This attention to detail is part of a system the company calls the "Northlight Engine." "The first thing we do when we hire an actor," he says, "is we send them to the dentist to get dental molds." These are then digitized and implanted into the skulls of their digital representations. Sam Lake, the Creative Director at Remedy, responsible for the story in games like Max Payne and Alan Wake, laughs when asked about the virtual chompers. The lips purse and curl against the teeth, the teeth clinch down and the jaw lunges forward. What happens between the chin and the nose of the virtual lead characters of Quantum Break borders on lifelike. The explosive set-pieces shown so far - one on a bridge being struck by an ocean liner, the other in an office being struck by a downed drone - are spectacular and overwhelming, echoing films like Inception.Īnd yet, over the course of a 30-minute presentation with the game's creators, one seemingly inconsequential aspect seemed the most astonishing: the mouths. With the power to manipulate time, gained from the proximity to the failed experiment (a la The Fantastic Four), they try to repair a universe in which time is collapsing, freezing, fast-forwarding, rewinding and slowing-down. Riverport University, the story of Quantum Break follows the people who were in the presence of a time-travel experiment gone wrong - two of whom are playable. In layman's terms, Quantum Break is one of those wildly ambitious projects that would be prohibitively expensive were it not funded by a billion dollar corporation determined to get people excited about its upcoming entertainment hardware, in this case Microsoft's Xbox One. Its creators, Remedy Entertainment, describe Quantum Break as (inhale) a transmedia action-shooter video game and television hybrid that mashes together real world actors and traditional filmmaking with computer graphics and virtual settings in the same fictional universe. Unpacking the Quantum Break elevator pitch is its own meta-game.
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