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post #1 of 134 Old 07-07-2013, 02:01 PM - Thread Starter
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I saw a nice interview with Remedy's boss about Quantum Break. It looks interesting and could be a sleeper hit. The graphics looked amazing at the Media Briefing (especially seeing it on that monster IMAX-like screen):

http://www.gamesindustry.biz/articles/2013-07-04-remedy-bringing-the-box-set-binge-to-xbox-one


How the Finnish developer is forging ahead on its ambitious game and TV project, Quantum Break, with the help of Microsoft

Microsoft's ambitions for your living room TV have been widely maligned, mainly due a perceived landgrab in sports, movie and show programming that's shoved video games to the sidelines. It's a mistake that has seen them torn apart by games fans, and coupled with clumsy PR, has left a number of interesting projects overlooked. Including Quantum Break, the new game from Alan Wake developer Remedy Entertainment.

TV is still at the heart of Quantum Break but it should be a much more appealing prospect to the games community. Quantum Break is a direct play for the HBO and Netflix users, those that devour a Breaking Bad or Game of Thrones boxset in a weekend binge. This is a video game that's developed by a studio with a strong fan following, and it comes with its own TV series - paid for by a generous corporate sponsor in Microsoft.

In this exclusive interview with GamesIndustry International, Matias Myllyrinne, CEO of Remedy, discusses the evolution of storytelling at the studio, the changing consumption habits of TV users and games players, how iOS games are helping to fund the bigger bets, and why it needs to work with Microsoft to realise its ambitions.

Q: So Remedy is making an episodic game and it's being accompanied with a TV show? I can see where that's coming from with your previous work on Alan Wake and the storytelling elements there…

Matias Myllyrinne: Quantum Break for us is very much our next big thing. It builds on two core elements of what makes Remedy what it is. We've taken a lot of the learnings about interactive storytelling from Alan Wake and we hope to raise the bar further. We've taken a lot of the learnings about cinematic combat and shooting mechanics from Max Payne to push those further. We're building on those for what will hopefully be the ultimate Remedy experience.

Q: I have to admit I'm a bit sceptical of the TV show idea…

Matias Myllyrinne: In terms of where we've seen a lot raised eyebrows is where the TV elements are tied in. For us, our games are a melting pot of popular culture. Look at Max Payne, it has graphic novels, in Alan Wake we had pages of a novel, we had live TV shows and radio. For us, this is taking it to its logical conclusion. So the game and TV show ship together as one cohesive package. The TV show is episodic. So the episodes of the TV show are interwoven with the episodes of the game. The storylines take place in the same location. Hypothetically you can watch one or play the other but you'll get so much more out of it if you combine them together.

For us it seems like a logical thing to do now. If we fell short of anything on Alan Wake I think it was the facial acting and performance. That's something we really wanted to address. We've spent a lot of time researching methods and we now have visual doubles where all the nuances of the actors are captured. We have our new technology, called North Light, that we built. It's funny because it raises up a new set of issues and challenges.

One of the first things we do is we take the actors to the dentists and take facial moulds. Because it turns out teeth are different and if you place a generic set of teeth into faces that are visually accurate it morphs them into somebody else.

Q: It's that uncanny valley problem…

Matias Myllyrinne: Yep, we've proven that we can do it. Sam Lake [creative director at Remedy] has these crazy ideas and visions and we just go with it. And right now it feels like a perfect storm, with Xbox One being so close to TV and fusing gaming and TV. We went to Microsoft with an idea that this would be not only be a triple-A game but also a TV show and I think we got lucky. Maybe we make our own luck but we've been building up to this for a while.

Q: It's a very ambitious project. You're not only creating a game but you're also partially responsible for a TV production. Isn't that a huge risk to the company - are you betting the business on this?

Matias Myllyrinne: Well, for us, we were very, very fortunate with our iOS stuff with Death Rally. And Alan Wake has done tremendously well and continues to do well. With the Humble Bundle and the Steam promotions, in that space of two or three weeks alone, we had half a million downloads of Alan Wake games. Obviously that's at a very low price point but it's still a significant help to our independence and it gives us more financial stability. But you need to take risks, we need to take risks. Both creatively and to do things differently to what we've done before. Doing things the way you've done them in the past… you'll stagnate and die. If anything that's been a central theme for us for 24-36 months. We've been really focused on learning new things quickly - there's a lot of things we've been doing on iOS that we haven't talked about - so we're learning new things there. And with Quantum Break there's a tonne of new challenges that we're getting our heads around. We're out of pre-production and it feels like we're in a good spot.

