Redmond Carolipio: Here's Remedy, back to melt brains with an array of wild plot devices. The idea of gameplay influencing a TV show that also influences the game in some way sounds like a grand experiment in entertainment fusion. I don't see a creative downside. If it works, then you've broken some real ground. If not, then who cares? There's still a Remedy game with time-bending concepts in it, and that's worth playing even without the TV show.
Brian Dumlao: Remedy knows how to deal with cinematic action games, as proven by both Max Payne and Alan Wake. Quantum Break looks like more of the same, but with a time manipulation gimmick that can be interesting in the same way "bullet time" felt interesting all those years ago. With the developer announcing a tie-in between the game and a live action series, this is one of the more ambitious titles of the year.
Rainier Van Autrijve: Remedy is responsible for landmark titles such as Max Payne and Alan Wake, so everyone wants to see what the developer is going to come up with next. Bridging TV with video games is not unprecedented — Trion Worlds' Defiance comes to mind — but with Remedy's muscle, Quantum Break might be the first time that integrating the two is done right. Remedy knows how to tell a story, and the few glimpses of gameplay showcase amazing graphical capabilities. If Quantum Break is released in 2014, I'm there.
Thomas Wilde: I have a lot of time for Remedy. Alan Wake was ambitious and interesting even if it had a few really strange design decisions, and the first two Max Payne games are still surprisingly influential to this day, so I'm down for Quantum Break based entirely upon Remedy's involvement. If anyone else were designing the game, there are a few things that would get me cynical, but I'm willing to trust that it will at least be memorable.
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