutter characters, right down to the comic 99:59:59.999 --> 99:59:59.999 relief tech geek hacker type that seems 99:59:59.999 --> 99:59:59.999 to be a necessity these days in every 99:59:59.999 --> 99:59:59.999 mediocre crime drama. 99:59:59.999 --> 99:59:59.999 There are a few fine actors here, including 99:59:59.999 --> 99:59:59.999 Lance Reddick, who proves he can bring 99:59:59.999 --> 99:59:59.999 gravitas to even the goofiest material. 99:59:59.999 --> 99:59:59.999 But the most that decent acting can do 99:59:59.999 --> 99:59:59.999 here is serve as a smokescreen to distract 99:59:59.999 --> 99:59:59.999 us from just how bad the story actually is. 99:59:59.999 --> 99:59:59.999 Quantum Break is, at its core, a tale of 99:59:59.999 --> 99:59:59.999 three men. You play as Jack Joyce, a man 99:59:59.999 --> 99:59:59.999 who comes away from a time travel mishap 99:59:59.999 --> 99:59:59.999 with the ability to manipulate time in specific ways. 99:59:59.999 --> 99:59:59.999 It’s sort of like last year’s adventure game 99:59:59.999 --> 99:59:59.999 Life Is Strange, only instead of using its 99:59:59.999 --> 99:59:59.999 concept to explore relationships and 99:59:59.999 --> 99:59:59.999 serious, real-life issues like bullying and 99:59:59.999 --> 99:59:59.999 suicide, Quantum Break just uses it as a 99:59:59.999 --> 99:59:59.999 source for spectacle. 99:59:59.999 --> 99:59:59.999 Jack’s brother Will is an eccentric genius, 99:59:59.999 --> 99:59:59.999 and the villain, Paul Serene, is a powerful 99:59:59.999 --> 99:59:59.999 CEO of a massive corporation named Monarch. 99:59:59.999 --> 99:59:59.999 Both Will and Paul’s characters are just 99:59:59.999 --> 99:59:59.999 recycled archetypes without any new flavoring. 99:59:59.999 --> 99:59:59.999 Quantum Break doesn’t even try to break 99:59:59.999 --> 99:59:59.999 from traditional male-dominated convention here. 99:59:59.999 --> 99:59:59.999 The TV show portion of this game also 99:59:59.999 --> 99:59:59.999 spends a lot of time on a supporting character 99:59:59.999 --> 99:59:59.999 named Liam Burke. Burke gets into weird 99:59:59.999 --> 99:59:59.999 escalator kick fights! 99:59:59.999 --> 99:59:59.999 Burke unleashes manly screams while 99:59:59.999 --> 99:59:59.999 strangling someone to death in a hospital 99:59:59.999 --> 99:59:59.999 as a bunch of people just stand around and watch! 99:59:59.999 --> 99:59:59.999 Burke has a pregnant wife who he would 99:59:59.999 --> 99:59:59.999 do anything—ANYTHING—to protect. 99:59:59.999 --> 99:59:59.999 Games and other mainstream media often 99:59:59.999 --> 99:59:59.999 reinforce the false notion of women as fragile 99:59:59.999 --> 99:59:59.999 and men as protectors whose role and 99:59:59.999 --> 99:59:59.999 responsibility requires them to do anything 99:59:59.999 --> 99:59:59.999 to either protect or avenge their families 99:59:59.999 --> 99:59:59.999 —Max Payne was definitely in this mold, too— 99:59:59.999 --> 99:59:59.999 but Burke is a particularly bland and 99:59:59.999 --> 99:59:59.999 formulaic take on this character type, 99:59:59.999 --> 99:59:59.999 and that’s really saying something. 