Quantum Break Initial Thoughts

The thing with being a gaming parent is that you know you want to milk every last opportunity out of your gaming session that you can. Whether it’s a full hour, ten minutes, or if you’re lucky enough to have an afternoon-on-the-couch-wearing-little-more-than-your-boxer-shorts-and-a-smile, you need bang for your buck.

Which is a long-winded way of giving an excuse as to why I have never gotten around to Quantum Break.

To be fair – I’ve never had anything against the game. I remember back in E3 when Shawn Ashmore came on stage to announce the title, and Aidan Gillen was touted as the next big thing, coming off his success in Game of Thrones, and even then I liked what I saw. But in the same breath, it also came at a time when Microsoft was pushing entertainment over gaming. When ‘always on’ was destined to ruin gaming for almost anyone that doesn’t live in the internet Utopia of West-Coast America. And so, for much of this generation – I’m happy to admit, I was pretty much all-in on PlayStation.

Fast forward a few years, and Game Pass has given me the opportunity to finally wander back in and have a go at Quantum Break. Full disclosure: I haven’t watched any of the episodes yet, and that’s largely for the same reasons that I described at the outset: (ironically) time. Already, I enjoy the combat. I’m playing on the easiest difficulty because I really just want a solid story experience, but there’s still something quite satisfying about the gun-play with a few spatters of time-controlling special powers thrown in for good measure.

The story is still unfolding – I’ve just completed Act 1 – so I suspect more will become apparent as I go forward, but already I’ve chosen the Hardline approach for Monarch to take – which is a nicer way of saying ‘kill anyone and everything’. I’m having some ethical issues with that choice, but at the same time, given everything I saw in the story so far, it seemed the most appropriate.

One thing I did want to highlight at this early stage was the sound design. It’s not often that I comment on the sound design, because it’s usually so vanilla from one game to the next – but whoever is doing the mastering of the gun shots and weaponry at Remedy needs to be given a pay-rise. It is easily the most satisfying gun audio I’ve heard in a game for the last decade.

For now, I’ll continue the story. There seems to be an issue streaming the episodes so I’ve had to download them for the time being, which is fine because I’d be lucky to be able to watch them until later this week anyway, but I am looking forward to seeing how it all plays out.

And then, I suspect, I’ll also be ready to give Control – Remedy’s latest title – a look.

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