Review: Quantum Revenge – A Work in Progress Comes Good

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One of the first things that struck me about Quantum Revenge was its I-can’t-believe-it’s-not-butter gameplay. Flying your mech across your TV’s screen through fields of asteroids and enemies is a pleasure. The animation is smooth and connects nicely to your inputs, causing you to feel confident in your command of this weaponised armour.

A nice touch too is the scrolling backgrounds behind each level, adding a sense of depth with their beautifully depicted space vistas. Movement is not actually confined to the four corners of your screen either, which is an interesting addition. Your avatar can actually travel in certain directions to hunt down enemies not yet visible on screen, but denoted by red radar blips on the edges of the screen, letting you know which way to head. Space debris and dust changes direction to sell players the fact that they are travelling beyond the confines of what is currently visible. This whole idea actually adds an important level of scale to Quantum Revenge, and without it gameplay would feel confined to a small arena.

The destruction of enemies and asteroids yields currency with which to improve your current mech, save up for new mechs, or add offensive or defensive drones, all of which adds to the longevity of the game beyond finishing its final boss fight. The spending of the currency can be a little confusing, as not a lot of explanation is given regarding what exactly you are spending it on, and whether or not it will be a consumable or permanent upgrade.

With Realtech VR’s help, we’ve put together a handy guide as to which upgrades are which, and you can check it out right here. The page also includes info on the various coloured orbs you’ll encounter and what they’ll do for you.

I can’t say I understand the decision to give players the opportunity to upgrade mechs only after death. It seems a strange design idea to not be able to go to the upgrade store at the start of the game before you embark on your next high score attempt. It’s a small thing but it seems counter-intuitive to almost every other video game of this sort.

Apart from that niggle Quantum Revenge is a joy to play, and looping around its levels once you’ve beaten the final boss is a great nod to gaming’s high score chasing past. Saving up to collect all of the mechs and upgrades is great incentive to play on, and the action along the way makes it a pleasure, not a chore.

Despite its hectic gameplay I found this shooter strangely relaxing. The high quality electronic music, coupled with the neon bullet storm and smooth animation, all combine to entrance as you zone out to the blissful mayhem on screen.

Realtech VR have updates in the pipeline for Quantum Revenge, with the version 1.1 update already finalised, and just the question remaining as to when it will be deployed. The update will bring new weapon types and drones, and it’s great to see the studio still working hard to improve a game that got off to a very shaky start. Perhaps a premature release, Quantum Revenge has evolved into a very worthwhile purchase indeed.

Also Read: Realtech VR Talk About Making Quantum Revenge

In A Nutshell:

Quantum Revenge is a very welcome addition to the Apple TV catalogue, offering buttery smooth twin-stick shooting, Saturday morning mechs, and trance-inducing neon bullet storm gameplay.

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