Redout delivers excitement I haven’t felt since Nintendo released the last great F-Zero title over a decade ago. I don’t know if it’s the best racer I’ve ever played, but it’s almost certainly the most exhilarating, and earns its place among the very games it takes inspiration from.
RedOut is a superb indie game. If you enjoyed Wipeout or F-Zero, you'll love this new title. Despite the simplistic power-up system and the not so perfect career, RedOut offers one of the best futuristic race experiences out there.
During almost a decade since I last played Need For Speed: Underground, I became mostly an RPG-oriented gamer and thought that nothing can bring me back to racing genre at all.
I tried more than 10 different racing titles since that days, but nothing was able to hook me more than for a day.
But recently I, absolutely accidentially stumbled upon a game I somehow missed year and a half ago and now I want to prevent you guys from making a same mistake, because this game is something amazing.
It's such type of game that hooks your attention from the very first minutes, not caring about what game types you are playing. Once you press this gas pedal, there's no way back. And this game is called Redout.
Redout is a representative of AG racing genre, or, simply said - futuristic racing, inspired by such a legendary games like F-Zero and Wipeout that most of us played on Nintendo and old playstation and sega consoles. But, while humbly keeping the terms of AG racing canon, Redout, I will not be afraid to say that, is nextgen and absolutely revolutionary.
What makes it so is actually very simple. Developers retained the classic AG racing atmosphere, added amazing graphics made on monstrous Unreal Engine 4, insanely realistic physics, supersensitive and unbelieveably responsive controls, greatly fitting techno music and to be sure you really never get bored - spiced the gameplay with more than 100 events, tons of your hovercars upgrades and powerups and more than 10 different race types - from classic race or time run, up to survival mode where racing track is swarmed by mines and boss challenge races.
Game has maybe one of the most realistic physics I saw in racing games - each turn, braking and acceleration, each your tiniest drift applies according force to your car.
During the couple of first races I was collecting each road turn and was so angry on myself and on the game, just to realize 5 minutes later I was silly enough to start playing new game fropm a quick race instead of instructing one.
The thing is Redout offers a unique feature in controlling your hovercar - besides usual turns, break and acceleration, your ship can STRAFE, even in midair - meaning the microcontrol of your car mass and force that is applied to it. Together with regular steering, this control system gives you such an immersive controlling feeling that car physics is starting literally flowing through you. And of course, it helps you to pass even the hardest turns without crashing. This system also greatly improves the futuristic feeling on constant high speed - because using both of these controls wisely, you soon realize that one of the main Redout rules before the hard turn - is NOT to press a break pedal, but dive into it, precisely controlling your ship without slowing down.
Another thing that game is gloriously and defiantly challenging is GRAVITATION itself. Many planets you will race on have such a ridiculously unusual tracks that you often will fly across huge abysses, shorten your way flying over the turns using springboards. Sometimes you can even find yourself entered the portal and second after, flying over the planet itself almost in open space, returning back to the planetary part of the track by enterting another portal. This said, you can strafe not only sideways, but also tilt your car up and down to reach maximum ergonomics and minimum car damage when landing.
Graphics are adding to whole previously named details, showing you absolutely fantastic, surreal and sometimes I'd say even phantasmagoric landscapes and tracks design, accompanied simply unmatchable aesthetics and great shaders and greatly fitting techno soundtrack on top of that. Besides that, it's greatly optimized as well - my GTX 980 was able to maintain stable 60FPS at 4k resoution and the only reason I uploaded this video in 2k is just becuase my GPU renders 4k insanely long. Well. Just take a look on this.
It's hard to believe this game was done by an indie studio. Breathtakingly beautiful, furiously fast, easy to learn and hard to master at the same time, with a great replayability, Redout is definitely one of the best, if not the best AG racing games ever released during the last decade. It will fly you to the moon and back, and in many other corners of galaxy on the lighting speed with greatly implemented physics. But no game is perfect, and Redout has it's own drawback as well - you simply can't stop playing. 9.5 out of 10, deducting 0.5 points for beeing too damn good.
Possibly the greatest futuristic racing game of all time, Redout is an absolutely essential purchase for anyone who’s grown up playing classics like F-Zero, Wipeout and Extreme-G. This game does so many things right on so many levels it’s astounding, from the stunning visuals & sound design to the humongous variety of incredible race tracks.
Make no mistake about it, Redout is FAST. Certainly its most divisive element, then, is just how floaty the vehicle handling is relative to both how winding the tracks are as well as their relative visual similarity in each location. This is a blessing in disguise, however, because Redout mandates track memorization and precise driving lines in a way I’ve rarely seen in similar racers. The learning curve is steep, but taking the time to race the tracks over and over to learn their intricacies is utterly addictive.
