Software:Quantum Redshift

From HandWiki
Short description: 2002 video game
Quantum Redshift
Developer(s)Curly Monsters
Publisher(s)Microsoft Game Studios
Designer(s)Nick Burcombe
Platform(s)Xbox
Release
  • NA: September 17, 2002
  • EU: October 4, 2002
  • JP: November 21, 2002
Genre(s)Futuristic racing
Mode(s)Single-player, multiplayer

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 to average 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.

Gameplay

Players race futuristic hovercraft named SPARCs in Quantum Redshift.

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.[1] Races are held across a cast of sixteen selectable characters over eight stages,[2] 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.[3]

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.[1] Each selectable character in this mode has a rival, with additional points awarded to destroying a rival's vehicle in a race. Upon completion of the tournament, a one-on-one 'Nemesis Challenge' race is staged against the player's rival, allowing them to unlock playing as the rival. 'Time Attack' is a solo timed single race in which laps can be recorded as a 'ghost' for others to compete against. 'Quick Race' is a single race against computer opponents on an unlocked track. 'Multiplayer' mode supports local split-screen races for two to four players.[3]

Development and release

Quantum Redshift was developed by independent studio Curly Monsters, a British company founded in 1998 by six former Psygnosis staff members.[4] 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.[5] 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.[6] Quantum Redshift was Junkie XL's first video game project, who proceeded to compose tracks for games including Forza Motorsport.[7] 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.[5]

Promotion and release of Quantum Redshift was troubled, with creative differences between Microsoft and the development team. Although Curly Monsters retained creative control over the game itself, Microsoft exercised control over the release of the game. The working title, Neon, was changed to Quantum Redshift over concerns of copyright infringement with the Chrysler Neon. The development team also expressed strong disapproval towards decisions made by Microsoft on the cinematics and box art of the game, with Neil Thompson stating the team were "desperately unhappy" and "immensely disappointed" with the final art direction.[5]

Sales

Quantum Redshift was not commercially successful, with the game performing poorly in comparison to Wipeout Fusion, released by Psygnosis successor Studio Liverpool the same year.[5] However, poor sales performance had a significant impact on Curly Monsters, with Microsoft Game Studios abandoning its contract with the studio for a second title, leading to cancellation of a planned sequel. Following this, the company disbanded in February 2003,[5] with Andy Satterthwaite reflecting "while the games were great and reviewed well, they didn’t make enough cash, and we ended up calling it quits in 2003 before we had to put our houses on the line."[8] In the year following release, the game received a minor boost of sales, peaking in the eighth position on Xbox sales charts in the week of 15 November 2003.[9]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic70%[10]
Review scores
PublicationScore
EGM6.0 / 6.5 / 6.0[11]
Eurogamer8/10[12]
GameRevolutionB−[13]
GameSpot7.1[14]
GameSpy63%[2]
IGN6.2[16]
PlayStarStarStarStar[17]
X-PlayStarStarStar[1]
Xbox Magazine (XBM)6/10[18]
Xbox Nation (XBN)6/10[19]

Quantum Redshift received "mixed or average reviews" from publications according to review aggregator Metacritic.[10] 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."[13] 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".[14] 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."[16]

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".[15] Zach Meston of GameSpy described the tracks as "gorgeous", although found them "sterile" and lacking animation.[2] Ryan Davis of GameSpot 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".[14] Hilary Goldstein of IGN 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.[16]

Several critics remarked that the game was unoriginal and lacked distinctive features. Electronic Gaming Monthly described the game as "generic" and "fun, if uninspired", finding the game failed to add "anything new or revolutionary to the gameplay", citing the lack of weapons and the "bland character designs and uninspired story cut-scenes".[11] Similarly describing the game as "simplistic", Hilary Goldstein of IGN critiqued the "limited" and "plain" use of power-ups in the game, finding them to meet a bare minimum of expected features.[16] Andrew Bub of XPlay also found the game lacked "inspiration and originality", citing the "generic" story.[1] Shawn Sanders of Game Revolution stated the game had few faults, but did not introduce many new features in comparison to other games in the genre.[13] Ryan Davis of GameSpot similarly noted the gameplay offered "nothing out of the ordinary."[14]

Retrospective reception

Quantum Redshift received mixed retrospective attention, with critics acknowledging its poor critical and commercial performance. Kristan Reed of Eurogamer positively evaluated the game as a "strangely overlooked" title and "cult classic" for the Xbox, stating it was "the natural successor to Wipeout and the best looking game of its type, with smooth widescreen visuals".[20] In contrast, writing for The Escapist, Jim Rossignol evaluated the game as a "flawed and doomed project", noting that despite the game's distinctive visual and sylistic features, its commercial failure was evident and attributed its shortcomings to unfavorable comparisons with Wipeout.[21] Richard Moss of Polygon described the game as "lacking the inspiration and coherence of its spiritual predecessor".[22]

