Re-Volt Physics Re-Volt is a racing game that nailed it's physics. It's still a standard to which other RC games are compared to this day. Handling is pretty arcade-ish, but not to the point where it's unbelievable, game has a realistic feel to it. Cars behave differently on sand, gravel, grass, concrete. You can easily spin out if your right wheels are on grass and left wheels on concrete and turn sharply. Cars turn properly, they react to the actual turn angle of the wheels. Car accelerates off it's wheels which have a contact patch with the ground, and only those that have drive, so RWD, FWD and AWD is a real thing in the game. Suspension works as intended, and it dampens landing impacts or gravel surfaces and smoothens the ride, but on some cars it's set up in a way it even makes the car bounce. You can do a small powerslide in a corner. You can feel the weight and momentum of the car being swung. Cars driven in reverse have different handling, but same top speed and acceleration, which makes for a very cool and sometimes useful gameplay mechanic. Game physics are actually deterministic, but game runs in a such a way that you might feel it's not, pressing forward even 0,001s later, or mid-air will change the outcome of where your car ends up. Game registers time down to 0,001s (game engine runs more accurately), which even TMUF much later didn't do. Track Design Stock tracks take place in environments that you could imagine some crazy RC car races to happen (neighbourhood, market, toy shop, museum, wild west town). The tracks vary from relatively easy to quite complex and difficult, and all of them are memorable. Although tracks' actual difficulty (judged by the complexity of the racing line and the amount of obstacles) don't quite match their difficulty rank they are given inside the game. There is a limited amount of movable obstacles (cones, bottles, shopping carts, milk cartons) and animated track elements like a toy helicopter, train, rocking chair, dinosaur spitting fire. Car Design Cars are very different from each other in their looks, stats and handling. But they are not balanced across their ratings, there are "best" and "worst" cars in each of the rating, which creates sort of a "meta", it's the biggest downside of the game. Game Modes Single race, championship (a set of single races). Races can be with or without pickups, with 1-20 laps and 2-12/16 cars. Time Trial: has it's own best times table for each in-game car rating (10 for each), but it's doesn't have a trackmania-type replay files with inputs, although it would be hard/impossible to implement due to how TT can be driven. Stunt Arena: find and collect stars by doing some stunts. Practice: you find a hidden star and can freely explore the track. Clockwork Carnage: unlocked by completing the progress table, 30 small cars. Battle Tag: online only, you grab a green glow/zap and run away from other players until your target time runs out. Pickups Definitely Mario-Kart inspired. Zaps and shockwaves rule the game, but balloons and balls also have their spot. Easy to remember and use, adds a bit of randomness and an exciting spin to the game. Developers could have implemented a bit more of them, but then it would have been more difficult to remember them, manage them and effectively utilize in a race. So the variability is good enough and they are not complex. AI It's average, completely depends on how it's set up within the track. As a kid it seemed strong, now it's banal to beat. There are mods that make it as potent as it should be. Learning curve Game is incredibly easy to understand, a 4-year old can play it. But mastering it to drive perfectly takes time and practice. Art Style Definitely toy-ish, but not pastel or hyper-realistic (game is too old for that). Colours are bright, and there is a lot of visual clarity so it's easy to focus on the racing and see where are your obstacles and which path you should take. Makes you feel tiny, driving a tiny car in regular everyday environments. Graphics Quality The game has aged, especially regarding track textures, but still looks good. Gameplay is great, so you are not paying attention to pixels on walls. Lighting, shadows are very basic, but they do their job. Particle effects are decent, grass or gravel particles are kicked into the air depending on your turn angle and speed. Sound Effects Engine sound doesn't get boring, pickups sound amazing, environment makes some ambient sounds. Music Custom-made for the game, very good, electronic with some vocals. Multiplayer Allows for Single Races and Battle Tag, but the game doesn't have servers, so players with proper router setup can "host" multiplayer games. Split-screen. LAN is maybe possible. Community [url=rvgl.org]RVGL [url=re-volt.io/discord]Discord [url=forum.rvgl.org]Forum [url=revoltworld.net]Custom content and other sites. Customisation Plenty of player-made tracks, cars, car skins and more. Weapon effect colours and antenna can be changed by tinkering with the fxpage file, but visible only on your end. RVGL allows for using various car skins. Track Editor Stock track editor is very basic, allows for "lego" builds. Advanced custom tracks require you to use Blender and Re-Volt add-on for import-export, or rarely-used 3DS Max with a different plugin. Unlockables and Progression There is no grind, no cash/points system. Just beat the game (complete the progress table) to unlock more of it. No more than 3 hours to complete. Replayability In this game is endless, especially in multiplayer, but singleplayer is decent as well. Every race feels different, unique, every race is a new experience. Different pickups, different starting position (in multi), different AI cars (in single). You can use various cheat codes in single to try something unusual. I've been playing this game for 20 years and I'm not bored. Online community invents new game modes with a competitive twist like endurance racing for an hour, team races or a knockout. You race on the tracks in their reverse version, mirrored or both, which is a genius idea to add replayability and seamlessly re-use content. What makes Re-Volt great is also the fact that you have fun playing the game no matter whether you win or lose, it's not a slot machine like in FPS or MOBA games where 30% of the time you have fun, but 70% of it is frustration. Game is truly fun to play whether you're good at it or not, whether you're winning the races or not. Updates and Support Game was (and still kinda is) abandonware, has no sequels, but it has been developed by the community in form of unofficial WolfR4, 1.2b, 1.2a updates, and now RVGL, which can run on modern systems and adds more features into the game. Performance RVGL is unproblematic, it will run on everything. Steam/GoG Re-Volt may not even launch. Glitches There are some, both in 1.1 and RVGL versions, but not the kind that a casual player could even notice. Overall Impression Re-Volt is a game that defined the RC sub-genre of racing games. It is still the game that other RC/small car racing games are being compared to. It has created a perfect replayability blend of a responsive, well-working physics model, decent variety of singleplayer game modes, functional multiplayer, graphical clarity, sound effects, pickups, track design and customizability with custom content. It's a standard to which RC racing game developers to this day are aspiring to achieve, to be called "as good as Re-Volt". Pros and Cons + physics engine + graphics style + sound design + pickups + game modes + track design + multiplayer + custom community-made content – lack of car balance across car ratings Recommendation Game for everybody. It's just fun to play. The best RC racing game.
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