Quantum Redshift Impressions
Many eagerly anticipated the next installment of the popular <i>WipEout</i> franchise to sweep them off their feet. What resulted was a cocktail of mixed emotions, chilled by unpolished game elements and endless postponements. All the while, Microsoft and Curly Monsters worked around the clock to unleash their own blend of intense, hi-speed combat racing - better known as <b>Quantum Redshift</b>.
Bias notwithstanding, <i>Quantum Redshift</i> is an incredible game, one which many will naturally measure up against the acclaimed <i>WipEout</i> franchise for better or for worse. To briefly put it - this is the perfect example of what <i>WipEout Fusion</i> shold've been. Graphically, the game wins hands down. While the controls, fun factor and challenge run neck and neck respectively to its aforementioned competitor. We took a quick run through what <i>Quantum Redshift</i> has to offer, featuring a outline of several core elements which you can use as a guage for player interest.
<b>Level Design:</b> Wow! The visuals for the game are really impressive. Makes the level design in Wipeout Fusion look so like a first-genearation game (oh, wait - I did say that before?) Crafts zip through rivers, city locales, ice plain/caverns and more. The track design is also much wider than those you'd expect from conventional racing games (Wipeout included), so you're not confined and have relative freedom to go where you wish within the circuit path - this also means that you can expect plenty of hidden paths and alternate routes to explore. Some which are more recommended than others, but you'll need to figure out which is the best route. Very nice and yet another fine example of the Xbox's graphic muscle going to work!
<b>Airbrakes are out:</b> (Well, duh) Feels more like you're driving a race car (w/o wheels of course). The left trigger is designated for powerslides, which of course doesn't translate quite like the air brakes. <i>WipEout</i> fans will thus have to reconfigure their savvy racing skills (but that's a good thing!) I am still adjusting to the handling, doesn't seem as smooth like the <i>Wipeout</i> style.
<b>Power Ups:</b> Ick...huge crystals? Unless grids is to be considered a <i>WipEout</i> trademark, I am not too highly thrilled about these large crystalline objects sitting all over the circuit; most of which block your field of vision at times.
<b>Character design</b> Unique. Reshift puts a much greater emphasis on the characters themselves to develop its entire theme (though we all know that you're primarily just racing and nothing else). Wipeout has only casually touched on this, and I am looking to see how this has been incorporated into the gameplay itself. Hopefully this isn't just a filler...
<b>Craft design</b> Odd, but far from dull. They may not be Auricom or Pirahna, but they're very detailed. Nice texture design (Tara's craft for example sporting the patriotic red, white and blue look). Would be slick if they could upgrade to new designs (of course, that would be a shameless rip from Fusion)
<b>Music:</b> Hm...perhaps the only area where I won't be rushing to turn up my stereo. No licensed music talent, which means generic vocalists galore. Some techno and ambient stuff throw in by Soundelux Audio. Not bad, but not quite on the "wow factor" either. Maybe it will grow on me. Note: Junkie XL is actually promoted as the star musical talent. Ashame I've never heard of them.
Sound: Above average effects, nothing groundbreaking. Sound effects can be configured in the options menu should you consider them too distracting or want to gain a more, immersive gaming acing experience.
Speed: The mainstay of every racing game. Verdict? Tight, and I like the scalable difficulty level. You'll start out with two basic levels (novice/amateur) - as you advance throughout the game (which you'll need to play through Tournament Mode to unlock characters and other factors), a speedometer will show the maximum speed rate which your craft can achieve. No objections here - now if only I can master the brake system, and race addicts are in for a treat.
Weapons: Ok. I admit that I am definitely biased here. Not only is the weapon delivery system pretty bland, there's no real charcteristics, unlike Wipeout. Basically, as you navigate throughout the track, you'll pick up three types of weapons (Red designates homing weapons, Blue for non-homing; Yellow is for activating your shield defenses. Then there's Mega-Up - a large star-shaped object which delivers red, blue and yellow at once. Yuck. No real "fun toys" here.
Bottom Line: It's definitely got enough unique features that anyone fond of Wipeout or looking for a fun, combat racing game for the Xbox should not miss out on. The game is definitely challenging (as Kabuki noted in his own thoughts). As noted earlier - <i>Quantum Redshift</i> is a perfect example of what Fusion should've been on the PS2. Player adjustment will vary in respects to how accustomed you are to existing combat racign games (much like many of us did with <i>WipEout Fusion</i>). Inarguably, the game earns the merit of a "must-own"...get yourpersonal copy today.