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Quantum Break and SuperHOT do a great job at encouraging fast aggressive gameplay

2016 has been a good year for fans of bullet time. I finally got around to playing Quantum Break today, and was surprised to find a game that, kind of like a certain other shooter with cover that's not really about cover, promotes aggressive combat and constant movement.

For one, cover isn't very effective. You don't really stick to cover, and enemies love to flank you and throw grenades to get you to move. But besides that, the time powers themselves all encourage you to be moving and getting up close and personal with enemies. Your dash not only lets you quickly evade gunfire and stun enemies when you hit them, but also rewards smart flanking with a few moments of bullet time to unleash some shots. Your time slow bubble lets you cordon off a direction or block bullets from a certain area forcing enemies to move, and rewards good positioning and timing with stopping entire group of enemies. Your shield lets you create protection on the move, and unleash a shockwave at melee range, again encouraging you to get close and stun enemies especially if you have a shotgun.

Those and your other moves combine to form a moveset that encourages to keep moving, flanking enemies, getting to melee range than jumping back out, evading fire.

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Similarly the other time slowing shooter of 2016, SuperHOT, also encourages you to be an aggressive evasive fighter through its mechanics. When one hit kills and enemies come from all angles, staying in one spot is a bad idea to begin with. Guns only have few bullets, forcing you to move through the level grabbing a weapon, firing, and then dropping it for a new one, kind of like that scene from Wanted. Stunning an enemy with a punch or thrown item causes them to drop their guns, encouraging you to have a playstyle of move, stun, grab, kill, repeat, And the ultimate weapon in the game is the katana, a melee range weapon that don't break, can slice bullets in half, and can be thrown through multiple enemies. That last skill also pushes you to line up enemies so you can take them out in a single throw

Being able to slow down time in mid-air is also very useful, since enemies will need to adjust their aim, offering an advantage to finding high ground and then jumping down onto enemies (which also kills them instantly)

 
Great write up. Time manipulation is such an interesting mechanic. These games used it so well. I really wish Quantum Break had a horde mode arena thing.
 
aside from the god awful end boss fight in QB, I spent more than 50% of my time in cover due to playing on hard and shoddy AI
 
I love SuperHOT's specific style of action and agree entirely, just wish it was part of a more interesting, longer and more fleshed out game. There's a lot of places to take that gimmick.
 
Quantum Break gameplay did way less for me than I wanted it to until I stopped it two chapters in and decided to play all the way through Wolfenstein The New Order and The Old Blood. Now going back to QB my aim is not only way better, Wolfenstein trained me to be super aggressive and sparingly take advantage of each game's soft cover system. I'm having a lot more fun now.
 
I agree but by the end of QB I felt like they didn't push enough combat scenarios. I felt like I never really had enough opportunity to go completely crazy. A horde mode of something would have been a very welcome addition
 
Quantum Break can be beaten by playing it as a cover shooter.

But if you play it this way you're missing out. It's so fun dashing to punch some mofos, then putting up a shield, dodging away and shooting in slow mo, all of that shit mmm mm
 
2016 has been a good year for fans of bullet time. I finally got around to playing Quantum Break today, and was surprised to find a game that, kind of like a certain other shooter with cover that's not really about cover, promotes aggressive combat and constant movement.

Vanquish?

But yes, this set of incentives is basically the correct thing to implement to make third-person "cover" shooters truly interesting.
 
Quantum Break can be beaten by playing it as a cover shooter.

But if you play it this way you're missing out. It's so fun dashing to punch some mofos, then putting up a shield, dodging away and shooting in slow mo, all of that shit mmm mm

That's all true. Though they really should have left the carbine out of the game as it made it far too easy to sit back in one spot headshotting fools even on hard mode. It also made time stop useless to me since I could just one hit kill every enemy but the heavies so why would I need to stack bullets? I had to force myself to put the weapon away and only use it for heavies so I could have more fun zooming around tearing ass up.
 
aside from the god awful end boss fight in QB, I spent more than 50% of my time in cover due to playing on hard and shoddy AI

That doesn't sound like a fun way to play Quantum Break lol. The game emphasiszed mobility heavily with it's mechanics, and rewards players for doing so. Playing this game like a stop and pop shooter does not sound appealing.

That's all true. Though they really should have left the carbine out of the game as it made it far too easy to sit back in one spot headshotting fools even on hard mode. It also made time stop useless to me since I could just one hit kill every enemy but the heavies so why would I need to stack bullets? I had to force myself to put the weapon away and only use it for heavies so I could have more fun zooming around tearing ass up.

Didn't really care for the carbine, despite it being as good as you say it is. I liked having a shotgun too much.
 
I love the idea of having things besides waist-high cover to protect you from enemy projectiles, especially when those things are active abilities like time manipulation. This is a good point, OP.
The "charge" ability in Ori and the Blind Forest is also a good example of this, though less about time and more about timing.
 
I agree but by the end of QB I felt like they didn't push enough combat scenarios. I felt like I never really had enough opportunity to go completely crazy. A horde mode of something would have been a very welcome addition

Just say there's a monarch simulator and you play as Paul. Then have all sorts of combat and puzzle scenarios you can load up like it's the Batman challenge mode.

The game was really good but it just needed MORE content.
 
Just say there's a monarch simulator and you play as Paul. Then have all sorts of combat and puzzle scenarios you can load up like it's the Batman challenge mode.

The game was really good but it just needed MORE content.

I've always maintained that more games need the MGS: VR Missions treatment. No need for plot or fancy graphics, just give me tons of random scenarios to enjoy the gameplay.
 