But you're right, the industry is going through tremendous change. The bets are getting bigger and bigger. We need to be responsible about the choices we make. For us, it's better to set out and do something very ambitious and hard rather than not. Life's too short.

Q: You say the game is built in chapters, and the TV show is split like that too. How does that work on a practical level, how do players/viewers get hold of the content and how do they consume it?

Matias Myllyrinne: It'll be one cohesive package. So it'll ship on one disc or as one single download. We're not doing episodic as a business model, it's more for pacing and consumption of the content. There's natural pauses in there, but it's up to the audience as to how they watch it. Obviously there are different ways to distribute it. But the primary function of the TV series is to bring the world of Quantum Break to life and give it more depth. And it also felt like a fun thing to do.

Q: So if the player is regulating their own consumption is there a danger that they will swallow up one or the other and miss context? It must be a story-writing headache.

Matias Myllyrinne: It's the way we like to consumer media. Pretty much after Max Payne 2 we had boxsets and some people would blaze through them in a couple of nights. Others, who have a life and children, need to pace themselves. It's even more like that now with HBO and Netflix. We're all getting used to consuming media at our own pace and we have our own natural pauses. And TV shows are easy to commit to when compared to a movie. For us, we wanted to have similar pacing in the game but it's up to the audience as to how and when they consume it.

Q: How far in production is the TV show?

Matias Myllyrinne: We've shot the pilot and we've tested out various partners. We're working with different people so we know where we're going with it… but I can't get into too many details on the talent behind it. It's something we'll be shooting on the West Coast of L.A.

Q: Is Remedy paying for the production of the TV show as well as the development of the game or is it subsidised by Microsoft?

Matias Myllyrinne: This is clearly a strategic move for them as well as us. This is something - we have crazy ideas - but we need to fall back and let the full force of a company like Microsoft see it through. There's no way on God's green Earth that we would take on a venture like this on our own. We might have the appetite but there's no way we could.

Q: So that's why it's exclusive to one format.

Matias Myllyrinne: For us, our interests are nicely aligned. We serve a strategic purpose for them in delivering unique content for their platform with a unique twist. And for us that allows us follow the creative passion that the team needs to fulfil through a project like this.

Q: The console market has been through a rough couple of years, do you think we're going to see a resurgence of the console business now with two new consoles on the horizon?

Matias Myllyrinne: I think we're going to be see a different type of console business, we're already seeing inclinations of that. We're not going to dial back to 2008, nor should we want to. We're going to see different models, different types of games, different kinds of content. If you look at the experiences you get on XBLA, there will be different sized games. Free-to-play is going to come. I'm a lot more optimistic about things, there seems to be a lot of opportunities. Maybe Remedy is at the right size as a company - I hate to use the word pivot - but we can do that. We have resources to do things but we are small enough to be able to adapt to situations. We've grown, we're just under 100 people today and Alan Wake shipped with 55 people including contractors and freelancers. I've seen a lot of interesting games and I just don't see people not wanting to consume interactive entertainment in all its forms.
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post #2 of 134 Old 07-08-2013, 10:08 PM
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Remedy has a proven track record of taking forever to make games. Will this game be an exception ? When did actual production even start on this game ? Hopefully four years ago, because seriously, it does take Remedy a long time to make a game. I'll be a bit surprised if this game makes it to store shelves before 2015. Hopefully they will prove me wrong and this will release sometime during 2014.
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post #3 of 134 Old 07-09-2013, 02:21 PM - Thread Starter
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LOL.

yeah. but hey, they're faster than Polyphony Digital.

