Quantum: Recharged mini-review
A mild advancement on the 1982 arcade game.
Platform: PC, also for PlayStation, Switch, and Xbox
Developer: SneakyBox
Publisher: Atari
Release date: August 17th, 2023
Price: $9.99
Digital availability: Steam
There’s a possibility you might not have played 1982’s Quantum. Although the vector graphics-based title was included in Atari 50: The Anniversary Celebration, the original cabinet had a limited release of fewer than 500 machines. Those lucky enough to play it found a recreation set in the sub-atomic world of quantum physics. Here, the players used a trackball to control a probe that attempted to encircle floating particles. Expectedly, each subsequent level progressed in difficulty, adding pulsars with perilous arms and splitters that would break into smaller particles. Encircling enemies felt a bit like 1981’s Qix, although most retro enthusiasts will tell you that the latter is a superior game.
With the release of Quantum: Recharged, developer SneakyBox offers an audacious attempt at modernizing Betty Ryan’s curious coin-op. Conspicuously, your probe moves faster than the original. Additionally, a button hold speeds you up while a should button press trigger a dash, each sending you rocketing across the modestly sized playfields. Now, when you double-back on your own trail, you leave a temporary glowing shape that’s perilous to adversaries.
Multiple Modes Don’t Add Much Longevity
Despite the updates, the key strategy remains. You’ll want to prioritize your targets, likely focusing your lassoing efforts on the most dangerous foes. Power-ups provide some additional assistance, whether it’s temporary shielding that lets you crash into adversaries or an extra life that can counterbalance navigating through ever congested spaces. But the boost that momentarily freezes foes isn’t all that useful when the screen is covered with antagonists. I would have preferred to have a longer tail for a few seconds.
Like previous Recharged entries, Quantum includes game modifiers as well as a selection of challenge missions. The former lets you alternatively play with a single life, increase spawn rates, or enjoy a four-minute ‘zen’ mode where enemy contact only resets your combo meter. The latter is a bit simplistic, as you tackle stages with a preset number of enemies or a time limit. These contests play too similarly to the main arcade mode.
Undercharged?
And that’s summarizes Quantum: Recharged’s main weakness. While it’s thrilling to circle around the screen, leaving enemy-eliminating shapes, play isn’t deep enough to drive protected play sessions. Mirroring its arcade roots, Quantum is diverting for a few minutes, but lacks that addictive quality that will keep you glued to your screen. If you appreciate Atari’s reinvigorations, I’d wait for a sale on Quantum.
Quantum: Recharged was played on PC with review code provided by the publisher.
Review Overview
Gameplay - 60%
Controls - 70%
Aesthetics - 75%
Performance - 75%
Accessibility - 70%
Value - 55%
68%
OK
While entertaining in short doses, Quantum: Recharged enhancements don’t change a rather simple formula. Sure, spinning around and leaving traps feels fluid and is mildly satisfying. But the advancement of increasingly dangerous enemies across every game grows stale before long.
I’ve been waiting until the Recharged games drop to 50% off before buying. Usually it’s a 6 month wait. For 25-33% off, it’s a shorter wait.
Good review. I feel that about the whole series.
It would have been cool if slow motion was mapped to a shoulder button. And then you earned extra slow motion for getting rid of enemies.