A couple of years ago, the Switch played host to Redout: Lightspeed Edition, a flawed futuristic racer that nonetheless turned out to be a pretty good experience all around. It was the sort of thing that established a great foundation to be built upon, and we were sure that a sequel – if one was coming – would doubtless improve upon its predecessor.
Now, developer 34BigThings has put out that sequel, and it is a fascinating diversion from its predecessor. Redout: Space Assault still retains the futuristic vibes and advanced machinery, but here it’s couched in the rail-shooting genre, a la Star Fox. Broadly speaking, it’s a gorgeous and enjoyable experience, but issues with shallow gameplay hold it back from becoming something truly great.
The plot – yes, there is a plot this time around – takes place a few years before the first Redout, and places you in the shoes of Leon, a hotshot fighter pilot for a galactic company called Poseidon Corp. Leon and his squadmates are responsible for quelling rebel activity around Mars, all while slowly coming to grips with the larger political machinations at play.
Though the narrative deserves some points for its ambition and commitment to worldbuilding, its execution overall comes off as sloppy and unfocused. You’re just sort of tossed into the midst of this story and expected to care about characters and sides without any real legwork filling in the details of why you should care. Still, in a game as arcadey as a rail-shooter, a story hardly takes centre stage, meaning most of this one can be safely ignored without much being lost.
Gameplay sees you jumping between missions spread across nine chapters, each one usually tasking you with some combination of shooting and dodging all sorts of enemy fire. Most of these missions are in a traditional on-rails set up, though some will surprise you with free roam sections within a limited sandbox, and later levels mix and match the two modes.
Your ship auto-fires on any enemies that you guide your reticle to, and holding down the right trigger fires off a volley of missiles on a short cooldown. Nothing all that groundbreaking or new to the genre, then, though this gameplay setup proves meets the bar that its peers have set. The moment-to-moment action is enjoyable and suitably tests your reflexes, though it starts to overstay its welcome a little too soon.
The real issue at hand here is the pacing; Redout: Space Assault can prove to be mind-numbingly repetitive in the long run. Though each battle is flashy, loud and exciting in the moment, you soon realize that there’s not a whole lot of variety here. New enemy types are few and far between, and later levels fail to introduce many interesting new gimmicks or obstacles to differentiate them from earlier ones. It feels like only a couple hours of actual content were copy-and-pasted with minor adjustments to pad out the experience, and that’s only exacerbated by the upgrade system.
So, as levels go on, enemies very quickly start piling on armour that your pathetic peashooter and missiles can’t penetrate as easily. This necessitates re-running previous levels in an effort to grind out credits and maybe get a bonus or two from fulfilling some optional objectives, which feeds more into the repetition. You can upgrade various facets of your ship – such as the armour or the weapons – but you have to buy ten upgrade points in anything for it to actually advance in usefulness.
In practice, this means that you can go through several levels without any meaningful upgrades, and even once you do get one, it’s only an incremental improvement. Take this all together, and you have an experience that clearly expects you to grind through already repetitive content and to do so for only the barest of rewards.
This is redeemed somewhat by Redout: Space Assault’s presentation, which is absolutely spectacular. The neon-infused, futuristic environments are beautifully well-realized whether you’re playing in docked or handheld mode. Zipping through asteroid belts as space dust blasts by you while dodging a multitude of laser shots from enemy ships is consistently a visual treat, and it’s a noticeable step up from the already solid visual presentation of the first Redout.
Environments and assets do tend to repeat themselves a little too often as the hours go on, but never let it be said that Redout: Space Assault is anything less than a magnificent show of colours and lights. This all plays out with nary a frame drop to be seen, too, ensuring that everything looks nice and smooth in motion. Truth be told, it’s almost disappointing that a game that looks this good doesn’t play anywhere near as well; the kind of adventure and awe being teased by the stellar visuals can prove to be deceptively misleading.
Now, to be fair, the lack of depth on offer here in the gameplay isn’t necessarily all bad if you approach it with the right mindset. Taken on its raw merits, Redout: Space Assault can prove to be a satisfying little shooter if you simply measure your expectations and don’t come into it looking for a very gripping experience. This is the kind of game that leaves the best impression if you just play it for a few hours before getting distracted by something else and never returning.
