![]() Through the live action segments especially, you get a nuanced view of its cast as people with very different views on what the nature of the "fracture in time" is, and how best to deal with it. Quantum Break's strength as a story is that it doesn't cleanly divide its characters into heroes and villains. It deserved more than "yay we did it" and a teaser of what's next. The story itself is intriguing, and I really wanted to know how it all gets resolved. The decisions stack on each other, causing you to see different scenes in the game and the live-action segments, but the story (as far as I can tell) always follows the same beats and ending in the same way.Īnd for a game with such detailed story sequences, the ending feels particularly abrupt-there's precious little in the way of denouement between the final bullet and the credits, just enough to set up for the inevitable sequel. Depending on the choice, a different character will end up in some of the game's major scenes. In the first, you have to decide whether to execute a witness or let her live. You're put into the shoes of Paul Serene for these major decision points. But the action is just intriguing enough that you won't mind being asked to watch a 20-minute cut scene before beginning the next level. ![]() well, like a mid-season replacement on the USA Network, if we're being honest. What saves this radical concept from total disaster is the fact that the live-action segments are well-acted and tightly paced. Although the live-action bits aren't interactive, the scenes change based on a few key decisions you make during gameplay. The game comes off as something of a mixed-media experiment: a fairly standard third-person shooter punctuated by 20-minute live television-style segments that continue the story. That may change with Quantum Break, an Xbox One and Windows game that arrives April 5 and may become best known for returning live video to videogames. It wasn't long before FMV became a hindrance, not a selling point. The results were, in a word, poor: The acting was often terrible, and the video didn't integrate well into the gameplay. The advent of the CD-ROM era in the early 1990s allowed games to incorporate video, and developers sometimes built entire games around it. ![]() ![]() Full motion video, as it used to be called, has long been taboo in mainstream videogames. ![]()
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