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Video Game Review: Derivative, Frustrating ‘Quantum Theory’
CHICAGO – It can be difficult for a casual gamer to discern the differences between a good shooter and a bad one. Someone who doesn’t pick up a controller all that often might look at “Quantum Theory” and think its resemblance to the beloved “Gears of War” translates to quality as well. Of course, as soon as that same person picked up a controller, they’d know something was wrong. It’s not unlike automobiles in that sometimes one has to get behind the wheel to notice the significant design flaws. And, man, does “Quantum Theory” have some significant design flaws.
Video Game Rating: 1.5/5.0 |
Like vehicles, poorly-designed shooters just feel clunky and that’s the best word to describe the mechanics of “Quantum Theory.” More often than not, it’s a title that just doesn’t feel right. Whether it’s the inferior graphics, poor targeting, ill-conceived cover, or inconsistent A.I., the game is constantly shooting itself in the foot. Every time it threatens to develop a personality and a rhythm, it simply blows a tire. Playing “Quantum Theory” is an amazingly frustrating experience because just when you think it’s about to do something, it goes in the other direction.
Quantum Theory
Photo credit: Tecmo Koei
As for the plot of “Quantum Theory,” it’s a bunch of nearly-incomprehensible nonsense centering around a giant tower that has been unleashing a force that has turned people into undead killing machines, some of which are even named ‘Nosferatu’ in one of the games few clever references. The player takes the role of Syd, the only man left who can infiltrate the towers, kill their residents, destroy them, and save what’s left of the bombed-out world. Why should you care? You won’t really. It’s all a bunch of claptrap designed to allow for repetitive levels of creature destruction.
The game instantly looks like “Gears of War,” complete with street cover, hulking soldiers, and futuristic weaponry. It’s one thing to be reminiscent of other games. Several 2010 titles should send part of their profits to the “God of War” team (“Dante’s Inferno,” “Darksiders”). But it’s another thing altogether to look visually less-modern than what you’re stealing. “Quantum Theory” looks like a previous generation version of “Gears of War.”
Quantum Theory Photo credit: Tecmo Koei |
To be fair, “Quantum” steals from more than just “Gears.” After Syd makes his way into the first tower, he crosses paths with a scantily-clad female soldier and the mumbo-jumbo about the forces they must face together starts to feel a bit reminiscent of the “Final Fantasy” games.
Once again, if you’re going to crib from the greats, you better bring your A-game. You’ll probably suffer by comparison no matter what but when this little effort is put into it, the comparison is even more brutal.
The plot may be silly, but how does it actually play? The cover and targeting system is remarkably frustrating. Most obnoxiously, moving out of cover requires a button press instead of pure movement. So, if you’re in the middle of a firefight and an enemy flanks around you, you can’t just turn around and shoot him. You have to push another button. Ugh. And the level design often makes cover useless and frustrating. You’ll often be behind a barrier only to realize that it’s on an obnoxiously-designed angle.
As for A.I., your enemy is often laughably-stupid and unable to see you coming around the corner while he stays in cover. Cover systems have become a staple of the shooter game but if they’re not well-designed on both sides of the ball. The cover dynamic of “Quantum Theory” does nothing but frustrate.
What does work? Well, some of the weaponry has a visceral, “ooh, that’s cool” kick to it. Using a sniper weapon like the Lance on a distant enemy can be fun when the graphics aren’t frustrating, and some of the other weapon design, while generic, speaks to the gamer inside most of us that just wants things to blow up real good.
In the opening prologue, you’re able to pick up your partner and throw her at the enemy in a very-unusual fighting gameplay and that does return only really to raise the question, how could someone design what is often a two-protagonist game in 2010 and not make it co-op? The only multiplayer option is a competitive eight-player one. Good luck finding seven other people playing this game.
By BRIAN TALLERICO |