Ludography
80/100
Critics2 reviews
Quantum Redshift cover

2002 · Curly Monsters · Racing

Quantum Redshift

Xbox exclusive

Set 100 years in the future, Quantum Redshift lets players take to the track in a no-holds-barred combat pod racing tournament with the chance of reaching speeds up to 900 miles per hour. You can bet it'll be hard to see any stop signs going that fast.

Released
17 September 2002
Platforms
Xbox
Genres
Racing
Developers
Curly Monsters
Publishers
Xbox Game Studios
Modes
MultiplayerSingle-player
Perspective
Third person
Themes
Science fiction
Country
United Kingdom
Age ratings
ESRB T

About

Quantum Redshift is a video game for the Xbox console, developed by Curly Monsters and published by Microsoft Game Studios in 2002. The game is a futuristic racing game with the addition of combat and character rivalries that influence competitive races. Quantum Redshift was conceived as a spiritual successor to the racing game Wipeout and was developed by several former Psygnosis staff who worked on the game. The game's publication faced challenges, as Curly Monsters staff voiced creative differences regarding packaging and marketing by Microsoft Game Studios.

The game received mixed reviews from critics, with praise directed at the game's visual presentation and smooth framerate, and criticism towards the lack of distinctive and original features in its design and gameplay compared to its contemporaries. The game was commercially unsuccessful, leading to the discontinuation of a planned sequel and the dissolution of Curly Monsters in 2003.

Keywords

  • death
  • upgradeable weapons
  • weapons swap
  • xbox 360 backwards compatibility

Media

The articlegameplay, story, development, reception

Gameplay

Set one hundred years in the future, Quantum Redshift is a racing game where high-speed races are held on hovercraft known as SPARCs, or single-person armed racing crafts. Races are held across a cast of sixteen selectable characters over eight stages, with each stage featuring two alternate routes. On the track, players have offensive weapons, including a homing and non-homing weapon, and overshields to combat competitors during races. Races also feature color-coded power-ups on the track that charge weapons and shields. Players are able to use points to augment their ship between races, with points earned by winning events, collecting power-ups or defeating opponents.

The game features four modes of play. 'Tournament' mode involves the completion of a series of events. Tournaments are offered in increasing scales of difficulty, with Novice and Amateur modes unlocked initially, and higher difficulty modes increasing the speed of the vehicles during races. Each selectable character in this mode has a rival, with additional points awarded to destroying a rival's vehicle in a race.

Development

Quantum Redshift was developed by independent studio Curly Monsters, a British company founded in 1998 by six former Psygnosis staff members. Several development staff, including Nick Burcombe, Lee Carus-Wescott and Andy Satterthwaite, had worked on the similar 1995 Psygnosis racing video game Wipeout. Developer Neil Thompson stated the game was conceived to "maximise the Wipeout connection", with a design pitch accepted by Microsoft for the launch of the Xbox with a development budget of one million dollars. Microsoft leveraged several promotional partnerships to boost the profile of the game, including contracting Dutch musician Junkie XL to develop sixteen tracks for the soundtrack of the game.

Quantum Redshift was Junkie XL's first video game project, who proceeded to compose tracks for games including Forza Motorsport. Microsoft also engaged Satoshi Ueda, who had worked on the Resident Evil and Street Fighter series, to develop assets for characters and cinematics in the game, including a promotional comic book released for E3 2002 to preview the game.

Reception

Quantum Redshift received "mixed or average reviews" from publications according to review aggregator Metacritic. Critics praised the visual presentation of Quantum Redshift as a highlight of the game, with a focus on the visual effects and framerate. Writing for Game Revolution, Shawn Sanders praised the visual presentation, stating the game demonstrated the technical capabilities of the console, highlighting the "bump-mapping, snazzy water effects, lush and expansive environments (and) silky smooth framerate." Similarly, Ryan Davis of GameSpot praised the graphics as "outstanding", focusing upon the game's "lighting and particle effects, motion blur and bump-mapping", although noting some effects are "used liberally to the point that the novelty wears off sooner than it should". Hilary Goldstein of IGN described the graphics as "blazingly fast", but noted the courses were static and had few competitors, writing "While the game is pretty, it's not hard to see why when considering what little is truly going on."

Reviewers expressed mixed opinions on the track design. Louis Bedigian of GameZone praised the design as "unique", finding them to have "a lot of room to move around" and remarking "the larger scope adds to the depth and realistic feel of the courses". Zach Meston of GameSpy described the tracks as "gorgeous", although found them "sterile" and lacking animation. Davis praised the inclusion of different surfaces and shortcuts, but found most tracks were not "unique and interesting" and "seem inspired more by conventional rally racing games". Goldstein similarly remarked that the track design was "boring" and lacked activity, stating "the tracks don't seem to make much of any sense in terms of the rest of the game" and were largely similar to other racing games.

Releases by platformdates and regions as published

PlatformReleasedRegions
Xbox17 September 2002Worldwide

Games like this

Collections4 collections

Platform libraries

Publishers

Genres

Description adapted from its source, CC BY-SA 4.0.