Redout was announced as part of the ID@XBox lineup by Microsoft at the Game Developers Conference 2015. Check out the announcement trailer below, it’s been looping in the office since last week. Some of us watch it before going to bed. It’s not a cheap marketing buzzword: we are incredibly excited to write this!
REDOUT WILL COME TO XBOX ONE IN SEPTEMBER 2015.
Please note it’s not Red:ouT or Red:Out, nor RedOut. That’s right, we settled on a name, and that’s “Redout“. That’s the first important thing. No semicolon or camel case: simple and sleek.
Just like our new ship’s design!
Resulting from the combined efforts of Daniele Salvetti and Christian Scampini, this is the first iteration of one of the 5 ships you will get to drive. Each ship will have unique handling capabilities, acceleration curves, top speed, durability and energy pool. Plus, you will be able to progressively upgrade your ship by winning races, until your ride has what it takes to compete in the next class.
Did you get that? “Upgrade your ship”.
REDOUT WILL HAVE A CAREER MODE!
You grew up dreaming to become a Redout pilot, as many others children did. You’ve proven your worth so far and, after years of hard work, you are now given the chance to compete in the toughest racing league of all times. Pick your initial ship from one of the base models. Starting from side events, work your way up the ladder and build up a reputation, until you have gained enough thrust and popularity to enter the SRL Solar Redout League. Perform well and earn credits, so you can buy new ships and powerups. Try to make it on your own or seal sponsorship contracts with increasingly big corporations. Beware of the fine print: bigger contracts will mean thicker strings!
Career Events, held all around the solar system, will include many different racing modes, testing all the skills required from a Redout pilot. The following is a list of event types that are approved by the SRRF Solar Redout Racing Federation.
There are Time Attack races, where you get 5 laps to beat the best three times of the track. Credits are granted for each time beaten, and calculated according to the performance. This favours faster ships and reckless power-ups, but exploding and respawning can ruin a lap.
Speed events are time-attack on steroids in which your ship is self-repairing. You get three laps and your total time is what matters. Magnetic Inducer Hoverturbos are scattered around the track, and you’ll need to hit as many as possible to subtract bonus seconds. Precision is important as much as raw speed.
In Survival events, your ship’s life is progressively drained over time. Complete a determined amount of laps to obtain bronze, silver and gold, without exploding, as there’s no respawn. More and more turrets and traps get activated over time. This obviously favours sturdier ships and conservative power-ups, but a too conservative driving style is also a risk.
Four to ten ships are allowed on the track for the standard Race event. Who arrives in front after a determined amount of laps wins.
In Last Man Standing events, four to six ships are on the track. Each lap, the last contender is eliminated.
The tougher version of Last Man Standing is the Arena Race. It’s a short race with no respawn. The first one to make it alive to the finish line, or the last ship alive, wins.
Endurance races are long, score-based events where your average position matters. Points are granted over time according to your position and performance, as well as your final position at the finish line.
Everything you unlock in Career mode (ships, powerups, racing classes, events and racetracks) will be consequently available for Quick Race mode, where you can practice against the AI or challenge your friends in local multiplayer.
Here at 34BigThings we are terribly excited about the flow of this game. We can’t wait to be able to show you more.
Here’s the FULL GAME’S FEATURE LIST!
• Career mode. Race against the AI, climb the ranks and upgrade your hovership
• 25+ tracks scattered around 5 locations on a post-apocalyptic Earth, plus boss circuits
• 7 event types, from classic Race to innovative Arena Race and Score-Based Endurance
• 5 upgradable racing hoverships, each requiring a different driving approach
• 10+ racing-focused, upgradable powerups: additional turbo, shields, self-repair drone, advanced grip system, slipstream enhancers, and more
And we didn’t even get to talk about everything else, so here’s a list of what we accomplished in the last two months!
– Two complete environments (Alaska, New Cairo) and a WIP one (Abruzzo)
– Complete new camera system with position and intention prediction
– New Engine SplineComponent with full deformation control and normalisation
– New SSS Shader for the ice in Alaska
– Jump System and Fly Mode
– New track elements, nice and shiny
– Polishing on the tracks to enhance the sense of speed and progression
– New eyecandy effects (camera, light shaft, fov adaptation, etc…)
A special side note goes for the soundtrack. We got two amazing talents onboard, Nils Iver Holtar and Aram Shahbazians. Their work so far has been way over what we expected, and we already had very high expectations. You will get a sneak peek of their amazing work in the next weeks.