![]() ![]() ![]() If you haven't read the text biographies, the vignette smack-talk often makes no sense - i.e., "Your pretty songs won't help you on the track, Tara." Each racer speaks in his or her native language, which is a neat idea it's much more interesting to hear, for example, the Egyptian racer speaking in Arabic instead of taxi-driver-accented English. Multiplayer is two- to four-player split-screen racing.Įach tournament race is preceded by a horribly staged five-second vignette in which you and another (woefully animated) character exchange awkward banter. Quick race is a single race against AI opponents on any unlocked track. You start the game only able to race at the novice and amateur speeds, but winning an amateur tournament unlocks expert, beating expert unlocks master, and whipping master unlocks "Redshift." Time attack is a one-vehicle race against the clock on any track you've unlocked you can also save your best time as a "ghost lap" for others to compete against. Tournament is the single-player multi-race mode in which you unlock new speeds (difficulty levels), tracks, and characters. Quantum Redshift offers four modes of play: tournament, time attack, quick race, and multiplayer. Tara's career stalled in the wake of a drunken hovercar crash she managed to reinvent herself as a racer") that serves to establish his or her rivalry with one of the game's unlockable racers. Each racer has a one-paragraph biography-slash-personal ad ("Once a red-hot teen pop sensation. Quantum Redshift's cast of 16 characters - seven initially selectable, nine unlocked during play - is the typical United Nations assortment, with male and female racers from Australia, Japan, Egypt, England, etc. Quantum Redshift starts with an intro sequence comprised of game footage (an absurd video game practice that must be stopped at any price - it's like watching a movie that begins with its own trailer) and hand-drawn art, glued together with a series of clichés ("The world's fastest men and women driven by the desire to win at any cost must risk it all to be the best of the best"). It's a game without a soul, thrown together to "fill a niche" and "target a demographic." (And, yes, I'm doing finger-quotes as I write that.) This certainly isn't the most blatant example of a game that was developed in a series of boardroom meetings - hello, Ty the Tasmanian Tiger - but it's one of the most depressing. This is exactly the problem with Quantum Redshift: you can instantly tell that it was born out of corporate necessity, not creative passion. "The Xbox needs a future-racing game!" someone at Microsoft declared one day, and so it was that Curly Monsters (the team which had previously created Infogrames' NGEN Racing for the PlayStation) was assigned to produce one. ![]()
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