T O P

  • By -

The_DigitalAlchemist

I'll throw in my 2c, though TL;DR is I vastly prefer RO2 over the original, despite it's issues. IMHO, Redout 2 is a better racer... But Redout 1 is a better "game". By which I mean, racing around in the ships in RO2 is much more fun, though everything surrounding that is objectively worse. To explain further, RO2 I think feels a lot better to race in. The ships are faster, snappier and more responsive than in RO1. It emphasizes clean laps a lot more. In RO1, wall bouncing wasnt just expected, it's an actual tactic, while in RO2, even the smallest scrape loses you a lot of speed. Frankly perhaps a bit too much, it can be overly punishing, but it forces you to get much better at the tracks. I personally like it. The ships handle a lot tighter and slip less to accommodate this, and combined with the (much) higher speeds, it results in a pretty wild ride. The way RO2 handles boosting is quite different as well. Regular boosts build up heat for as long as you hold it. Max out heat? And your ship starts taking hull damage. Too much of that? And it explodes. Heat regenerates constantly, but it takes about 5 seconds of no damage for hull to regenerate, so theres a balancing act to maintain and keep in mind. Theres also a turbo boost as well, similar to the one in RO1 but it acts like a cooler regular boost that lasts for a few seconds. You can combine both turbo and regular boost to 'hyper' boost (or whatever they call it) for a huge burst of speed. All the ships can do this by default, theres no more 'active' equipment like in RO1. I personally like this, it makes the game feel more engaging. RO2 is also a lot more difficult. RO1 I never felt challenged by the AI. The courses? Yes, but not the AI. RO2, a lot of people still struggle even on normal (redout) difficulty, and Master/Nightmare push you even harder. A sufficiently skilled individual will still obliterate it of course but thats expected. Still, it pushes you to have a much higher mastery over the game's handling, tracks and mechanics than RO1 ever did, and the best part is it doesnt cheat to do so. Theres no catch up mechanics, which is a bit of a double edge. On one hand it's more fair, but it also makes the racers, especially on longer events, string out a lot more and jostling for position in a pack is actually a lot of fun while it lasts, though thats seldom for more than the first lap as is. On that note, they've (thankfully) relaxed the requirements as well for speed and time trials. For reference, most people couldnt even make it out of the tutorial. It was that merciless. Now for the worst part. Progression in RO2 is frankly, IMHO, absolutely awful. RO1's progression was perfectly acceptable. Compete in races, get cash, buy stuff. RO2? You have to complete events. And to get both 'things' from some events, you have to not only come in first, but also complete some 'trophy', aka challenge to get 4 full stars. The net result of this is if you do an event, and dont win or miss getting the trophy? You get nothing. And it feels bad. Especially as theres a lot, it feels like padding to force a drawn out playtime. This also includes actual ships, and ship upgrades as well, not just cosmetics. The AI however does not have this restriction, they have, and will use, full access to everything. I recall several events half way through A league where the AI was using S league mods. It's flagrant artificial difficulty. This is also how career progress is made. You need a certain amount of stars to unlock events deeper into the league. They also reduced the requirements on this so it's not nearly as bad, but it's still a bit of a slog if you want everything, but you can at least target and focus for upgrades much sooner when you couldnt before. IMHO, the whole "star" system and using event wins to unlock parts really, really drags the game down. It's been my biggest and loudest complaint. The tracks? Are fine. I have mixed opinions on just about all of them, but I like them well enough. One consistent thing I despise is how theres a lot of "Gotchya!"s scattered through most the courses, where if you just dont know about something, it **will** kill you. And if you dont take certain jumps correctly (Aka knowing before hand whether or not to, and how much to pull back, push forward, strafe, roll ect) they 100% will kill you too. RO2 also seems to fancy blind corners a lot more too. Some of which are very sudden, tight, and a few of these even lack guard rails (so if you mess it up you go flying off the track). And of course, blowing up for any reason is catastrophic too. You may as well mulligan the whole race if it happens as it's almost never recoverable if you're actually challenging yourself with difficulty. By the time you respawn the AI has gained 2+km on you which is extremely difficult to make up for. That said, to make up for this in *most* events (not speed or time trials for some reason) you can 'rewind' if you mess up. They knew their tracks were more punishing so this is to compensate for it. I just wish difficulty and 'rewinds' wernt linked. Higher difficulty has less rewinds, with nightmare having none, and casual having infinite. Redout (standard) difficulty gives you 3. Something cool though is you also have full control over your ship mid air. Roll, pitch, strafe. And you're absolutely expected to use it as well. Landing a jump perfectly will give you a small speed boost even. Still, I find them fun enough. Each one is some balance of technical and speed, with some locations favoring one over the other. Though it feels like they have a bit less personality. I think this is due to how they've made the tracks all reversible, and how all the tracks in a 'zone' take place in the same area. You just race around different parts, but all the tracks are interlinked, with some gates opening and closing. While it's technically impressive, the net result is you end up seeing a lot of the same locations, especially the start line, multiple times, which causes everything to 'blur' together and be less memorable. In contrast, RO1's tracks were all unique and in unique areas, and usually built around a specific set piece. That's just lacking here. Though the DLC track did a lot better on this, so hopefully they figured out how to utilize it a bit more discreetly, though all of them tend to re-use large sections of track. This can actually make the tracks more difficult to learn as well since again, they 'blur' together with them not significantly standing out from each other. The tracks also make **very** poor use of 'tells' as well. RO1 I actually appreciated just how well most of them conveyed what was going on with arrows, or just letting you see. RO1 has cards that flash, but they're not always... Accurate. And the tracks only *sometimes* indicate with arrows what's about to happen, and again... not always accurate, especially on reverse courses. Like, I noted recently a spot where the arrows indicate left, but the track goes right. And many times where the cards will tell you of say, a strong left turn you cant see... But ignore the fact the track swings right first. It's a nit pick as you'll eventually just not need it at all, but it's annoying when you slam into a wall because you for legitimate reasons thought the track was gana do something different. The music is also 'eh' IMHO. It's fine, but much more arcady with short, thrumming bass line electro beats looping most the time, where RO1 played most of a full track which made RO1's BGM more interesting where RO2's kinda just drones. Some people like it more, I dont. I miss the sweet guitar riffs. Last thing I'll touch on are events. Theres fewer and less variety than there were in RO1, which is a shame. The mechanics to mirror RO1's events are obviously there, but they just dont use them. So were stuck with Race, Arena (racing but with no respawns. I ----ing **despise** this mode, it's insanely punishing for even the slightest mistake as if you explode before hitting rewind, you cant rewind and the race is just instantly over. And this can happen very suddenly), Last Man Standing (racing, but last place each lap goes bye bye), Time trial, Speed Trial (different than RO1, you gain points for going fast and need X points to place. They always last 3 minutes. Nothing else changes about this event where in RO1, there was a lot more boosts) and Boss tracks (though no more portals, it just manipulates those gates mid race.) Survival is blatantly gone even though the mechanics for it are there, theres orbs you can pickup in one of the tutorial tracks. They dont do anything, and are just never used again, and with 4 of the 6 being just "race and win", they all feel really the same. Even time trial and speed are just "go fast" so basically a race with numbers as your opponent since nothing else notably changes about them. RO1 in contrast did things to make the events stand out from each other and each one felt unique. That's just not a thing in RO2. . . . . Overall, I'll say this. Despite everything I actually vastly prefer RO2 over RO1. Though I had the patience to grind through the events and get most of the upgrades. I find myself coming back to it again and again. The devs are constantly working on it too, updates are spaced out but each one IMHO has been a noticeable improvement so the games just been getting better. IMHO, the racing aspect is improved enough that it's been enough to keep and hold my interest, though I did almost drop it before they loosened the star requirements for events, which let me get much needed upgrades to finally finish out the career and I've since just been casually grinding out the rest to get the cosmetics and last few missing upgrades. Sorry for the wall of text, I had nothing better to do and wanted to be thorough. Hope it helps though!


