Not like this, Nibel...
You can have a different opinion but each point has to be backed up. And from the previews, a lot of what you say isn't backed up.
1) "This game looks bad."
No elaboration here doesn't help.
2) "This is a third-person cover shooter with gimmicks that don't shake up the core ideas of its stale genre. Watching the videos almost every encounter feels the same and there doesn't seem to be much enemy variety or enemies that really force you to change the way you play other than those that are not effected by your 'time manipulation' gimmick."
Even just from the previews you've read:
Gamespot - Tamoor Hussain
"Although not particularly innovative, these abilities are layered on top of each other and hooked into the underpinning gunplay in a way that adds strategy and freneticism."
"During various battles with Monarch soldiers, this ability revealed itself to be the most versatile of the bunch, since it has defensive, offensive, and strategic applications. It actually was a crutch in our playthrough."
"Helpfully, Time Dodge-ing directly into enemies delivers a shoulder barge that knocks them off balance; good for when one of them gets the jump on you."
"Finally, Time Shield lets Jack become The One (Neo, not Gabriel Yulaw) for a few seconds and nullify all incoming damage with a force field. This was particularly useful whenever we let our zeal get the better of us, which it turns out was all the time. In a sticky situation, it could be activated to give us the opportunity to retreat behind cover."
That doesn't sound like gimmicks. Gimmicks have little relevance or use. Here the abilities are tied to the gunplay and add an extra dimension. If the abilities were badly handled, there wouldn't be any need to play it as a straight shooter. But since the AI is aggressive and when you get special enemies like the Strikers who can't be shot at cause they zip away or can't be Time Stopped, then you have to use other means to take them down.
"Quantum Break forces you to understand and optimise abilities in the face of aggressive, intelligent enemy behaviour. Monarch soldiers constantly did their best to trap us by approaching from all directions. When in cover, they showered us with a hail of bullets to make us dig in, then followed up with flank attacks. When we retreated into rooms to try and limit approaches, they turned to grenades to flush us out into the open. At times it verged on overwhelming, but that pressure is by design. Its Remedy turning otherwise overpowered skills into tools for survival.
Each skirmish is painfully intense, flitting between a power trip and desperate crisis management. The constant depleting and recharging of abilities gave combat an electrifying ebb-and-flow. Enemies also react to players actions, calling out to each other when powers are used and compensating for them. In turn, their movements could be manipulated by concentrating gunfire or using abilities to funnel forces. This puppeteering gave combat a cat-becomes-mouse quality. As the game progresses and enemies gain powers similar to Jack, the strategy and execution grows even more demanding.
On those few occasions when planets align and youre firing on all cylinders, the synergy of abilities gives you a control over the battlefield that borders on predatory. Theres an explosive energy to moving around the environment that makes you feel superheroic, even more so when you upgrade powers to add a new wrinkle to them."
IGN - Stace Harman
"The layout of many of the environments suggests Quantum Break should be played as a cover-based shooter, but in reality cover need only be utilised intermittently, when youre low on health. Outside of this time, its all dashing to and from enemies, freezing time to stack damage and creating a stasis shield to give yourself some breathing room while the cool-down timers of your powers recharge.
Combat is empowering youre effectively a superhero after all but throughout the first four acts of the game you rarely feel overpowered, as groups of enemies work together to take you down. Furthermore, enemies who have some time-based abilities of their own are hinted at for later on in the game and so youre encouraged to make canny use of your powers in combination with one another to get up close to enemies, rather than become over reliant on sticking to cover and taking pot-shots from afar."
Unlike The Order 1886, sticking behind cover doesn't sound like the most optimal tactic. With special enemies, playing it as a straight shooter doesn't work as Strikers can zip around when you shoot them normally and can't be Time Stopped, so other abilities come into play like Time Dodge and Time Shield. You could try taking down the Heavies by just sitting behind cover but you'll get flushed out by other enemies. With how aggressive the AI is, you'll be moving around a lot which is the opposite of The Order 1886. The level design seems more open than The Order 1886 which by contrast was just about progressing forward and switching from a few cover points. In Quantum Break, it sounds like cover is more used as a respite for your powers to recharge or when you're low on health and need to plan your next movement opportunity.
3) "At least with Alan Wake they were able to cover its mediocrity by putting it into the horror genre and just hide a lot of its shortcomings behind dark environments and shit."
Ok, this feels like a tangent seems to have nothing to do with Quantum Break unless if time travel sci fi is just not a genre you're into compared to horror.
4) "This game will probably flop in terms of reviews or at least be way below what Remedy is expecting. Super disappointed."
Kind of pointless arguing over hypotheticals, as you can't really predict whether this game will be a critical failure or success. Just like I'm not going to bother predicting Quantum Break will be showered with praise from critics, because I've got nothing to go on. Even from hands-on previews, because most of the time the preview is from a different critic than the review.
Completely agreed.