![]() ![]() Quantum Error has a stealth mechanic that I couldn't get to work the enemies always seemed to see me no matter how stealthy I was, and if I turned on my flashlight, they would often see me through the walls. You're more likely to see an enemy's arm fall off while they charge at you than you are to feel like you hit them.Įnemy AI is awful and frequently veers between being dumb and detecting you through walls. Even when you get better weapons, they feel so incredibly awkward that they're no fun to use. You can unload shots into an enemy, and they won't so much as flinch until they fall over dead. Half of the time, it can be difficult to tell if you're hitting something because there's no sense of feedback to damage. The weapons are clunky and weightless, lacking even the most basic feedback and generally feeling awful to use. If you hoped the combat might be better, you'd be wrong. Even CPR is weird, since the game asks you to blow into your PS5's microphone - something that I haven't seen since the days of the Nintendo Wii. Dragging someone to safety involves walking backward, so you can't see where you're going unless you turn around, which involves dragging your NPC body in a way that looks ridiculous. Saws can only be used at very specific places, and it isn't always clear where. The ax can sometimes break down walls and doors, and it tends to leave edges that are annoying and can catch you as you go through. The various tools feel really janky and awkward. ![]() In theory, that all sounds cool, but in practice, it feels bad. To its credit, the game goes all-in on trying to include various elements of being a firefighter and give it some sense of actual weight. You'll also need to use fire extinguishers and hoses to put out flames to access areas that you couldn't reach before. Sometimes, you need to drag injured people to safety and perform CPR. You need to feel them to see if there's a risk of an explosion when opening the door, and if there is, you need to find a way to vent the flames so you can pry it open. In addition, you sometimes need to actually act as a firefighter. You even need to wear a respirator to keep yourself breathing in unhealthy environments, which adds a time limit to some exploration. The Jaws of Life can be used to force open doors or clamp down pipes to shut off fire spigots. A saw can carve holes in walls to let out air and prevent a backdraft when opening a door. A fire ax can let you bust through walls. Since you play as a firefighter, you have access to a variety of different firefighting tools and rescue techniques. The big gameplay mechanic in Quantum Error is firefighting. I've certainly seen worse stories, but Quantum Error is one of the worst-told stories I've encountered in a full-budget game. Characters barely have personalities, events are poorly explained, and I'd be hard-pressed to tell you what happened besides Bad Thing and Monsters. The actual storytelling feels like someone's student film project, with lots of attempts at artistic visuals that feel kind of toothless or comical. The problem is that it just doesn't work. It's ambitious and goes through multiple time jumps, flashbacks, flashbacks inside time jumps, a weirdly convoluted and slow-paced narrative, and various attempts at horror. Quantum Error's story is mostly incoherent. Before long, you're encountering everything from undead horrors to alien creatures, and you're venturing from the depths of the facility to the deepest reaches of outer space. Of course, your team finds itself trapped inside the lab and under attack by soldiers. You and your team are sent to the Monad Quantum Research Lab to put out a sudden blaze and rescue the lab employees. You play as Jacob Thomas, a firefighter with a tragic past. Quantum Error is set in the distant future. In practice, it ends up being too ambitious for its own good and offers very little beyond visuals. In theory, Quantum Error is an interesting showcase of what a small team can pull off with UE5. Unreal Engine 5 seems like it is going to contribute to that with a really amazing set of options. We've gone from small development teams being able to make something that looks like it belongs on the NES to small development teams creating genuinely impressive and modern titles. It's genuinely impressive how far technology has come. ![]()
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