The track design itself is brilliant, constantly temping players with wide straightaways to boost faster and faster through before throwing them into harrowing hairpins, loops and corkscrews. Later courses completely throw reality out the window, serving up some of the wildest tracks seen this side of F-Zero GX, with massive jumps, zero-g segments and only the smallest of margins for error.
Redout’s single player campaign was for me worth the price of admission alone- over 120 career mode events cover a wide variety of game modes like time trials, tournament races, survival events and more. It’s sure to take quite a few hours to finish off and does a great job of introducing the player to the game’s mechanics in the slower speed classes before letting them loose with the faster class 3 & 4 ships and the most difficult circuits. The DLC tracks are essential purchases as well and provide the game some of its most unique environments and stunning tracks.
Redout’s multiplayer component currently consists of online racing and local split-screen support for up to two players. The online multiplayer works flawlessly and I’ve had a blast in online races, though it’s worth noting that during most hours of the day the online community seems quite dry (certainly not a fault of the game itself). Split screen works just as well as you’d expect as well, though the game does pare back the graphics slightly in the aim of providing better performance. The game also includes online time-trial leaderboards, which has created some fun competition amongst the game’s awesome Discord community.
I only have two small critiques of Redout at this time- first, while the game’s AI is competitive and certainly challenging for new players learning the game, they tend to be quite easy for advanced players and could use some added difficulty. Secondly, the console versions currently have some framerate issues preventing them from reaching the target 60 fps (PC version is very well-optimized). The developers have stated they’re working on releasing some optimization fixes for those versions so hopefully this will be rectified soon.
I honestly cannot recommend Redout enough. I’ve waited literally over a decade for a racer of this magnitude to be released and am absolutely blown away by what 34BigThings has been able to accomplish, from a small independent studio no less. Hope to see you all on the racetrack!
With some balancing on ship stats, power ups and enemy AI, so that a skillful pilot is always rewarded, Redout can aspire to become like the AG racers of yore. For the time being, it's on the right track.
In the end, Redout is a very good racing game. It may not introduce anything completely new or revolutionize the genre, but it nails the fundamentals so well that fans will be glad that it exists. It has a great presentation and a decent track selection, while the amount of modes almost makes up for the lack of online community. If Redout represents the start of a comeback for futuristic racing, it is a good one, and genre fans will do well to pick it up.
Perfect. I've been waiting for a F Zero style AG game on the PC for a while, and this scratches that itch in a superb manner. It just feels so FAST, you really get the sense that you are breaking the sound barrier with every second.
There is a very pleasant triangular aesthetic that they went with and it was a great move, it makes the tried and true different AG locales look at once both familiar and unique.
I'm not usually one for power-ups in racing games, but this pulls it off by making them totally unoffensive in their capabilities and only adding nifty features like a turbo boost, health regeneration, or even just better steering.
It feels hard to believe that this isn't a AAA game, as there is a polish and quality to it that screams "we care".
Everything runs so smooth and the controls are good and well designed, the core is simple but it's effective. As there has been some time since we had that f-zero and wipeout, redout is the perfect way to bring those feelings back and stronger than ever with astonishing graphics and cool looking circuits as well as a pretty decent OST
The game visuals are music are both good, and the controls are solid but the game lacks several features that keep it short of greatness.
No turbo-start "mini-game" at the start of the race like in mariokart and wipeout. Those make the beginning of a race less boring. They should be added.
No real weaponry to speak of. No missiles, earthquakes, plasma cannon, rockets, etc. etc. We have the pure mode without any weapons, why not have a wild mode with wipeout-like weapons? Driving is great, driving AND fighting at the same time is even greater.
It's a bit hard to see what kind of turn is coming up next. This one is a hard problem to solve but it's definitely a problem.
In its current state, you can see the devs did a good job and that the game has real potential to be Wipeout's successor if it fixes the issues outlined above.
You make 2 minutes : the others do 1:50, you finish 6th.
You make 1:50 minutes : the others do 1:40, you finish 6th.
You make 1:40 minutes : the others do 1:30, you finish 6th.
I thought that kind of games had ceased existing a long time ago. Apparently not.
Very deceived of the money and the time spent on such a thing.
Devs will probably talk about "apprenticeship". There's no apprenticeship here. The faster you go, the faster your opponents go. It was even impossible to finish the FIRST race, even after many and many tries (probably one hundred).
SummaryRedout is a tribute to the old racing monsters such as F-Zero, WipeOut, Rollcage, and POD. It is designed to be an uncompromising, fast, tough and satisfying driving experience, soaked in that vertigo that stands at the core of the arcade racing genre.