I read that Mattrick was strict with deadlines. I wonder if this changes the pace for Remedy. Then again, if they are on a TV production schedule and the game and TV have to be in sync, then that is enough prodding to keep them going.
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post #4 of 134 Old 07-10-2013, 10:51 AM
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Very excited for everything about this game. I can't wait to dive into this world. Definance to me didn't really pull me in. This has quite peaked my interest.
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post #5 of 134 Old 07-28-2013, 08:11 PM - Thread Starter
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saw this "behind the scenes" trailer for it...
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post #6 of 134 Old 09-23-2013, 12:54 PM
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Anyone heard anything about this game since the initial reveal? I was intrigued by it, but seems to have fallen off the radar. Potential release date?

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post #7 of 134 Old 09-23-2013, 02:09 PM
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I think the release date is around Fall 2014

The 5.0 is here
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post #8 of 134 Old 03-05-2014, 07:22 PM - Thread Starter
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http://www.joystiq.com/2014/03/05/quantum-break-nabs-an-oscar-winning-connection-to-gravity/

neat tidbit about one of the guys that worked on Gravity is working on Quantum Break...
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post #9 of 134 Old 03-06-2014, 09:34 AM
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This is one game that I very interested in. The concept behind it sounds cool.

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post #10 of 134 Old 03-06-2014, 09:59 AM
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Quote:
Originally Posted by americangunner View Post

This is one game that I very interested in. The concept behind it sounds cool.

agreed
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post #11 of 134 Old 05-20-2014, 10:18 AM
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http://www.totalxbox.com/76654/fable-legends-is-one-of-the-most-beautiful-games-on-xbox-one-says-lionhead/
Quote:
In parting, he touched on the topic of Quantum Break, Remedy's time-bending third-person shooter. "It's a big first party title, we're not talking about it much, but it's a big exciting title - just hit full production." Among other things, the game will offer "the highest fidelity of facial motion capture that's available on the market, and is "the ultimate Remedy game". All aboard the hype-train, etc.
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post #12 of 134 Old 05-20-2014, 01:04 PM
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I hope they show this game off at E3. More than just a quick teaser, give us some actual gameplay footage from the game being run on the XB1.

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post #13 of 134 Old 05-20-2014, 04:03 PM
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So is this coming out in 2015 or 2016?

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post #14 of 134 Old 05-22-2014, 09:59 PM
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Hard to imagine it could actually come out this year, but late 2015 is certainly possible.
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post #15 of 134 Old 05-22-2014, 10:26 PM
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i don't think there is any way it comes out this year.. we have seen pretty much nothing on this game thus far other than the one "clip".
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post #16 of 134 Old 05-23-2014, 05:17 AM
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Yeah I don't think it's this year.
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post #17 of 134 Old 10-22-2014, 11:19 AM
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New gameplay footage.
https://www.youtube.com/watch?v=rcw8TnjqCFM#t=133

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PROTOCOL 3: PROTECT THE PILOT
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post #18 of 134 Old 10-25-2014, 01:02 AM - Thread Starter
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new gameplay

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post #19 of 134 Old 08-06-2015, 08:37 PM - Thread Starter
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Quantum Break is looking great!



How the TV part is integrated into the game:

http://www.polygon.com/2015/8/6/9107...emedy-sam-lake

Lots of info so check out the article.

excerpts:

How you'll play and watch Quantum Break (and why you shouldn't skip the cutscenes)

When it's released next April, Quantum Break will be mostly interactive, but it will also include a passive TV show, one that stars veterans of Fringe, Game of Thrones, Lost and X-Men movies — and one whose outcome players will control through their in-game actions.

Part of the Finnish developer's challenge with the Xbox One exclusive, though, will be convincing players to stop playing and invest about a feature film's worth of time into watching Quantum Break.



"For the show, we have four episodes," Lake says of the show that will ship with Quantum Break on a disc or as a download.

"Four episodes, 22 minutes or so each. So in total, it's around movie length of show content that you get."

But what if you don't want to watch, for whatever reason? "Yes," Lake said when we asked if they were skippable, "but you are going to miss out."

THE BUTTERFLY EFFECT

Quantum Break's video game portion will tell the story of the heroes as you play it. Its show component will tell the story of its villains. Players will only get the full story with both parts.

Though Remedy will allow it, the game maker doesn't want anyone skipping the Quantum Break show. So it's giving players more reasons to "tune in," in the form of something akin to collectibles.

Quantum Break's incentives sound like a twist on that common game trope — and an improvement over some of Remedy's previous collectibles.

