# quantum break could do more for science or fiction quantum break by remedy entertainment were as potentially exciting as the sweet glitchy time-ripple look of ir game's graphics are supposed to imply it would do far more for boosting current interest in science / science fiction http://www.youtube.com/watch?v=e087gddxyl4 apparently while developing teh game,the developers consulted a scientist lecturer who had worked at cern who taught them how to write the plot in such a way that it adhered to theoretical physics shame they didn't hire someone who also understood video games and could speak to them in ir own language so they adhered to vague theoretical notions of remote narrative credulity unfortunately quantum break feels convoluted / generically cheesy from the outset - it's as if they'd suddenly heard of the word quantum didn't really understand it - and immediately decided to base a whole game around largely uninteresting interpretations // images here not that there's much wrong with this by-now standard industry approach - but perhaps they could have started out with those cool glitchy graphical ripple effects used to indicate time breaking down and then build play ideas around that that is too many developers seem laser focused on the overall vision (package or product) of "teh game" from the outset rather than what scientists actually do there - the living mechanics of interactivity which help express complex notions of "play" // video here the hard quantum sell max headroom's looking good for ir age instead it seems they've decided to hang ir entire project on a paper thin structure of traditional "sci fi tosh" - eg. an experiment gone badly wrong sinister near-future hypercorporations an unlikely hero with a badly receding hairline (but a weird leather jacket) forced to make tough choices to save those ey loves (for example) rather than show / play something simple (yet with depth) about the everyday strangeness of time like braid did they went with the allegedly epic from the outset which is one way to fail badly quantum break development and pablo picasso thinking too long about how to write this blog post brings to mind pablo picasso // video here picasso's skill seems to lie in ir fearlessness and presentness - ir complete embeddedness in the active moment of artistic creation with a lightness and a delicacy that belies the power inherent in ir every move a dynamic balance a headlong plunge into a reality ir's freely exploring / creating on the fly quantum break however with its thick sheen of pre-rendered polish and its supposedly big (yet actually gimmicky) ideas that amount to no more than arbitrarily branching choices with a bit of poorly acted edgy television cut-scenery stuck in between feels far too scripted there's little possibility for true narrative movement or real excitement here - only design-by-committee third person sci-fi standed cover shooter horse radish with a liberal sprinkle of mass microsoft marketing magic bad storytelling in the paid service of selling generic gameplay - rather than say the direct scientist manipulation of video gamespacetime new play term "gimmie a quantum break": time to stop trying palm off that cheap sci fi babble on me ## update patch calling it: quantum break - goty no doubt // republic of bob