No, Quincunx is not Nvidia's "new" AA method. The GF3 uses OGMS (ordered grid multi-sampling), with a blur filter (called Quincunx) available as an additional option (that also hits performance by another 20% above and beyond whatever frames are lost by enabling AA). I'm also curious as to whether or not those cited scores are with anisotropic filtering enabled, because multi-sampling does not address texture aliasing, and as such it's not a FSAA solution. It's an edge AA solution. Without high-tap aniso, you're going to have a screen full of texture shimmering and pixel popping (unless the Quincunx blur filter really helps with this).
The problem with these previews from Anand and Tom is that they're mindlessly using Nvidia's PR terms (HRAA, Quincunx), which obviously is already causing confusion to readers. Stop and think why you're not seeing the GF3's AA method being described as exactly what it is, ordered grid multi-sampling! Think about why Nvidia is inventing terms like HRAA for non-technical reviewers to buy into and bandy about without rhyme or reason.