"Quantum Break is now the best-selling new Microsoft Studios IP this generation"

The PR is actually really smart.
They know the majority of people are not going to substantiate their claim but what it does do is get people on the fence or those that hadn't really heard of the game an incentive to check out "The Next Big Thing"

I'm all in favor of anything that gets more people to buy this game so I get a sequel
 
Dire times at MS if Ryse is their benchmark for commercial success.

And MS, if you're really so proud of Quantum Break, how about you fix the PC version?
 
Oof...those numbers.

I plan on picking this up eventually (my back log is crippling me)

I like TPS and I LOVED The Order. People have been saying this is alright so I'll give it a crack later this year.
 
I was thinking about how expensive this game must have been. Like 4 years in Dev in Europe with the live action scenes and the big name actors...uh...this was kind of a prestige project I guess.
 
Can someone compile 1st week UK retail sales list for this category of ~"best-selling new Sony-published IPs this generation"?

That would not be many games.... Knack, Driveclub, Order 1886, Until Dawn and Bloodborne?
 
Great for Remedy and MS!

With these opening sales they've been able to recoup the costs of 5 minutes of one of the live action segments!

Well done indeed!
 
I was thinking about how expensive this game must have been. Like 4 years in Dev in Europe with the live action scenes and the big name actors...uh...this was kind of a prestige project I guess.

The team looks to be pretty lean for a project this size, though.
 
They haven't given out the PC codes yet.

Would that Really deter MS PR from including them? ;)

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You could always ignore the game and act as if it doesn't exist. Like Sony did with The Order. :D

Seriously though, while MS is definitely more creative with their PR, they are all basically the same when it comes to painting something in a better light that its reality. However, MS's fans seem to eat their PR far easier than other fans. Anecdotal of course, but that's the impression I usually get.

Why the laughing smiley? It's a good example, Sony (and others) usually ignore their failures, if they tried they could probably make up a good PR for TO 1886 (it did better than QB in the UK actually), yet they didn't, probably cause it didn't do so well.
 
I was thinking about how expensive this game must have been. Like 4 years in Dev in Europe with the live action scenes and the big name actors...uh...this was kind of a prestige project I guess.

According to a dev here it wasnt that big i believe. Live action was also cheaper then normal cutscenes. 130 people on the high point working on it. He said the budget was pretty good but nothing compared to other AAA games.
 
According to a dev here it wasnt that big i believe. Live action was also cheaper then normal cutscenes. 130 people on the high point working on it. He said the budget was pretty good but nothing compared to other AAA games.
How is live action with real actors and stunts cheaper than in game cutscenes?
 
How is live action with real actors and stunts cheaper than in game cutscenes?

That simply can't be possible.

Dont know. But that is what he said.

Re: the idea of the filmed scenes being extra expensive, I'd actually assume that live-action ends up being more cost effective than high-end real-time/pre-rendered story scenes are these days. The talent/equipment is less specialized, and you're already paying for the actor's time with the way performance capture is treated.

That's a very good point.

People seemingly have automatic assumptions that our game is super expensive due to live action and actors. We didnt need the actors for months at all, so we needed them for a lot less time than movies or tv series. Not as expensive as you'd think and even at it's height Remedy was only 130 people working on QB (that's everybody including HR etc :)), which isn't that much. We are pretty frugal in Finland and at Remedy. Sure, our game has a big budget, but far from the other AAA out there.

Actually animating, lighting, planning, rigging, etc etc 20 minute cut-scenes would in many ways have been more complicated and in some ways expensive. We dont have access to tons of awesome animators in Finland or in Scandinavia in general (there is no animation industry here, so there's very little animation being taught in schools). Things like this already shape your game and make us take decisions on what we can focus on in our games and what not. As always.
 
How is live action with real actors and stunts cheaper than in game cutscenes?

Depends on the cutscenes but creating several hours of AAA in-game cinematics could be horribly expensive.

I'd still wanna see the receipts on that though.
 
It would be an absolute epic failure if it didn't beat out Ryse etc given the install base must be at least two three four five???? Times that when those games hit launch or very close to launch.
 
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