It’s the brief bouts of excellence that prove to be the most dampening, after all, as there are so many places where Redout: Space Assault shows you glimpses of a much better game. The visuals are outstanding. The mixture of free roam and on-rails portions are intriguing. The white-knuckle action is exciting at first. This is the epitome of a game that would benefit from a properly done sequel, as Redout: Space Assault is very consistently almost the best space shooter out there.
Conclusion
Redout: Space Assault isn’t a bad game by any means, it just isn’t an exceptional one either. This is a bargain bin game, the kind of thing that’s worth a few hours of your time after you’ve picked it up on a deep sale. Intense shooting action and outstanding visuals languish in the shadow of repetitive design and generally shallow gameplay, making for an experience that’s just pretty good once all is said and done, but hardly something that's going to top genre lists at the close of 2021. If you like Star Fox and are simply desperate for something to fill that void, this may be a good buy right away. Otherwise, wait it out and maybe play this one a while down the road.
Comments 37
Guys, say it with me!
Great graphics don't make a great game!
(Except this is not a bad game)
I wish Nintendo life put prices of games on their reviews it wouldn’t take long to list the Eshop prices for a few zones. I think reviews should definitely reflect price
Still sounds better than Star Fox Zero. The name was about the only thing that game had going for it.
@HotGoomba daemon x machina is a perfect example
Sounds like the reviewer was expecting a JRPG or something. The flaws in the rail shooter genre are exactly as the reviewer described. I wouldn’t say they are exclusive to this game, alone.
I don’t think I’ve ever played a rail shooter that offers a deep gameplay experience. That’s just the genre. Mindless fun, shooting baddies. I’m sure this game is fine.
NINJA APPROVED
I imagine Nicalis will publish this physically as they did with the racer Redout.
https://store.nicalis.com/products/redout
@nimnio I don't think the prices are displayed in the mobile view of this site. I only see them when I switch to desktop mode.
Just to nitpick a tad, I feel the the criticisms of being repetitive and lacking depth can be construed as the same thing.
I'd rather go through a rail-shooter stage multiple times to perfect it, or find secrets, rather than for a mobile-style grind to "upgrade" your ship. One approach makes you better through skill, the other just tests your patience for repetitiveness. I'm gonna have to side with Star Fox on this one.
@TheFox the opening descent into Corneria was/is incredible - it's flawed but I would buy a 'deluxe' edition on Switch in a heartbeat.
I actually busted out Star Fox Zero yesterday and played it for the first time and had an absolute blast (notably I essentially ignored the pad view - which I know is probably holding me back from being a top scoring machine).
It's b/c I played SF0 yesterday I checked out this review...and I think I'll just go back to Star Fox, it was fun. I loved the gyro-copter (whatever it is called) with the hacking robot and going into walker mode, but blasting through the fleet engagement was easily the best part.
@BloodNinja I'd agree, but a game like Star Fox 64 has way more depth relative to this. Alternate routes, different vehicle types, and new gimmicks every stage (like chasing down that train on Macbeth) make that game way more fun and interesting.
The point being, rail shooters are inherently short and arcadey experiences, but even by that metric this game is STILL pretty shallow on ideas.
@SwitchVogel I see where you are coming from, but I would say that Star Fox 64 isn't a shining example of depth, either. Variety in design, perhaps. But the game's not deep, it's still just move 'n shoot. Panzer Dragoon, a beautiful game, also lacks depth. The genre is just move 'n shoot! It's fun, but I just don't think anybody should be expecting a deep gameplay experience out of the genre! That's not the purpose it provides. These are simpler games; they aren't complex JRPGs with over-arching stories within stories, rich battle systems, tons of equipment, etc. I think it's okay to just let the simple thing be simple, and let that set the expectation.
NINJA APPROVED
While reading the review I kept thinking it could so easily aply in a non sci-fi sense to Panzer Dragoon that I recently got on a deep discount.
A good looking on rail shooter but repetitive with not much depth. I don't think the reviewer mentioned how long the game lasts but it would almost certainly last longer than the few hours PD does I imagine.
Still I'm enjoying it as I'm playing it in short bursts and also cos I played it on Saturn, it's such a shame they didn't include PD2 as they're doing it separately. What would have been the ultimate bundle though would be to include PD Saga and the Xbox PD.
@Lordplops Oh God, please don't encourage them to port that game! I'll agree, it showed brief glimpses of promise. I'm not hating on Star Fox in general, I'd like to see an all new game. But I believe there is so much wrong with Zero, and the controls weren't even my top complaint, the only way for the next Star Fox game to be good is to start over.