It's definitely interesting playing these games (beat Quantum Break two weeks ago, just started Superhot this evening) that they're very much against my usual grain. I tend to be a conservative player but these are games where it's basically not an option.

I appreciate that both games are about a kind of "flow"—QB figuring out how to traverse the landscape and chain powers most effectively to kill enemies, get to cover, and get moving before they can figure out where you've gone, and Superhot with the need to keep moving forward so there's always an enemy you can push or deal damage to if you run out of ammo.
 
I'm loving both of those games right now (I'm still stuck on the last boss fight in QB though). The only thing that's disappointing for me about QB is that the time mechanics only really augment the shooting. When seeing pre-release footage I was hyped about how they where gonna implement this stuff for other elements like platforming, but in the end those segments are pretty much interactive cut-scenes. It would have been cool to see a battle in one of those broken time rifts where you could use elements suspended in air against your enemies or as platforms to shoot from or flank.
 
Agree. Super hot is awesome but at times frustrating because of hit detection issues.

Quantum break is baffling that it doesn't have a melee mechanic from the get go.
 
I really liked SUPERHOT, haven't play QB (yet). Generally, I like games that promote that kind of gameplay. Loved Vanquish. Can you guys recommend some other games like that?
 
Quantum Break really needs a challenge mode like Wolfenstein or American Nightmare. Love the combat, but hate replaying the parts in between.
 
Quantum break fun but it was a bit too easy even on hard... I was surprised they didn't have any new difficulty modes after finishing hard.
 
I haven't played SuperHOT yet, but yeah as soon as I stopped being so... unassertive I started to love QB so much more.

End boss kicked the crap outta me, too. I beat him really quickly after
I turned auto aim back on (I had it completely off the entire game).
Yeah, I thought the rest of the game was pretty easy on hard.

You know what this thread reminds me of? I need to get Super Time Force outta my backlog. I got a key just from a Penny Arcade stream where the devs were in the chat. I was fast enough to redeem it, lol. I've barely played it though. It... it kinda makes me feel a little shitty so I guess that's my motivation now.
 
I don't really like it when enemies are always flanking me and are always progressing towards me, it makes them feel like mindless drones instead of fighting enemies that care about their own safety too. The only thing that this does is forcing the pacing of the game as enemies die faster and you move on quicker.

I want more GRAW 1 type cover games where you have to flush enemies out of their cover, you wouldn't be straight up rushing them to force them shooting you up at close distance (if they have powerful weapons) unfortunately, this type of gameplay has fallen out of fashion.
 
Posting in this thread only because I'm super curious as to what that other game OP mentioned was. Did 2016 have another "aggressive" shooter that I missed, or are we just talking about it in general i.e. Vanquish?
 
I got a QB code from a friend yesterday, finished it just now(didn't sleep yet since yesterday 12pm) and I have to say I thoroughly enjoyed rushing around and using the abilities, I doubt I used cover more than a couple of times early on.

Current TPS devs really need to learn from Remedy, also they have to learn how to make the gunplay good. TLOU on PS3 was horrible in that department, heard they fixed it on PS4 though? Drake 1-3 also had unsatisfying combat.

Posting in this thread only because I'm super curious as to what that other game OP mentioned was. Did 2016 have another "aggressive" shooter that I missed, or are we just talking about it in general i.e. Vanquish?

Superhot? watch this https://www.youtube.com/watch?v=AJVrquYvGRA
 
This thread got me hyped to play QB. I just happened to buy it today, not super high on my backlog but maybe I'll squeeze it in.
 
The problem with QB is repetition and lack of variety. Too few enemy types requiring different tactics and weapons arsenal makes you pretty much indifferent on what weapons you choose to use: shotgun + SMG --> You're good for the whole game.
 
Damn,quantum break sounds so good,I would buy it in a heartbeat if it was on steam,but sadly there is no way i'm touching the awful windows store.
 
Quantum Break is awesome, and the only time I found it repetitive was when I was trying the same thing all the time, just mix it up there are so many ways to approach each encounter.
 
I'm not sure I think of SUPERHOT as encouraging fast gameplay, due to all the start/stopping that goes on. The final replay looks aggressive as heck, but the way you actually played the game? Not like that at all. Quantum Break totally does; with you on that, but fights are so small that they're all over with surprising speed.
 
The problem with QB is repetition and lack of variety. Too few enemy types requiring different tactics and weapons arsenal makes you pretty much indifferent on what weapons you choose to use: shotgun + SMG --> You're good for the whole game.
I'd argue that QB and SuperHOT are similar in this aspect too. SuperHOT has three guns and essentially only five enemies types. The variety doesn't come from many enemies and many guns, but through level design and which enemies that are present, forcing you to adjust what powers you use and chain together based on that.
 
Posting in this thread only because I'm super curious as to what that other game OP mentioned was. Did 2016 have another "aggressive" shooter that I missed, or are we just talking about it in general i.e. Vanquish?
Was implying Vanquish as that other shooter

I'm not sure I think of SUPERHOT as encouraging fast gameplay, due to all the start/stopping that goes on. The final replay looks aggressive as heck, but the way you actually played the game? Not like that at all. Quantum Break totally does; with you on that, but fights are so small that they're all over with surprising speed.
It definitely encourages aggressive gameplay (couldn't fit an and/or into the title)
 
Quantum Break is the most fun I've had with a third person shooter since Max Payne 3. Its combat is absolutely sublime. I wish they had added some challenge maps as post-game content. I really want more of this stuff.
 
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