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So I have broke my own rules and bought RG:Outlaw on Epic. They gave a discount coupon so it costed me about 10 USD, and how am I glad I did not paid full price!

It is not bad game per se, on the contrary. It has its flaws I'm sure but in general if you liked atmosphere of RG (space cowboy like) it is still there. Also if you were one of those complaining "why it is only 2D?" there is a good news for you - it is now 3D space navigation. So now you can pretend you are in Wing Commander or Privater fighter ship doing all the maneuvering...

...and that is the problem.

I liked RG for what it was - a game with its specific climate where you cruise the space in huge ship with powerful broadside guns. All those pesky fighter were dealt with by auto-turrets while you were slowly position to fire a salvo from main guns to finish them off. Lack of 3D did not matter - as long as game is fun I just take it for what it is. 2D was enough for the purpose and after understating that I liked it. It was complex enough to provide some learning while fairly easy to grasp and not block you form enjoying the game later on.

Which brings us to controls... buy a pad. No, really, buy a pad if you did not have one. I know RG could be played with one. I even tried, but I do not like pads (they are too small for my hands - my hand hurts after 1 hour or so). So I played full game on mouse + keyboard. And it was fun, challenging but doable.
In RG:Outlaw not any more. Well, ok it is doable, but you have to have all those auto-lock and auto-follow or you will break your hand... I mean what s the point of holding r-mouse to enable that if you have to have that always enabled if you want to engage in fight? I know that geek answer to control schema is - buy a pad or use HOTAS setup.
And that i fine but this was NOT NEED nor REQUIRED for RG, and for Outlaw... well, it is not but ten you are intentional hindering your experience.

Then there are some minor quirks like "yellow on slightly less yellow" cockpit view, but those are cosmetics. You get it as part of the game and like it or not, but you can still play. Perhaps with time a mod will work it out to be good.

But the main point is that: if you are doing a sequel of a game, why change its core mechanics? Why droping all you fans from first part? I get it if you improve something or add something new but leave option to turn it off and play like it was. But making 180 degree turn in how your game plays? Yes, that is creator right to make it and to break it.

But in the end that is exactly this - a broken game*.


*)Unless you did not liked RG. Then try RG:Outlaw - it is totally different game and you may like it.
Thanks, that's what I expected.
I would gladly prefer an expansion for RG than this.
Well, to be fair...

My love affair with RG is very much like yours. And although the designers seem to be gamepad guys, and recommended gamepad for RG, like you I don't particularly favor gamepads...but had / have a wonderful time in RG with MnK.

But...

... pretty much from the earliest public rumors of the project that became RG: Outlaw, the designers said that:

a) it was smal craft and 3-D, with a completely different feel than RG, and...
b) it would probably be set in the RG universe, but WAS NOT A SEQUEL, either in mechanics or in story.

It actually appears to be much closer to RG in some ways than I ever expected from those early reports and hints.

I do hate the fact that it is so gamepad oriented, though. That will probably will severely limit if not prevent my time with it, and I like the sound of the story. Too bad. I have about 2000hr+ in both RG and Torchlight. These guys are among my favorite designer/developers.