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Personal opinions, obviously:
- I like Redout 2's sense of speed more. Feels faster overall than the first game.
- I like Redout 1's track designs more. I felt they had more sections that really gave me that "wow" factor. In Redout 2, I only really felt that same "wow" factor in 2 specific tracks (Cloud Ocean & Origin Black Hole).
- I'm indifferent towards how the vehicles handle in either game. Redout 1 is more "rally car drifting", while Redout 2 is more "formula 1 tight handling". Both are fine to me.
- I like Redout 2's SFX design more. Vehicles sound way more punchy and each brand has distinct engine sounds that you can actually identify by ear when they're coming up behind you.
- I like Redout 1's OST more. Redout 2's OST is still fine, but it just doesn't hit the same for me.
- Redout 2 got rid of all the active/passive power-ups from Redout 1 and replaced it with a dedicated turbo boosting/overheating mechanic. I think that's fair because in Redout 1, the turbo boost power up was essentially "the powerup", while the others tended to go mostly unused by players anyway.
- I like Redout 1's method of unlocking new vehicles & upgrades via buying them with the currency you get from winning races over Redout 2's method of just unlocking new vehicles & upgrades by progressing through the campaign.
- Redout 2's seems to have better AI for its non-player racers. They do seem to have a much better time keeping up with you than they did in Redout 1. It is still possible to heavily out-pace them by many kilometres in Redout 2, though.
- I straight-up dislike the "rewind" mechanic in Redout 2 as a concept, let alone its implementation. This is a limited use ability in single-player only to pause & rewind time during the race, typically for correcting mistakes like missing jumps. It really feels like this whole mechanic is a bandage fix for the (arguably) easier-to-fall-off track designs, especially when you're new to a track and there's a sudden sharp turn that catches you off-guard, sending you flying off the edge.
- Lastly, if you care about this anyway: Redout 1 has VR support - Redout 2 doesn't. No idea if VR support is planned for Redout 2 or not.
Check keybindings, there a button to activate it, one for going back in time, one for forward.
And kudos to you. that is exactly the purpose of the feature.
I also used to think it was ass, but i grew to like it once i understood its purpose.
just two notes:
1. the amount of rewinds you get is tied to your difficulty setting. on the two easiest setting you get unlimited rewinds, with higher difficulties they decrease from 5 to 3 ... down to 0.
2. you have go down from the acceleration for a second after you leave the rewind, otherwise it wont register the input and you slow down.
https://steamcommunity.com/profiles/76561198087794419/recommended/1799930
Please let me know if you find this helpful.
I have one question and one comment.
How did you generate something this in depth with only 0.5 hours in the game? I'm assuming you played on Epic first, but I'm curious.
I noticed one of your dislikes was that everyone is forced to use the same racing line and boosting. Near the upper end, your ship build can greatly influence your optimal line and boost pattern. A ship with low stability (drifty) and high thrust/top speed will take different lines and boost differently than a high stability (grippy) ship with high durability enabling longer albeit less potent boosts.
I played 3.0 hours on my Epic account, and then i buy on Steam and continue playing for 0.5 hour. Which mean I played 3.5 hours. Usually I just write the basic gameplay checklist into my review (not in depth enough). I need no ton of hours to identify the end game content to make decision buying or not. That's not what I find helpful to recommend a game.
Here is my review method:
❌ Write review base on solo gaming hours
✔️ Write review included Game Study hours = Not calculate by Steam
✔️ Interview with a long hour gamer + Rumor Checking = Not calculate by Steam
✔️ Read a lot mixture reviews + verify by playtest experiment = Not calculate by Steam
Hours Usage:
❌ Spend long hours to discover that you didn't enjoy the game
❌ Spend long hours master an unwanted game before writing a review
✔️ Spend a short time to identify if it is an unwanted game or not
✔️ I'd rather save time and spend it back on my favorite genre
I mention about "Everyone is fixed use the same racing line for boosting" Actually I was talking about the small boost gate. I notice all the boost gate racing game is fixed player to drive into the same racing line to earn the boost gate. But my driving is vary and might not following the racing line, which mean i will missed the boost gate = i will lost speed = i will lose the match.
I am only sticking around because I see the game's potential, but it really doesn't want to see the player succeed. The jumps and midair adjustments are insane, there's no automatic snap back to the track button (a magnet button to snap to the track would be a godsend) and it's compounded by the fact that unless you are an elite xbox controller owner there's literally no way to have a natural brake, pitch, yaw, strafe and roll going at the same time without compromising your control scheme one way or another. I tried and had to switch back to play on keyboard because (only) having problems with the pitch is better than any control scheme I could cook up for gamepad.
For me the cornering is much better in readout 2 because in the first one it almost feels like crashing and bouncing off the walls is the intended way to play. The overboost mechanic is a dopamine button but I do miss the mod variety of the first game. The one change I didn´t like at all was the air movement, I play on a controller and it's so weird to drive with the stick while turning with the D-pad, it just doesn't work even after many hours of playing.
Overall I like both but Redout 1 get's a slight bonus for it's OST and it just has many more tracks, I really wanted the mars tracks in redout 2.
Conamara FTW \o/
https://www.youtube.com/watch?v=GAUNhsfV6j4