99:59:59.999 --> 99:59:59.999 In Quantum Break, men are the prime actors 99:59:59.999 --> 99:59:59.999 and doers. Men are the ones with vision and 99:59:59.999 --> 99:59:59.999 ambition, who set things in motion and who 99:59:59.999 --> 99:59:59.999 then do whatever they can to make things 99:59:59.999 --> 99:59:59.999 go their way. The only female character 99:59:59.999 --> 99:59:59.999 who gets any real development is Beth Wilder, 99:59:59.999 --> 99:59:59.999 who helps Jack for reasons that aren’t 99:59:59.999 --> 99:59:59.999 immediately clear. In one of the game’s 99:59:59.999 --> 99:59:59.999 only moments that even come close to generating 99:59:59.999 --> 99:59:59.999 actual interest in its characters, we do 99:59:59.999 --> 99:59:59.999 eventually get to know Beth’s history and 99:59:59.999 --> 99:59:59.999 her motivations. Her main purpose here, 99:59:59.999 --> 99:59:59.999 though, is to serve as a love interest for 99:59:59.999 --> 99:59:59.999 Jack, and she’s ultimately more important 99:59:59.999 --> 99:59:59.999 for the emotional impact she has on him 99:59:59.999 --> 99:59:59.999 than she is as an individual in her own right. 99:59:59.999 --> 99:59:59.999 It’s also worth noting that like most of 99:59:59.999 --> 99:59:59.999 the enemies, Beth works security for the 99:59:59.999 --> 99:59:59.999 Monarch corporation. She must be the only 99:59:59.999 --> 99:59:59.999 woman on a team otherwise made up of 99:59:59.999 --> 99:59:59.999 hundreds of men, because there are no 99:59:59.999 --> 99:59:59.999 female combatants in the game. 99:59:59.999 --> 99:59:59.999 As for the combat, there’s a certain novelty 99:59:59.999 --> 99:59:59.999 for a little while to the spectacle of 99:59:59.999 --> 99:59:59.999 Quantum Break’s action. 99:59:59.999 --> 99:59:59.999 Seeing environments shatter in slow motion 99:59:59.999 --> 99:59:59.999 and seeing people get stuck in time looks pretty cool. 99:59:59.999 --> 99:59:59.999 But that’s all it does. Quantum Break’s 99:59:59.999 --> 99:59:59.999 structure feels overly familiar and predictable, 99:59:59.999 --> 99:59:59.999 from the heavy enemies it introduces with 99:59:59.999 --> 99:59:59.999 the weak points on their backs to the 99:59:59.999 --> 99:59:59.999 checkpoints near the end in which it throws 99:59:59.999 --> 99:59:59.999 so many enemies at you that you just 99:59:59.999 --> 99:59:59.999 want it all to be over. 99:59:59.999 --> 99:59:59.999 It’s unfortunate that Quantum Break’s 99:59:59.999 --> 99:59:59.999 ambition to tell video game stories in a 99:59:59.999 --> 99:59:59.999 new way is wasted on a story that doesn’t 99:59:59.999 --> 99:59:59.999 do anything new. 99:59:59.999 --> 99:59:59.999 The game doesn’t seem to care if it makes 99:59:59.999 --> 99:59:59.999 any sense or if its story actually tries to say anything. 99:59:59.999 --> 99:59:59.999 All it cares about is being “awesome” in 99:59:59.999 --> 99:59:59.999 the most insubstantial way possible, 99:59:59.999 --> 99:59:59.999 in the sense that it’s “awesome” to watch 99:59:59.999 --> 99:59:59.999 a locomotive crash again and again and again. 99:59:59.999 --> 99:59:59.999 There’s nothing underneath. Maybe, maybe 99:59:59.999 --> 99:59:59.999 in 2001 when Max Payne came out, a flashy 99:59:59.999 --> 99:59:59.999 gimmick was enough to make the mere act 99:59:59.999 --> 99:59:59.999 of filling hundreds of dudes with bullets 99:59:59.999 --> 99:59:59.999 more than a hollow exercise. But not now. 99:59:59.999 --> 99:59:59.999 We’re not actually stuck in time. But playing 99:59:59.999 --> 99:59:59.999 Quantum Break, it sure feels like we are.