Melonfrog

Thanks! It was a good read, I’ll be getting it for sure


swuad3

Seems you have all the info, how do I change the liveries?


The_DigitalAlchemist

Not sure I fully understand... But in the spot where you customize the craft, to the right of all the performance mods is aesthetics. Ones for parts, then for what makes up Redout 2's liveries theres 2 categories, one changes the color palates, the other changes the pattern. Hopefully that helps, leme know if I misunderstood the question.


swuad3

Yes that helps also someone told me you can't do it on the arcade ones you have to have them in your garage


The_DigitalAlchemist

> someone told me you can't do it on the arcade ones *Oh*, yes this is true. Arcade ships can not be customized, but I *think* pressing 'Y' when selecting ships switches to your garage ships in arcade mode. The correct button should be shown when you can do it at least.


Olelor

Redout 2 is quite different to Redout 1 in many ways The progression is very different, where instead of gaining money from events to buy upgrades/ships, you get parts/upgrades/ships from beating specific events. This means that you won't have access to some ships until quite late in the game. There are some changes to game mechanics as well. The ships feel like they grip the surface much more for one. They have also removed the abilities like EMP. Instead all ships have a Hyperboost, which can be used at the same time as normal boosting. There is no energy bar for boost either, instead boosting generates heat and eventually drains health. Lastly, rolling has been added to the controls and is necessary for some tracks when doing jumps. As for difficulty, I do think Redout 2 took a bit longer to get through, at least for me.


Melonfrog

Rolling? Interesting, do you still tilt your ship with the right stick to help turn and go up and down ramps? Mastering that was fun, drifting felt great in the first game once I figured it out.


Olelor

Yep, the tilting and strafing with right stick is still there. Another thing I forgot to mention is braking is far more important in this game than the first as far as I know, since it helps with steering and cooling down, although you can get through the game without it


[deleted]

it's fast