Alan Wake used collectibles in a couple different ways, to varying degrees of success. One took the form of coffee mugs scattered around the game world. They didn't really serve a narrative purpose, and they felt more like a video game than anything else. Quantum Break will have collectibles of a sort, but they're designed to enhance both halves of the experience. They work within the narrative, like Alan Wake's other collectibles: the missing manuscript pages that filled in story gaps with each discovery.

"We are doing things like something that we are calling butterfly effects," Lake says. "There are certain trigger points in the levels that, if you trigger it, it's the beginning of a butterfly effect, and then there is a chain of events, these kind of unforeseen consequences, and you'll see something happening in the show. And with that, you are getting a certain collectible.

"Then again, the other side around, they are certain props that contain information that you see in the show, which you miss if you don't watch the show. And by finding those specific props in the following act in the game, we are unlocking further content for you."

That's part of how your in-game actions will change Quantum Break's show scenes. Remedy tailors them for players, depending on their actions, to create a player-specific version of the show. And as the game goes on and the number of possible actions to perform and items to find increases, so does the detail in the story.

"It's piling up," Lake says. "So when we get to the last episode, we have quite a few permutations of individual scenes in there."

WATCH YOUR OWN ADVENTURE

At Gamescom, we saw about 30 minutes of Quantum Break, split down the middle between gameplay and FMV. One scene presented from two perspectives showed off the interplay between Quantum Break's two distinct modes.

First, we watched a live-action conversation between a man and a woman arguing behind a van. It escalated into a Mexican standoff, guns drawn. A split-second later, both were shocked and then angered to find that the guns had disappeared from their hands. They knew what had happened and opened the van's back door to discover it was empty.

Next, we saw those moments rendered through Quantum Break's graphics engine but from a different perspective. There was a third character we didn't see, captured and hiding in the van. As the two outside argue, time stands still for everyone but the man in the van. He seizes the opportunity to escape, but before he does, he helps himself to the guns.

In the final game, Lake told Polygon, you won't watch these two scenes back-to-back as we did. The FMV portion happens in the first episode of the show. Minutes later, the in-game scene bridges the gap between the show and the game, as the players take control.

This is Quantum Break's time-shifting narrative in action, but outside the context of a battle: You watch a scene happen first, and then you make the scene happen.

"That's just one example," Lake says. "There are many different kind of crossover elements."



THE FUTURE OF THE PRESENT

Quantum Break is already playable from beginning to end, Remedy told us. And to be clear, it looks absolutely gorgeous, if not quite finished.

Remedy will spend the next few months sanding down the game's the game's rough edges. We saw a lot of screen-tearing during the demo, and the HUD that hovers vertically on the right side of the screen is still a work in progress. Lake says there's a "very clear" path to get to the final, polished AAA product, where he admits that polish is everything.

Regardless, Quantum Break seems like the kind of game that Lake and Remedy have wanted to make for a long time. It feels like a Remedy game, some of which you'll play, and some of which you'll watch. Like the studio's other projects, it layers time-bending gameplay over a deeply cinematic presentation. Only this time, perhaps finally, it's doing both literally.

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Last edited by onlysublime; 08-06-2015 at 11:04 PM.
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post #20 of 134 Old 08-06-2015, 10:50 PM - Thread Starter
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IGN's Rewind feature on the game comparing the game now versus the game back then:

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post #21 of 134 Old 12-04-2015, 03:33 AM
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Game Awards Trailer

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post #22 of 134 Old 02-11-2016, 04:04 PM
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New Trailer

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post #23 of 134 Old 02-11-2016, 04:38 PM
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I just pre-ordered this from XBL. Hopefully it's worth the $60.

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post #24 of 134 Old 02-11-2016, 07:28 PM - Thread Starter
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Yeah, excited. so many bonuses for the digital version...
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post #25 of 134 Old 02-17-2016, 03:56 PM
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Here is a story preview of the first couple of chapters. If you are sensitive about spoilers I would avoid this video.

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post #26 of 134 Old 02-21-2016, 12:49 AM - Thread Starter
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Does anyone know for sure if the Amazon SKU for Quantum Break includes the Windows 10 version? Also, does the Amazon SKU contain the "Quantum Break branded SteelBook cover"?

