Quantum Redshift
Xbox- Publisher: Microsoft Game Studios
- Release Date: Sep 16, 2002
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Official Xbox MagazineWith incredible track designs, a spot-on control system and a soundtrack by Junkie XL, Quantum Redshift leaves little to be desired. It may not be perfection, but it's pretty darn close. [Dec 2002, p.125]
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The only thing preventing an even higher score is the "Wipeout analogy"Quantum Redshift matches that standard, but doesnt deliver something beyond it in terms of gameplay.
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Explosions, good lighting and cool particle effects are everywhere in Quantum Redshift. But the graphical effect that stands out the most is the subtlest of them all: water.
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The single most impressive feature of Quantum Redshift is its absolutely gorgeous graphics. This is one of the Xboxs best looking games to date, and thats saying a lot.
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Play MagazineDistracted by the majesty of the visuals, it's difficult sometimes to keep your head in the game. [Oct 2002, p.67]
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With a few more customization options and some robust (and online) multiplayer options, this could be the premiere series in the genre.
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By all means technically proficient, but it's uninspired and will probably give you the sensation that you've already done all this before.
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The main problem is that weve seen it all before and done it all before, something that youll not be able to overcome.
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Like a college fling: It looks pretty enough, but lacks the substance you'd need for a long-term relationship.
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It's the Ramen Noodles of racing games - not bad on its own, but needs something to spice it up to make it a proper meal.
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Offers great production softened by gameplay more derivative than a cloned ear, and will have lasting appeal really only to most hardcore racers.
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Its not that the racers become increasingly difficult, its just that the game gets so much faster. Later in the game when youre on a higher difficulty, it is almost impossible to tell where youre going, and normally by the time you see a wall, youve run into it.
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You can instantly tell that it was born out of corporate necessity, not creative passion. It's a game without a soul, thrown together to "fill a niche" and "target a demographic."
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A game lacking in style, flare, and ingenuity.
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Electronic Gaming MonthlyLacks the white-knuckle, sweat-inducing, warp-speed intensity that the futuristic-racing genre thrives on. [Dec 2002, p.258]
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Xbox Nation MagazineRedshift's well-honed action and lofty technical ambition are let down by a repetitive and dated no-progress-for-second-place structure, overly familiar mechanics, and conspicuous lack of style. [Winter 2002, p.95]
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A nippy, futuristic, weapon-toting racer which epitomises competence without ever once daring to startle with ingenuity.
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Game InformerI hate to say it, but the best parts of this game are the vehicle desings and environmental details. The rest of it really did nothing for me. [Nov 2002, p.140]
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The courses are well laid out and challenging at the higher levels, but they are no different than a normal oval pavement track offering players nothing to see but the other opponents' vehicles.
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It isn't dross, but it probably works best as a quick rental, even for speed junkies.
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If Quantum Redshift achieves anything, its to make us aware that this genre is in serious need of some new ideas.
Awards & Rankings
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85
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32
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#32 Most Discussed Xbox Game of 2002
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User score distribution:
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Positive: 10 out of 17
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Mixed: 5 out of 17
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Negative: 2 out of 17
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Mar 5, 2015
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May 4, 2017
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Mar 28, 2014