(Quantum Break review part 2)
That being said, I felt the combat was not really the main focus of the game, just some short, locally confined arena action scenes strewn in as a diversion from all the heavy storytelling, and I would have been fine with that if all the storytelling would have been cinematic and well paced. I was even fine with the very unusual and risky idea that you have to watch whole TV show episodes (up to 25 minutes?) between the different acts of the game instead of it just letting you play - I think many other gamers would (and did) hate it, and I actually enjoyed it. However, my biggest criticism of the game regards the parts when you are not playing an average easy cover shooter and not watching cutscenes or TV show episodes relating to the main story. In these parts you just have to move, find a way from point a to point B, maybe do some light platforming and puzzle solving on the way, which is all fine, but there is also this element of hunting for collectibles, and narrative collectibles on top of it, as well as ability upgrade collectibles, so both not something that you would be inclined to ignore. Your time vision allows you to spot if any are near and where they are, and that's how you find them, by constantly pressing the time vision button to highlight interactive objects in the environment, which I already found pretty distracting in itself.
But worse, most of the narrative collectibles are long e-mail exchanges or other background lore to read through, real walls of text that are not voiced, so you have the choice to either leave them unread, at the risk of missing out on some important parts of the story, or interrupt the gameplay, stand still and read for a few minutes. Other interactive objects are radios and TV screens, Remedy's specialty, and they also force you to stay put in front of them if you want to watch or listen the whole thing. In hindsight, none of them, except maybe one trailer in the beginning, were really as entertaining as the show in Max Payne though. This hunting for narrative (and a few upgrade points) collectibles really ruined the pace of game and main story for me. It's a common gameplay mechanic in similar titles, sadly, but I don't really understand the decision to put something like that in any linear story-driven game where the plot suggests that time is of the essence, yet the players are encouraged to take their time and explore the environment for otherwise missable collectibles instead. IMO collectibles are really more suited for open world and exploration games and they disrupt the flow of games like QB, especially if important story details are hidden in them or your ability uogrades depend on them, so that you're made to feel like you're missing out if you don't go after them.
And there are often characters accompanying you, who will keep telling you to follow them and not waste time, all the while waiting patiently for you to finish your collectible hunting. Sometimes they will continue to talk to you or others, regardless if you're close to them or not, so when you go off exploring, you might also miss parts of their dialogue unless you return to them and listen patiently until it's over, as the sound of their voice fades when you move too far away from them, just like the sound of TV and radio intermissions. One more thing to interrupt the gameplay and keep you standing in place. Apart from that, you can actually miss minor parts of the main story and the game will act as if you didn't. Maybe it was just at that one spot, but while I had a clear task to go to search someone at their office, I went off exploring, approached a door and the main character said aloud something along the lines of "I can't leave here before I'm done", so I thought, ok, they game won't let me go anywhere I'm not supposed to go anyway, so no harm in at least trying this door before I go where it wants me to be. But no, it let me go through the door, activated a new chapter and saved the game at this checkpoint, with no way for me to go back and finish my objective from the last chapter, apart from restarting the whole level. It just acted as if I had already done what I was supposed to do.
The checkpoint system is another of my gripes, btw. Most of the times I had no issues with it, because the game was easy enough, but on the few occasions when I died, it could get a bit frustrating because either intentionally or due to the game not saving correctly, I was transported to a checkpoint quite a bit before the spot where I died and had to repeat tedious stuff to get back to where I was before. Repeating cutscenes every time after dying was no fun either, but thankfully they had a skip button.
All in all, I really can't say whether I liked QB or not. I applaud Remedy for their courage to do something different and special, with the actors and TV show episodes, and also, what I didn't talk about yet, the interludes between the acts where you get to make choices from the point of view of the main character's opponent. That was an original idea as well. I liked the setting and even the story would be decent with a better pacing, if so much of the storytelling wouldn't rely on players reading through walls of text on the side. I think there was potential for a really good game in there. But I felt the gameplay was kind of flawed to a point where I caught myself thinking whether in the end this wouldn't have been better as a movie or series in the first place, instead of trying to be a game as well. Maybe an interactive movie/series where you get to make choices. Of course, you couldn't have had the synergy between game world and TV show world then, they couldn't have done a lot of things they do in the game or it would have been more difficult to do it with real live action at least. But for this to be a great game as well, not just a creative media experiment, they should have paid more attention to the pacing, put more thought into making it flow and using the actual strengths of the medium, which are not found in basic cover shooter gameplay, frustrating checkpoint placements and instant death mechanics, nor in forced collectible hunting, making players passively watch or stand in place while reading or listening all the time. There is one more element to the game that allows you to go back, make different choices and replay sections of the game, but with my overall experience of the game, I don't really feel like doing that anymore. Not sure if I'm missing out on much because of that or not.
Post edited July 10, 2022 by Leroux