References

  1. 1.0 1.1 1.2 1.3 Bub, Andrew (27 September 2002). "Quantum Redshift (Xbox) Review". http://www.techtv.com/extendedplay/reviews/story/0,24330,3400402,00.html. 
  2. 2.0 2.1 2.2 Meston, Zach (21 October 2002). "Quantum Redshift". http://www.planetxbox.com/features/reviews/2002/quantumredshift/. 
  3. 3.0 3.1 Quantum Redshift - Game Manual. Microsoft. 2002. https://archive.org/details/xboxmanual_Quantum_Redshift. 
  4. "Company Profile". 2000. http://www.curlymonsters.com/profile.htm. 
  5. 5.0 5.1 5.2 5.3 5.4 Win-Poole, Wesley (15 March 2017). "Quantum Redshift: the forgotten Xbox exclusive Microsoft paid $1m for to take on WipEout". https://www.eurogamer.net/quantum-redshift-the-forgotten-xbox-exclusive-microsoft-paid-usd1m-for-to-take-on-wipeout. Retrieved 1 April 2024. 
  6. Bramwell, Tom (16 November 2006). "A little less conversation, a little more Redshift". https://www.eurogamer.net/article-46192. Retrieved 1 April 2024. 
  7. Shea, Cam (16 November 2007). "Junkie XL AU Interview". https://www.ign.com/articles/2007/11/15/junkie-xl-au-interview. 
  8. Sillifant, Ross (20 August 2014). "GOG Presents The Andy Satterthwaite Interview". http://www.grumpyoldgamers.co.uk/index.php?/topic/2429-andy-satterthwaite-interview/. 
  9. "XBox Top 20 - 15th November 2003". 18 November 2003. https://www.gamesindustry.biz/xbox-top-20-15th-november-2003. Retrieved 1 April 2024. 
  10. 10.0 10.1 "Quantum Redshift". https://www.metacritic.com/game/quantum-redshift/critic-reviews/?platform=xbox. Retrieved 1 April 2024. 
  11. 11.0 11.1 Gladstone, Darren; Lopez, Miguel; Ford, Greg (December 2002). "Quantum Redshift". Electronic Gaming Monthly. 
  12. Reed, Kristan (10 October 2002). "Quantum Redshift". https://www.eurogamer.net/r-quantumredshift-x. Retrieved 1 April 2024. 
  13. 13.0 13.1 13.2 Sanders, Shawn (2 October 2002). "Shift Into Neutral". http://www.game-revolution.com/games/xbox/racing/quantum_redshift.htm. 
  14. 14.0 14.1 14.2 14.3 Davis, Ryan (10 September 2002). "Quantum Redshift Review". https://www.gamespot.com/reviews/quantum-redshift-review/1900-2879845/. Retrieved 1 April 2024. 
  15. 15.0 15.1 Bedigian, Louis (23 September 2002). "Quantum Redshift". http://xbox.gamezone.com/gzreviews/r19994.htm. 
  16. 16.0 16.1 16.2 16.3 Goldstein, Hilary (16 September 2002). "Quantum Redshift Review". https://www.ign.com/articles/2002/09/16/quantum-redshift-review. 
  17. Halverson, Dave (October 2002). "Silent Speed". Play (10): 66–67. https://archive.org/details/Play_Issue_010_2002_10_Fusion_Publishing_US/page/2017/mode/2up?q=quantum. 
  18. Crawley, Mark (October 2002). "Quantum Redshift". Xbox Magazine (12): 76–79. https://archive.org/details/xbm-12. 
  19. Brookes, Jason (Winter 2002). "Quantum Redshift". Xbox Nation (5): 95. https://archive.org/details/xbox-nation-xbn-issue-5-winter-2002/page/94. 
  20. Reed, Kristan (22 January 2008). "The Bluffer's Guide to Xbox Cult Classics". https://www.eurogamer.net/a-xboxcultclassics2006. Retrieved 1 April 2024. 
  21. Rossignol, Jim (24 April 2007). "Formula Futurist". https://www.escapistmagazine.com/formula-futurist/. Retrieved 1 April 2024. 
  22. Moss, Richard (9 March 2017). "Wipeout's co-creator looks back at three decades of racing games". https://www.polygon.com/2017/3/9/14846268/wipeouts-co-creator-looks-back-at-three-decades-of-racing-games. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
  • No URL found. Please specify a URL here or add one to Wikidata.

Template:Atari