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Gamereactor UK
reviews
Road Redemption

Road Redemption

We take to the road to dish out some rough justice.

  • Text: Jon Newcombe
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Road Redemption has a fun premise - playing as member of a biker gang, your mission is to take out an assassin who is fleeing on a motorcycle in order to claim the bounty on his head. There are three distinct areas you must navigate, each containing a number of rival bikers who are determined to halt your progress by knocking you from your bike and to your demise. Of course, you aren't defenceless and can dish out punishment as well as receive it, with the vehicular combat actually being Road Redemption's major selling point.

There's not much more to expect from this call-back to '90s arcade-style racing. The narrative is hardly complicated, as it never pretends to be anything more than an excuse to violently dispatch enemies whilst hurtling through abandoned highways on a speedy motorcycle. This isn't a problem. We actually admire the developer's decision to downplay story elements and thrust players straight into the action. After all, the appeal of a game like Road Redemption isn't in the plot or the dialogue but in the arcade-like entertainment, so we don't mind the paper-thin plot or characters that, given some minor censorship, wouldn't feel out of place on a Saturday morning cartoon. Sadly, though, while not without its charms, the narrative isn't the only thing lacking in this Kickstarter-funded reinvention of a '90s classic.

Road Redemption is a spiritual successor to the Road Rash games, a series immortalised thanks in part to nostalgic memories of wrapping a metal chain around the face of another biker and sending him hurtling to the asphalt. Thankfully, such violent representations of aggressive motor vehicle behaviour that should never be attempted in real-life are frequent in Redemption. Also like Road Rash, Road Redemption features a series of checkpoint-to-checkpoint races in which the player fends off attackers, outruns police, and aims to cross the finish line having taken as little damage as possible.

While this approach suited the arcade style that was popular in the '90s, modern gamers are used to deeper and more involving racers. To some extent Pixel Dash Studios has succeeded in enhancing the core game by adding new weapons and tasking the player with objectives to achieve in each stage. On the other hand, the added features only reach limited success in expanding a limited experience where the novelty of the racer-combat combo wears a bit too thin a bit too quickly.

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There's a good mix of weapons to experiment with as players' arsenals expand the further they progress into the campaign, and included is a nice variety of melee, ranged, and explosive weapons. A heavy pipe and a machete are the basic starter options. Pipes are effective against helmeted foes, who fall with two or three well-placed blows, but upon seeing a rider without a helmet, a quick switch to the machete and an accurate swing results in a gruesome decapitation. Later, players get weapons like uzis, shotguns, and even a grenade launcher to name a few. Perhaps the weapons we found to be most effective were sticky bombs, which make short work of bikes and cars. You ride up close, stick them to your foe, and speed off out of range, cackling maniacally as the explosion blasts your rival to pieces (cackling is entirely optional). However, despite an impressive range of carnage-causing tools, we quickly found that the attack we used the most was also the most basic: kicking.

Regardless of whether the objective is to cross the finish line ahead of your competitors, to outrun the police, or to destroy a designated number of enemies, nothing is as effective as a forceful kick to another bike that sometimes results in them colliding with an obstruction. Part of the reason kicks are so useful is that they keep distance between you and your attackers.

This is incredibly valuable when tackling the campaign in particular, as Road Redemption contains roguelike elements and damage taken accumulates over stages. If you take too much damage, you die and must start the campaign from scratch (unless you unlock a perk that lets you restart from a later stage). At first, this makes the game appear challenging as it's almost impossible to engage in a pipe swinging contest without taking a few knocks, but by kicking away any enemy that dares come too close, and concentrating on the road to avoid crashes, each stage can be completed with minimal damage taken. In many ways it's a shame that the most basic attack is also the most useful, as combat in single-player is a real highlight due to the wide array of possible attacks and the difficult but rewarding twitch-parry defensive system that we ultimately found little use for.

At the end of each area is a boss fight, and kicking doesn't work too well against bosses, as they tend to be big and solid and barely affected by a boot in their side. Instead, pulling up alongside them inevitably allows them to get in a number of heavy hits that inflict significant damage. During these encounters you'll also need to fend off a number of underlings, but a fairly simple strategy works to beat these encounters. If you've not wasted ammo, then sticky bombs and a handful of shotgun blasts to your opponent's back will quickly see you emerge triumphant. That said, it's worth noting that guns are suitably challenging to use, as there's no lock-on aiming and when watching the reticle for the opportunity to pull the trigger there's always the possibility that while distracted you will drive straight into an obstacle, leading to an amusing rag-doll ejection from the bike.

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