I'm tempted by the Amazon offering because it's only $48 to Prime members. But the description on Amazon doesn't include a number of items listed for the Quantum Break preorder.

Here's the official Remedy details on the Quantum Break preorder:

http://remedygames.com/quantum-break...ion-announced/

Quantum Break pre-orders and previews launch, Windows 10 version announced
Posted on February 11, 2016

Pre-order bonuses include backwards compatible versions of Alan Wake plus two DLCs and Alan Wake’s American Nightmare, as well as Quantum Break for Windows 10. Also a new live-action trailer released to celebrate the upcoming launch of Quantum Break.

Today we have a lot to be excited about. First of all, we’re proud to continue Remedy’s 20-year journey of making games for PC by announcing the Windows 10 version of our latest blockbuster game Quantum Break. It launches simultaneously with the Xbox One version on April 5th, 2016 and is included as a bonus item for Xbox One pre-orders.

Secondly, we had the honor of hosting international media at our offices last month and gave them an extensive hands-on preview of Quantum Break. No more presentations and talk, you could finally play the game from the very beginning and experience it yourself.



The pre-orders and previews are available starting today. We hope you are equally excited to get your hands on Quantum Break as the game launches on April 5th, 2016 for Xbox One and Windows 10. There’s an abundance of pre-order options to choose from, including a limited white Xbox One bundle and a SteelBook cover edition.

And as if we wouldn’t die of excitement already, there’s also a new live-action Quantum Break trailer ominously titled “The Cemetery”. Check out below to get full pre-order details and see the latest trailer and screenshots.

  • Every Xbox One copy of Quantum Break will come with a full-game download for Alan Wake for Xbox 360, plus its two add-on packs, The Signal and The Writer, playable on Xbox One via Backward Compatibility.
  • Every Xbox One Quantum Break pre-order made through the Xbox Store or participating retailers will get you a download code for the Windows 10 version of Quantum Break and Xbox One backwards compatible version of Alan Wake’s American Nightmare.
  • You can also get Quantum Break branded SteelBook cover for your copy of the game by pre-ordering Quantum Break from participating retailers.*
  • A new Xbox One Special Edition Quantum Break Bundle featuring a 500GB Cirrus White console and matching wireless controller, a full-game downloads of Quantum Break for both Xbox One and Windows 10, and a full-game download of Alan Wake accompanied by The Signal and The Writer add-on packs is offered worldwide starting March 29th, 2016 in most regions where Xbox One is available.

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post #27 of 134 Old 02-21-2016, 08:31 AM
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I preordered mine. I've been excited about this for awhile.
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post #28 of 134 Old 02-21-2016, 03:46 PM - Thread Starter
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Okay, apparently, the Steelbook case is a Gamestop exclusive. Not at Amazon. And it's apparently just a steel game box with no disc (digital code). Kind of weird to have a collectible case with no disc.

Still no mention of a Windows 10 version included with Amazon or Gamestop. It says "participating retailers" without indicating which retails ar participating in the deal. I know the digital preorder for Quantum Break comes with the Windows 10 version included.

http://www.gamestop.com/xbox-one/gam...#bonusFeatures

Pre-Order Quantum Break and receive a GameStop Exclusive Premium Steelbook Case!



Preorder Quantum Break and receive a premium SteelBook® case* while supplies last, featuring exclusive game artwork and enhanced metal effects. Limit 1 per qualifying game purchase.

*Preorder item is a premium SteelBook® case only - no game disc included.

Online/In-Store Pickup Customers: Please print your order confirmation page and bring it to your local store to receive your Steelbook. To ensure product is available, it is best to call your local store ahead of time.
Store Customers: Steelbook will be available at time of Pick-up.

While supplies last. Quantities are extremely limited.
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post #29 of 134 Old 03-13-2016, 11:13 AM
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Cinematic Trailer

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post #30 of 134 Old 03-21-2016, 04:33 PM
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I wish I could get a vibe on how long this game will be. I know the video portion is around 2 hours. I haven't pulled the trigger yet, even though the preorder bonuses are pretty sweet, because I'm afraid of being let down with a short campaign.

I've read pretty much all good things, so it seems like this game is on the right track. Decisions, decisions...
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