
Overall, the wasteland looks as good as a post-nuclear apocalypse could, but it also manages to be somewhat visually varied, going with more than just deserts and craters, throwing in lush jungles and even a swamp in for good measure. The open-world and general gameplay portions of Rage 2 were handled by Avalanche Studios, the folks behind the Just Cause games, heralded as some of the most fun open-world action romps, as Leo made it clear in his review of the most recent entry, as well as Mad Max, which I found to be okay. Too bad their encounters are so repetitive. You’ll face off against a lot of really big enemies. And adding to that the fact that everything around the actual shooting is just plain repetitive made my time with the game feel like an exercise in trying not to get frustrated while actively attempting to see as much of it as needed for this review. Its map isn’t all that huge to begin with, as it’s about as large as any of the recent open-world games like it, but navigating through it felt like an absolute chore to me, thanks to the slow vehicles and general low number of fast travel points I could use.
Rage 2 fast travel software#
The thing about Rage 2 is that it’s an excellent balls to the wall id Software first-person shooter trapped within the confines of a middling open-world structure that slows everything down to a crawl. After having played and finished it in a bit more than a dozen hours, I can safely say it’ll sit alongside the first game as something I’ve gotten through, but will probably won’t remember much of in the future.

Bright colors, crazy-looking raider types acting all menacingly and heavy metal permeated Rage 2 ’s marketing from the very get-go, which in and of itself didn’t help make it too memorable for me in particular, but it was at least consciously in my radar up to its release.

So when Rage 2 was announced last year to tremendous fanfare by Bethesda at E3 after a hilarious leak-turned-joke by Walmart Canada, I was skeptical about the whole thing. I know it put to use some revolutionary new tech that marked one of John Carmack’s last contributions to id Software before leaving for Oculus in the form of mega-textures, a feature that ultimately made that game unplayable on many (at the time) beefy rigs, but outside that, very little of it felt memorable. After having a so-so time with the original, my memory is somewhat hazy in regards to that game.

I can’t say I was particularly anxious to be back in the world of Rage.
