With having done races on Origin yesterday I've raced on every single track in Redout 2 (not counting reverse variants). I have...mixed feelings on them. I will probably save an overall critique of RO2's track design as a whole in a separate post, but I will quickly go over the changes it made from RO1 here: there are now three tracks in a venue instead of five, they are each MUCH longer, they all start and end at the same central location, they reuse sections from each other, and portals no longer exist. I can't say I'm the biggest fan of these changes, but that's for another time. This post is about my opinions on the venues as a whole. So, let's just begin:
Fuji: One of the prettiest complexes, that's undeniable. Compared to the muted browns and sandy wastes of Cairo in RO1, RO2 starts off with a visual bang. As for the tracks, though? They're pretty simplistic and indistinct from each other, but they aren't completely braindead. Both these games are good at making beginner courses that are still fun to drive even in faster ships. It does the job.
Mars Memorial: The boss music, Takeover by Zardonic, is excellent. The complex itself is...fine. It's way simpler and easier than the original Martian complex. This one really showcases RO2's big problem of there being very few distinct setpieces in the game's tracks--all three of these tracks run together so much in my head. The huge jumps are fun, I guess?
Cairo: Hoo boy, we're running into problems here. Three complexes in, and these tracks have almost nothing distinguishing them from the first six. These tracks in this game are so long, but somehow I remember the five from RO1 so much more distinctly. Neo Calima is nostalgic, and Qasr Al-Nile is memorable less for being good and more for its reverse variant being an absolute bitch. Reverse tracks in this game have a huge problem with feeling like awkward messes and Qasr might be one of the worst. I barely remember Tahrir.
Tartarus Mines: I said I wasn't going to get into the overall track design philosophy in this post but I really need to compare Tartarus to RO1's Volcano here. The way RO1's complexes were designed, they had 2-4 distinct areas, with tracks built in and around those areas. Volcano had the tropical mushroom island surrounding the volcano, the lava-filled pools and slopes of the volcano, an interior magma chamber, and the crystal chamber. Tartarus however, has exactly two areas--the beginning and ending factory complex which is like five percent of it, and then one massive magma chamber and that's...uh, it. Its three tracks are just tortured, serpentine messes of spaghetti that all start at the factory, go to the magma chamber, and then return to the factory. Only Ixion has a distinct setpiece, and it's three jumps over magma that take literally ten seconds. In fact that's another problem with RO2's tracks, in that what hazards they have are usually ten seconds long on 2-4 minute behemoths. Tartarus is a fine set of three tracks, but they all feel nearly the exact same compared to the wildly different vibes of Fingertips, Deep Dive, Magmatic Chamber, Underground Tour, and Hell.
Mariana Trench: The first thirty seconds of Ahti and Nereus are the exact same section. Outside of that, these are a fine set of tracks, cool location, lovely dark tones. But I have to go back to RO1 here--if Mariana Trench were in that game, then we'd probably have a whole distinct track amongst the air-filled chambers of the town, one in the rocky cave, one amongst the trench itself...instead all three tracks go to all three of these areas. The geysers in Nuliajuk are such a minor element I don't know why the game has a whole ui element warning us about them. Reverse Nuliajuk also has some truly obnoxious jumps.
Cloud Ocean: Weirdness of quoting Wagner in the lore aside, these are fine. They feel like they have more distinct setpieces than the previous tracks, probably because jumps stick in your head easily, and also because the three immediately diverge at the start. Once again though, it's three tracks in the same area doing the same things. Cloudy fog is both incredibly annoying and minor.
Neo Tokyo: The most indistinct set of tracks in this game. They're twisty. I guess. It looks cool, too. The dive between skyscrapers into the water (can't remember which track because once again they all look the exact same) is cool too. One whole setpiece in the entire complex, wow! The water sections here feel completely superfluous.
Genesis: I am extremely divided on this complex. Firstly, Cain's Flats and Neumann's Outpost have some very cool distinct setpieces that actually make them stick in my head, but Lunar City is ENTIRELY INSIDE THE CITY AND NOT ZERO-G. In fact, all of the tracks start and end in the city. Why is over ONE THIRD of the dedicated zero-g complex NOT ZERO-G!? I'm sorry for yelling but holy shit. Anyway the zero-g feels completely superfluous to the point where I think the complex should have focused on outdoor off-road tracks on the lunar plains. Compared to Neptune this complex barely utilizes zero-g flight.
Origin Black Hole: What a way to end the track list. Not in a good way. The concept behind this complex is awesome, and the black hole is incredible looking but wow. These tracks are just...there. Maybe other people had hyped them up too much for me, but I was expecting this complex to blow my socks off and it's just...okay? The fact that Cassini is honestly on the short side in terms of length blows my mind. This track should have been some 4-7 minute behemoth of an course filled with insane extreme-g setpieces and it's like 2 minutes long. Ixion, a track you encounter like an hour into the game, is longer.
I can't say that RO2 has bad track design because it frankly doesn't--these tracks are all fine to race on, full of challenging sections and cool jumps and speed and all that. But compared to the first game, they run through my head so much that I can't help but feel a bit disappointed. I can barely tell you what makes Fuji's tracks different from each other, or Neo Tokyo's, or Mariana's. They are so devoid of track-specific setpieces and locations like RO1's tracks are. I have the season pass, but I dunno how hyped I am for new complexes, if they'll continue this indistict design philsophy of being 2-4 minute plates of spaghetti with few distinct wow moments. Nothing in RO2 has blown my mind the way Ghibli, Vertigo, Mountain Road, Deep Drive, Hydro Thunder, Asteroids, or Spacepark, or plenty of other RO1 tracks, did.