
Is Redneck Rampage actually a good game?
#1 Posted 29 December 2018 - 07:36 AM
So what do you think of Redneck Rampage? Do you find it fun, as good as (or even better) than other Build games, or what?
#2 Posted 29 December 2018 - 08:17 AM
1. Blood
2. Duke Nukem 3D
3. Shadow warrior
4. Redneck Rampage
5. Rest of the build games
So in fourth place. it's not the worst for me. I enjoy some aspects of it, but other things I hate.
#3 Posted 29 December 2018 - 08:21 AM
Gun play is mediocre, I'd say the weapon design is "safe" which means there's no suprise or anything more extraordinary unlike in Blood (Voodoo Doll).
If you liked other Build engine games then you'll generally enjoy this game as well, despite its flaws. Ohh and it's worth mentioning map design is much more better in other Route 66 and Rides Again.
#4 Posted 29 December 2018 - 08:21 AM
This post has been edited by Mark: 29 December 2018 - 08:23 AM
#5 Posted 29 December 2018 - 09:16 AM
https://www.youtube....DSG22zRgxMGwHuC
Redneck Rampage: Suckin' Grits in Route 66 (RedneckGDX) - All Secrets No Commentary
https://www.youtube....LOoCJDFs-QuDYGP
Redneck Rampage Rides Again (RedneckGDX) - No Commentary All Secrets
https://www.youtube....TCjnJckzkbtn_KN
Just watch the videos and decide yourself.
This post has been edited by supergoofy: 29 December 2018 - 09:16 AM
#6 Posted 29 December 2018 - 06:40 PM
#7 Posted 30 December 2018 - 08:50 AM
#8 Posted 31 December 2018 - 03:49 AM

#9 Posted 02 January 2019 - 01:01 PM
You don't need to play this IMHO, but playing it once won't kill you, either. I still consider Duke3D, Shadow Warrior and Blood as the holy trinity of Build games. With Ion Maiden surely joining once it's completed.
This post has been edited by NightFright: 02 January 2019 - 01:12 PM
#10 Posted 02 January 2019 - 01:44 PM
NightFright, on 02 January 2019 - 01:01 PM, said:
You don't need to play this IMHO, but playing it once won't kill you, either. I still consider Duke3D, Shadow Warrior and Blood as the holy trinity of Build games. With Ion Maiden surely joining once it's completed.
Correct. It should get credit for the very goodlooking textures, very good music and interesting theme. But indeed, level design is very complex and gameplay is really not very good. Redneck Rampage Rides Again has the same gameplay issues, but level design and variety is much better.
#11 Posted 02 January 2019 - 04:00 PM
NightFright, on 02 January 2019 - 01:01 PM, said:
This is so true but it also saddens me a bit because whenever I play RR I always see how obvious its flaws are and because they are obvious I know that it could be helped a lot. Activision owns the IP so this will never happen but a rebalanced, fine tuned remaster could make the game shine. I know lots of folks hate the level design but I never found it that confusing, what is killing the game for me is the gameplay bullshit that's so random sometimes I get the feeling I'm playing XCOM without the tactical aspect.

It's kind of the same as Kingpin when it comes to this: that game works much better from the get go but it still has some weird issues thanks to the enemies being bullet sponges BUT if you play it with the rebalance mod called Rags 2 Riches you will see what an awesome shooter it truly is. I mean this is what it adds to the game and once you read it you're like "GOD YES!"

This post has been edited by Zaxx: 02 January 2019 - 04:11 PM
#12 Posted 02 January 2019 - 04:27 PM
#13 Posted 02 January 2019 - 04:51 PM
#14 Posted 02 January 2019 - 05:26 PM
Attached File(s)
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duke0001.jpg (197.1K)
Number of downloads: 81
#15 Posted 03 January 2019 - 06:56 AM
I hate bullet sponges passionately. Already ruined Heretic for me (but you can fix it e.g. in GZDoom by reducing monster HPs). But RR had more flaws than that. Some may get addressed in ports, though (especially the keys and switches).
