Graphics
Visuals
Redline is powered by BeyondGames' own Daedalus engine. This engine requires a Direct X 6 3D accelerator, and unfortunately my trusty Millenium II was not supported. The software mode using the Millenium II had weird texture loading problems - the smoke and explosion effects looked very odd and blocky. Switching to the Obsidian Voodoo 1 worked a lot better, and the game gave decent performance in my machine. The weapon firing gives some pretty neat lighting effects, and shooting the machine gun would leave little bullet holes in the wall or ground. Also, tiny puffs of smoke would come off the hole upon impact, which was a neat little touch.

Cars reflect the amount of damage they take
The graphics are decent, but there were a couple of problems I found. The color palette they chose seems a bit dark. Case in point: during multiplayer free for alls, it is far too difficult to spot enemies. Team games complicate matters even more because it's too easy to shoot teammates by mistake. Maybe they meant to do it on purpose though, because they include a targeting computer and radar as powerups to pick up around the levels. Also, the bullet holes in the wall weren't perfect. I shot at a rotating disco ball in the single player game and the "hole" remained stationary while the disco ball continued to rotate. Continuing on the same point, the textures lacked a certain polish. Characters in the game are kind of angular and blocky, although the vehicles look pretty nice. Overall the graphics were a mixed bag.
Performance was somewhat suspect too. Walking around objects at short range would cause the view screen to jitter incessantly, creating a very nauseating effect. After less than an hour of single player action I felt literally sick to my stomach from playing. The more open multiplayer maps don't create this effect, but hopefully the jittering will get fixed before the game is released.