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Sam [Lake, game director] had an idea which

then turned into

Quantum Break

."

You may find yourself thinking that time

travel has been done to death, and Remedy

agrees. However they’re certain this title will

stand out.

“Sam has a saying: ‘The things that people

look at as clichés, Remedy looks at them as

classics'," notes Puha. "Time travel has been

done many times, but we take it and we

put our own twist to it. Give the players and

the audience something that’s familiar, but

obviously add a new spin to it."

This new spin had perhaps come pre-

emptively when

Life is Strange

was released;

the folks at Remedy were big fans of Dontnod’s

episodic title, but development on

Quantum

Break

began a long time prior to that.

“Time travel stories are notorious for all their

loopholes, so we really spent years figuring out

the story, how it makes sense, [making sure]

that there are no loopholes," explains Puha.

"The central theme is really, 'can you actually

change things?'”

The difference is in the details. “With the

time travel in

Quantum Break,

we talked to our

scientist [They have a scientist? - Ed] about all

the black holes and the like, so the actual time

machine is very unique in the game. It’s not

a DeLorean or anything like that," he laughs.

“It’s very, very unique. Some time was spent

on the hard science behind these things, but

obviously they only go so far, and you have to

actually make it interesting and fun."

Given its lengthy development cycle, players

were certain the title would undergo heavy

gameplay changes; would what we saw at E3

three years ago still be in the finished product?

Thankfully, Puha lays these concerns to rest.

“All the stuff you saw in 2013 and 2014 is

visit

stack.net.au

GAMES

FEATURE

56

jbhifi.com.au

APRIL

2016

GAMES

J

ack Joyce is a man out

of time. Literally. The

victim of a lab

experiment gone wrong, he and

his partner both attain time-

altering powers, and must team up

to save the future from the maniacal

Monarch Securities.

This is the basis of Remedy Entertainment’s

new IP,

Quantum Break

. Public relations

director at Remedy, Thomas Puha, enlightened

us on the challenges of bringing this expansive

new IP to light.

“You have to figure out so many things," he

says. "First of all, you have to figure out the

universe. We’re doing a time travel story in

Quantum Break

, so just figuring out the rules of

time travel itself takes a lot of time. And that's

even before we started creating the characters

and all of that stuff."

Quantum Break

is also Remedy’s first Xbox

One title, and they didn’t take the move to

Microsoft’s console lightly.

"You have to rebuild a lot of your technology

from the past generation," explains Puha. "You

have the technology already, you usually have

lot of ideas left over and you’re up and running

a lot faster, but when you’re working on new IP

with all new hardware, there’s a lot of things to

figure out, and that just takes a lot of time.”

As far as the time-stopping story goes,

Quantum Break

is a sort of spiritual successor

to the studio’s previous title,

Alan Wake

.

According to Puha, the game was spawned

from a quantum physics-based idea, but was

sidelined during work on

Alan Wake’s American

Nightmare.

“We were talking with Microsoft about

whether we should do

Alan Wake 2

, and the

timing sort of wasn’t right at that point, but

Timing

is

Everything

You would have first heard of it back at E3 in 2013, and since then, Remedy

Entertainment have been buried deep in development on their upcoming third-

person-shooter

Quantum Break

. Responsible for killer releases like Max Payne

and AlanWake, the Finnish studio are no strangers to live-action video game

integration. Alesha Kolbe spoke with public relations director, Thomas Puha.