GameSpot editors' review
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CNET editors' rating:
stars
Good
Detailed editors' rating
- Reviewed on: 11/17/2003
- Released on: 10/30/2003
- Originally published on GameSpot: Redline: Xtreme Air Racing 2 (PC) Review
An innovative departure from the conventional PC flying norms, Xtreme Air Racing fluttered onto the scene in mid-2002 to prove that a viable alternative to the studious flight simulation and the hell-bent air combat game did indeed exist. Essentially an airborne NASCAR, the game invited pilots to race unfettered through the skies, enjoying a semicomplex flight model and control scheme while also benefiting from a sense of competition not found in most civilian flight sims. Yet as novel and immediately engaging as it was, Xtreme Air Racing simply did not offer the same level of sophistication and visual quality found in the genre's top guns. Surely any sequel would need a substantial upgrade if it were to succeed in a market sprinkled with such awesome achievements as Flight Simulator 2004 and IL-2 Sturmovik. Sadly, such is not the case. Though developer Victory Simulations has kick-started things somewhat by adding a flock of new planes and courses--and a none-too-challenging combat mode--Redline: Xtreme Racing 2 otherwise looks the same, feels the same, and sports the same annoying quirks as its precursor.
A low-cost budget title, the original Xtreme simulated the world-famous air races held annually above Reno, Nevada. It allowed pilots to command digitized depictions of celebrated Reno air racing machines, such as Lyle Shelton's "Rare Bear" F8F Bearcat or Bill Destefani's "Strega" P-51 Mustang. The game didn't ask you to merely fly its aircraft, it mandated that you battle wingtip-to-wingtip, alongside other combatants, at speeds of over 500mph. Adding to the merriment was the close proximity of the cold, hard ground--at times less than a few measly meters away. The courses--with Reno's legendary Stead Field circuit serving as the centerpiece--were lengthy, pylon-ringed affairs that needed to be navigated several times before the checkered flag would fly. Supplementing the real-world Reno circuit were four fictional far-flung venues (UK, Arctic, Alps, and Thailand), each featuring distinct altitude variations that demanded careful engine selection and management strategy.
The racing was moderately challenging and the controls easy to master. Ultimately, Xtreme Air Racing was a wonderful excuse to break out the flightstick and blast through the virtual skies with a gaggle of 4000-horsepower WWII-era "unlimited-class" airplanes chomping at your tail. Who cared that the game's OpenGL-Glide graphics were well past their due date and, as a consequence, conveyed 500mph like it was 50. The racing was close and, at least, temporarily addictive, and that was all that mattered.
For its latest effort, Victory Simulations has incorporated several new perks, but, unfortunately, it left the core unchanged. Incredibly, the game is still powered by the same antiquated OpenGL-Glide graphics engine that prevented the original from registering any sort of visual impact with flight sim fans. What's more, Redline also signals the return of one Gordon Bowman-Jones, the irritating trackside race announcer who delivers his lines with such a grating lilt and sense of repetition that you'll, once again, be forced to rush to the audio setup screen to turn him off. Curiously, whereas Bowman-Jones has once again made the grade, Bob Hoover and his superb "Hoover's Hints" instructional segments did not. 'Tis a shame.
Certainly, Victory has added an impressive range of new elements. It has increased the number of aircraft to 70-plus, and the number of racing classes has increased from one to four. Two new venues, each of which incorporates a variety of circuit configurations, bring the total course count to 50-plus. And the available AI allotment in any one race has doubled from eight to 16. These are welcome--and certainly not insignificant--perks. However, the truth is that many of the aircraft deliver a similar experience, many of the courses look and feel virtually indistinguishable, and much of the racing that seemed so fresh the last time around now simply feels rehashed.
Whether the game is worth your hard-earned dollars depends on how much stock you place on aircraft and course variety in a game that's already far behind the current graphic and physics standards. Though there is considerable gameplay depth to be had here, there is not necessarily enough to justify the $30 upgrade from Xtreme.

Visual anomalies are commonplace in Redline. Here, among the hot air balloons and crashed airplanes, the spinning blades of nearby windmills are seen as yellow circles.
PC pilots who haven't experienced the original game or are more accustomed to arcade-type action affairs will likely appreciate the responsive flight controls and uncomplicated racing premise of Redline. A joystick isn't mandatory, but it'll certainly make the experience much easier for newbies and veterans alike. After selecting your aircraft and racecourse (planes still need to be unlocked as you go, but the process is painless), the game moves you to a secondary screen where you'll jump into a practice session, qualifying heat, or straight into a race. Along the way, you'll encounter an aircraft setup submenu where you can choose different engine types to match the altitude of the course, and you can adjust your wingspan, prop diameter, airframe options, and fluid capacities. The latter refers to the amount of fuel you wish to carry onboard as well as the spraybar water level for engine cooling, ADI water/alcohol mix to offset engine knocking, and the number of power-boosting nitrous oxide bottles you estimate you'll need to make it to the end.
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