This post has been edited by NightFright: 03 January 2019 - 07:00 AM
#16 Posted 03 January 2019 - 10:10 AM
#17 Posted 03 January 2019 - 11:39 AM
NightFright, on 03 January 2019 - 06:56 AM, said:
It's fine, I think the mod is a bit easier than the original game. That HP limitation is there because the mod makes your arsenal a lot more effective.
This post has been edited by Zaxx: 03 January 2019 - 11:39 AM
#18 Posted 06 January 2019 - 01:33 PM
The first 'hub' is just a dark urban slum area but the second one is this giant underground city, then this cool looking wharf town, then a giant steel mill, through some trainyards and ending in this very open higher end area with skytrams, art deco, towering skyscrapers and lots of verticality.
For a game with such a dark and edgy tone they really put love and care into it.
I'm surprised there hasn't really been a mod or anything that replicates its design, its basically just a hub level with a couple linear levels branching off of it and a bar to get missions. Once you beat it, move onto the next hub with its own theme.
Now Redneck Rampage I haven't played since whenever the demo came out. I liked the theme and the first level was fun enough but I never attempted to play the full thing in earnest. I did the same thing with Blood until about 5 years ago and its become my favorite Build game, so who knows, maybe Redneck Rampage will be my favorite game ever when I eventually play it (likely not)
#19 Posted 06 January 2019 - 01:39 PM
HulkNukem, on 06 January 2019 - 01:33 PM, said:
I've only played Kingpin a little bit, but that description reminds me of VTM Bloodlines.
#20 Posted 06 January 2019 - 02:01 PM
thricecursed, on 06 January 2019 - 01:39 PM, said:
It's a good comparison, especially considering how Kingpin plays (it's not just your run of the mill shooter: you interact with people, buy weapons and upgrades in shops, hire NPCs to fight for you etc.).
Btw. I'd really love to see a proper HD remaster / remake from Kingpin, I think that game could be amazing with just a bit of polish (the balance Rags 2 Riches already adresses, NPC AI etc.). I love these old, overly ambitious games from the era of early 3D gaming, they all have a bit of Deus Ex in them and that's always a treat to me. Requiem: Avenging Angel is the same: overly ambitious, underappreciated game with a set of great ideas a remake could make shine.
This post has been edited by Zaxx: 06 January 2019 - 02:05 PM
#21 Posted 06 January 2019 - 02:39 PM
#22 Posted 06 January 2019 - 02:51 PM
This post has been edited by Zaxx: 06 January 2019 - 02:51 PM
#23 Posted 06 January 2019 - 11:57 PM
#24 Posted 07 January 2019 - 06:49 AM
Too bad this game ended up bad, it has a cool environment, and graphics are much better than any other Build games.
#25 Posted 07 January 2019 - 05:46 PM
thricecursed, on 06 January 2019 - 11:57 PM, said:
Q2's textures were mostly non-power-of-2 texture sizes, done in resolutions like 320x200 (deluxe paint holdovers yay). Video hardware with 3d acceleration didn't support non-power-of-2 sizes natively until a full decade later. Q2 rounds them down in a downsample on texture upload for its GL renderer.
In addition there's that ugly "intensity" fake gamma stuff that washes out textures that oddly, no game or port bothers to fix, probably due to an ignorance of it actually happening and not knowing the original context (it was done in '97 when there was no one standard way to set host video colors apart from 3dfx's one WGL extension). There's plenty of bad advice abound to "fix" that instead of, well... tearing it out, performing a proper screen gamma process, etc. Many Q2 ports scopecreep and not think about this issue entirely, and there's also "pro player features" revisionism around that, and modulate (setting that bitshifts lightmap data up for a worse flatter appearance with less shading, treated as a "legal" fullbright setting)
Quake's source port scene was aware of both of these issues and therefore more of those ports generally look relatively more faithful and better than Quake2's. Quake2's best looking port is the short-lived DirectQ2...from a veteran port author in the Q1 scene. As far as I know, it still remains to be the only port with pixel shader recreations of the software renderer effects, proper lighting balance without ugly clamping, no 'intensity', nonpowerof2 and proper support for lighting desaturation.