While not terrible, the game looks way too generic as a 3D space shooter.
What about Europe prices in euros ?
If you are not sure where is europe, it's not far from Uk. And yes, we speak a little english in europe.
@Nintendoes Panzer Dragoon is barely one hour if you skip all of the cutscenes on a no-death run.
@burninmylight Yeah I've heard it only lasts an hour or two so that's why I'm playing an episode each time to make it last longer. I couldn't justify paying full price for such a short game so I only got it in the big sale.
I wonder if they’ll do a patch or update to increase the speed of upgrading.
How does this compare to Manticore: Galaxy on Fire, which I rather enjoyed?
@nimnio FYI, that doesn't show up on phones. To see the price in mobile view, you have to leave the page and hit the game overview page.
Is this a mobile game???
Just tossed into the narrative and expected to care? Sounds like Star Fox, I'm in.
@Lordplops given the nature of the Switch, a pretty would need to do away with the GamePad shooting. I'd totally buy this. I could never get the hang of it, so I played the game co-op with my son
@bluedogrulez It doesn't really compare, because Manticore isn't an on rails shooter, while this game is.
Manticore also got a FAR better review result:
https://www.nintendolife.com/reviews/switch-eshop/manticore_galaxy_on_fire
I'll just tag @Shiryu, since he wrote that review and he'll also be able to tell you something more about the differences.
@ThanosReXXX but wait, Redout: Space Assault also has ...free roaming flight levels! ( plot twist ) Both offer linear progression, both have a ton of eye candy but if I had to pick one... well, neither because we all know that EVERSPACE and "Rebel Galaxy: Outlaw* are the two finest examples of space shooty thing on Switch. If you have exhausted both of those, these two are solid next game choices.
@Shiryu Really? Also has as in a couple of bonus stages? Far as I could tell, it's predominantly an on-rails shooter, something which Manticore is most definitely not.
On a side note: you seem to be a little less enthusiastic about Manticore now than you were in your initial review of it...
@ThanosReXXX thats because itcwascthecfirst game to bring the genre sucessfuly on the Switch. But it remains a linear if ever beautiful experience and I fully exhausted it. The games I mention above have yet to stop giving me new ways to enjoy them.
For those of you that say this kinda games are not deep enough, rebel galaxy outlaw may want to have a word with you
I don't mind repetition and grinding that much if the gameplay itself is fun enough, which it sounds like is true in this case. I can see myself coming back to play for 15-30 minutes every now and then as I work towards obtaining the next upgrades. Add to future Wishlist...
@masterLEON Who says you can't replay the stages for both reasons simultaneously? It's not like they're mutually exclusive objectives.
I like the look of this, does what it says on the tin and the price reflects the limited play.
@Shiryu Fair enough. Still, in general I'd say that on-rails games are, more often than not, the lesser experience, in that they usually don't offer as much variety, and obviously also not the amount of freedom that you'd get with these other games.
Having completed and/or exhausted a game doesn't necessarily take away from that.
Free on Apple Arcade
@BulbasaurusRex What they said in the review, the later stages have the enemies buffed up with more armor, creating bullet sponges. The upgrade system makes you rerun levels multiple times just to get enough credits to get only a bit closer to get a significant upgrade, which makes it practically necessary to grind, thus starts the vicious cycle. And, that breaks the immersion with the game's stage-by-stage storytelling, replaying previous missions over and over again hearing the same dialogue. It'd be ok if you just wanted to go back and find hidden objectives complete the ones that you've missed and then move on. Ironically, the actual skill based objectives reward you with so little bonus credits, you're probably better off rerunning a stage and not trying so hard. In the end, you get an arcade-style rail shooter that forgets its own inspiration, and can overstay its welcome with its "mobile roots" in-laws bringing the room down.
It's cheap, though. So why am I even complaining, LOL
@masterLEON Like I said, if you're going to be replaying the stages either way, there's nothing that keeps you from focusing on replaying the earlier stages with the mindset of perfecting your runs and completing the skill objectives like you want. (While the story break up and repeated dialogue might be a little annoying, the same would also be true for any rail shooter where you replayed the stages without grinding for upgrades.) If that's the way you want to play a rail shooter, you can still do it just as much with this one. Eventually getting the upgrades to make the later levels more tolerable would then just be a bonus for your style of play.
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