7 people found this review helpful
0.0 hrs last two weeks / 25.4 hrs on record
Posted: Sep 11, 2016 @ 3:11am
Updated: Sep 11, 2016 @ 3:12am
Product received for free

Steam key provided by the developer for review.


Full review with screenshots:

Aspect Ratios
16:9, wider crops vertically w/o ini fix
Framerate Cap
Unlimited, optional steps between 30 and 240
Above Average, but missing a few things
Key Rebinding
Controller Support/Rebinding
Yes, No
Online (12 Players)

PC Port Quality

Res and win/full/borderless only available in config files. In game has v-sync toggle, variable framerate cap, and resolution scale [40-100%]. Graphics options incl. AA, textures, effects, shadows, view distance, and post processing bundles a number of things but motion blur was separated out in patch 1. Ship and screen HUDs can be toggled, but certain things like trial timings will still show. FOV adjustment for each of the views would be welcome.

Keyboard and Xinput controllers are supported simultaneously (mouse does nothing), button prompts are switched in the menu. No rebinding (said to be in the works) or axis inversion other than 3 preset controller layouts. All movements support analog, but the speed/frequency of turns means it's not as essential as it is to say a racing sim. It's still very satisfying and can be played competently with just the keyboard, I even preferred it in the end. Only issue is that that camera rotation isn't bound, so you also can't rotate the ships in the menu without the controller.

No SLI support, but can be forced through Nvidia Inspector for +25-30%. Performance is good for the visuals on offer, and it scales well enough, the lowest settings pushing ~40-60% more frames vs maxed.


Incredible speed, and you're given the control to make it around even the challenging tracks without dropping your momentum. Where Wipeout controls like a snowboard, somewhat rigid in the direction you point, Redout gives you constant strafe control and is overall much more slidey. You can use it to simply reposition around the track, to assist you by pushing into the turn, or to over-steer early and strafe/drift around. Depending on your ship choice you can use it for different things, but you'll need to learn to use it regardless if you want to set decent times.

3 Boosts: Controlled release via ship energy, a large boost for 100% energy while using a certain ability, and boost gates around the track. The 6 ship teams all have their own sets of attributes that allow you to turn in different ways, take more damage, regain energy, etc. Passives abilities basically augment those attributes, so you can double down or go for a more balanced approach, while actives do some of the same things in a time-limited form while either spending all of or draining your energy over time.

You can't manually lift off the track at any time like Wipeout, but there are plenty of jumps, some of which require you to take them at a specific angle or pitch your ship correctly to land soon/late enough to avoid obstacles. Pitch is also needed to avoid grinding your nose during loops/hills, and becoming unstable in reverse loops and sharp declines.

Everything available in the career is also available as quick/custom races from the main menu. 10 modes are offered, mainly consisting of time trial and race variant. Some increase damage and/or remove the respawn, some disallow abilities, etc. The interesting ones imo are Boss (Each lap is through all 5 tracks of a location, chained together with teleporters) and Score (endurance race where racing cleanly and quickly rewards you with points).

Across the 4 speed classes, there are 24 ships in total, each with 7 color palettes. Ships have 1 active and 1 passive ability slot, 6 of each to choose from. The 4 locations (basically Egypt, Arctic, forest, and volcano) have 5 tracks each with no reverse layouts.

12 Player Online. You can view available games (in session or not), join a random one, or host your own (publicly or privately). Only modes currently to chose from are Race and Pure Race (No abilities). There is no way for a host to limit ship tiers, so it usually ends up being class 4 only unless others are nice enough to see and match a player that chose 1-3, which may be their only option because of the progression system.

A big problem for single-player but even more so online, is how ship collisions are handled. Boosting is common, so when you are inevitably hit from behind, you're often spun around backwards, completely ruining your chances of winning. Alone you can simply restart and the AI isn't as aggressive, so it's less of an issue but should still be addressed. Disabling collisions work, moving the player up or laterally sideways would work too.


All of the content is gated behind leveling and currency earned in the career/online. 6 hours should get you the highest tier of ships and all the tracks, but you still have to earn currency to buy the ships/abilities and their upgrades. This effects online too; so you can't really hope to compete till you've unlocked most of it.


Seeing this in motion, I was honestly astonished at how good this looks with how few polygons and textures are used, especially so from an indie studio. There are screen-space reflections all over the place, adding detail and complementing all the rich colors and varied light sources.

The music is dynamic based on speed and is specific to each track, but it's largely rhythmic, lacking melodies/riffs that usually make electronic tracks so catchy. The engine effects are extremely mild, and really everything lacks proper presence in 3D space, but the air speed and collisions sound alright, with environmental effects in enclosed spaces / underwater.


Redout is an absolute blast. There are a few issues, it’s not quite what I’d call “content-rich”, but I am floored by the absolutely sublime game feel. They’ve crafted a handling model here that feels unique even within the anti-gravity racing genre; a wildly satisfying combination of flow and slip while also being responsive enough for you to face these challenging tracks at such high speeds. The 20(+4) tracks provide enough to do in a title so centered on mastering the mechanics, but more definitely couldn’t hurt. If they want to make that easy, I think it would be very wise for them think about a track creation tool and/or procedural generation, along with a minimal/dynamic aesthetic (Wipeout HD Zone mode) to make content generation as easy as possible.

If you yearn for more Wipeout, as long as you understand that this is not trying to copy it, but rather approach many of the same principles in it's own way, you're going to love this. If you're an average racing fan but have yet to play an anti-gravity title, just expect a significant challenge and loose/slippery feel but still very responsive controls. For a beginner, you're going to have to work at it, a lot, but there's still fun to be had.
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