Remedy has been working on Quantum Break for a decade and thinks that the multimedia focused Xbone is a the perfect platform for it (reasonable). They also think that Kojima's mistake with MGS isn't overlong cinemas, but the fact that the cinemas are polygonal and not real time (less reasonable).
Like MGS its quite possible this will nail the gameplay/game design (being able to manipulate time could make for some crazy scenarios). Also like MGS, people who want to skip the cinematics can. Its not clear if choices affect the game as well as the tv series.
http://www.edge-online.com/features/remedy-shatters-the-line-between-games-and-tv-with-quantum-break/
So what does the ultimate Remedy game entail? It turns out that for all its aspirations, Quantum Break’s frame is a traditional one: a cover-based thirdperson shooter, albeit with time manipulation mechanics and set-pieces. But this isn’t just Bullet Time 2.0 – you’ll be able to move through time, the game’s tech simulating spectacular environmental destruction, but you’ll also be at the mercy of anomalies, which could leave you on the back foot. One example was shown at E3 earlier this year, when a cargo ship leaps forward through time, causing it to hit a bridge. And to suit the TV-like format of the story, players will take control of several different characters, including the antagonist.
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“At the end of the episode, you get to play the bad guy, who has the most powerful time-manipulation powers of all,” Myllyrinne says. “So he gets to choose which future comes to pass. You play that bad guy; you choose the moment. Then, once you’ve made your choice, you can enjoy a high-quality TV episode where you’ll see how your choices impacted certain things.
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Regardless of the content, why not render the episodes in-engine like cutscenes? Myllyrinne explains: “A game should be interactive and TV should be passive, or at least linear. For me, it feels more natural to watch a show than to watch a long cutscene. If I get a long cutscene… not naming names, but I start to wish it was interactive.”
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