The Official Quantum Break Thread

MeachTheMonster

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Developed exclusively for Xbox One, Quantum Break blurs the line between television and gameplay, integrating the two into one seamless, uniquely immersive experience. Quantum Break weaves the cinematic action of intense gameplay with the tension and drama of scripted television, creating a world where each has a direct impact on the other.

http://www.pixelux.com/Remedy-QuantumBreak2013.html?id=20614102&siteID=123112&linkID=9242259

Pixelux Entertainment announced today that Remedy Entertainment is the first to use the new Digital Molecular Matter (DMM) Playback System for high quality in-game destruction in their upcoming Xbox One Title, "Quantum Break". Microsoft showed "Quantum Break" during its May 21st Xbox One presentation as one of the launch titles for its new console..

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DMM is a deformation-based fracture system that simulates the physical properties of any material using finite element analysis. If a structure exists - big or small, dense or thin, floppy or rigid - DMM causes it to react in the same way as dictated by reality. For example, wood doesn't simply break along a predetermined seam every time - rather, it bends and splinters into pieces from the point of impact. The same rules apply to any substance imaginable: rubber bends and snaps back into place. Glass shatters. Steel dents and bends. Plastic deforms. DMM can even simulate plants and organic objects through the adjustment of 14 different material physics settings ranging from toughness to volume preservation.

http://electronictheatre.co.uk/xbox...reak-showcases-dimensional-imagings-di4d-tech
Remedy Entertainment will use DI4D software to process facial performance capture in Quantum Break. Sam Lake, Creative Director of Remedy said: “Quantum Break is a hugely ambitious project that combines action and narrative components
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in a unique way to bring the characters to life. The only way to achieve the high quality of performance was to create highly realistic digital doubles of talented actors. By using Dimensional Imaging’s DI4D facial performance-capture solution combined with Remedy’s Northlight storytelling technology we can ensure that every nuance of the actors’ performances are captured on screen.”



This game is gonna be amazing brehs:wow:
 

ThaBronxBully

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this game is going to be amazing. remedy never lets me down. hopefully the gameplay system reflects max payne this time. MS needs to just hurry up and buy remedy it'll ease my calm
 
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MeachTheMonster

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Some new info.

http://www.develop-online.net/inter...-quest-for-the-perfect-game-narrative/0187411

“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,” he explains

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.

"Obviously we are not naive to the fact that some people may not necessarily want to watch some linear media when they slot out their gaming time. So once it is unlocked, it's unlocked for you to jump in or experience whenever you then so choose.

"So it could be you catch up on it through your tablet device or your mobile device on the bus to work, and then you get home and you're ready for the next experience."

“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 says.

“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 notion of ‘digital doubles’, even on new gen hardware, is an ambitious statement to make. Hakkinen is confident however that the studio has been able to jump right across the uncanny valley and ensure characters look lifelike and won’t cause a sense of unease amongst players.

“We were worried, until we saw the results that the technology is doing,” he states.

“We've been working towards this for a very long time. We've been building different types of techniques and technologies. Now that we have the power to actually achieve that, what we've always dreamed of, it almost feels like we jumped straight over the uncanny valley.

:banderas:
 
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