This post has been edited by leilei: 07 January 2019 - 06:11 PM
#26 Posted 07 January 2019 - 09:06 PM
This post has been edited by Zaxx: 07 January 2019 - 09:07 PM
#27 Posted 08 January 2019 - 03:51 AM
To elaborate; The level layouts are needlessly large and complex, so most of the time you're wandering around wasting ammo, you might be able to find more ammo but it looks just like the garbage on the ground, so you might miss it unless you plan on investigating every individual sprite in the map. The keys are all gray, the doors all look the same, so even if you have a rough idea of the layout, good luck finding out what that key did, that's another 30+ minutes wandering around with no enemies or anything else to do because you already took care of that an hour ago whilst, without realizing, trying to find that gray key you didn't know you needed. Of course enemies will appear again later, at which point they'll be so overpowered that you'll end up dead, realize you forgot to save (likely due to the lack of any threat whilst looking for that door) and have to walk back there again, which way was it? Fuck. You're only gonna die again anyway, because dogs can withstand multiple hits from dynamite and shotguns, there's no point, the game is such a tragic waste.
Looks good though.
Quake 2, on the other hand... that game has no redeeming qualities, it's as though they took everything which made the first one awful and made it even worse to the point of being unbearable. I played the game once, many years ago, when it was still fairly new. It went back in the box, I still have that box, it has never been opened since. Even then we're assuming that it would run, which it probably wouldn't. What you tend to forget with all your flashy ports, is that those ports fix a lot of problems you don't remember any more, largely that ID couldn't code worth shit so their games didn't run right, if they ran at all, or ran slowly due to requiring far more power than their contemporaries for no good reason.
#28 Posted 08 January 2019 - 04:02 AM
leilei, on 07 January 2019 - 05:46 PM, said:
In addition there's that ugly "intensity" fake gamma stuff that washes out textures that oddly, no game or port bothers to fix, probably due to an ignorance of it actually happening and not knowing the original context (it was done in '97 when there was no one standard way to set host video colors apart from 3dfx's one WGL extension). There's plenty of bad advice abound to "fix" that instead of, well... tearing it out, performing a proper screen gamma process, etc. Many Q2 ports scopecreep and not think about this issue entirely, and there's also "pro player features" revisionism around that, and modulate (setting that bitshifts lightmap data up for a worse flatter appearance with less shading, treated as a "legal" fullbright setting)
Quake's source port scene was aware of both of these issues and therefore more of those ports generally look relatively more faithful and better than Quake2's. Quake2's best looking port is the short-lived DirectQ2...from a veteran port author in the Q1 scene. As far as I know, it still remains to be the only port with pixel shader recreations of the software renderer effects, proper lighting balance without ugly clamping, no 'intensity', nonpowerof2 and proper support for lighting desaturation.
Thanks for that history lesson. I had no idea Q2 downsamples it's textures, that's kinda shocking but explains a lot. http://www.chebmaster.com/q2facelift/ - look at the original, WTF. And yeah, I know what you mean about the fake gamma.
Kingpin looks like ass too, lol. Blurry mess. I played it with that texture mod from R2R, though.
#29 Posted 08 January 2019 - 09:34 AM
Zaxx, on 07 January 2019 - 09:06 PM, said:
Is this for real ? I remember watching Quake 2 for the first time in 1997 and was blown away. And I still find it a very goodlooking game. Although I admit I disable texture filtering nowadays. That makes the game look a lot sharper. Yamagi Quake 2 is a very good source port btw.
#30 Posted 08 January 2019 - 10:04 AM
This post has been edited by thricecursed: 08 January 2019 - 10:06 AM