Quantum Break is perhaps the most mysterious title on the Xbox One yet. We know very little of the title and Remedy Entertainment is taking its sweet time in unveiling the whole curtain of information.
We know that the game features lengthy live action TV episodes on the disc which unlock as you progress in the game. Today though, in an interview with Develop, head of franchise development Oskari Hakkinen revealed how the inspiration for this idea came from both the mainstream TV market and their previous Max Payne and Alan Wake titles.
“It was during that time that the big series started to come out with HBO and whatnot, Lost for instance was one where people were buying the boxsets, and then watching the episodes at their own pace. Some are binging through it, some are watching one a day, some are watching one every other day or once a week, but all at their own pace.
“The great thing about it was each episode had its own three act structure and ended on a cliffhanger, which kind of prodded you on to see what happened next. Sam got the idea from that, that this would be a fantastic fit for a video game, especially a video game that has very strong narrative, because we’re telling the story over ten plus hours.
“With Alan Wake, having a very high completion rate was partly to do with the structure we built. What we read on our forums and from media and fans was that some people played through the whole experience from start to finish – the bingers – but some people, folks that didn’t have the time to do that, they’d play one episode. It was a perfect cut off point, and they’d know that the next chunk would take an hour to an hour and a half.”
He also spoke on how the power of the Xbox One enabled the studio to create “digital doubles” of the actors from Quantum Break’s live action TV show. We’ve yet to see how accurate these ‘digital doubles’ are but Hakkinen seems pretty confident that we’ll be put at awe upon a full reveal.
“When I say we can tell better stories with the new hardware it means better facial animation, better, more realistic characters. In fact we’re actually using digital doubles,” he said.
“That’s the future of what we have right now. The characters look exactly like the actor. Every performance and every nuance is now captured from motion capture and translated on screen directly. So we’re really capturing everything in the facial movements.”
The game is yet to see a release date and currently is slated for a release sometime in 2014.