Bethesda's courage to continue to explore their old franchise, which proved to be less successful on the market, is a worthy step to be welcomed. This is what happened with RAGE in the past. Once known as a game with stunning quality in its era, the content is not commensurate and some technical problems that had happened did make it not "explode" on the market. But RAGE left his own history, fortunately, again explored by Bethesda at this time. A sequel series is formulated by offering new and different approaches. Something that finally got the chance for us to be present at this time.
So, what is actually offered by RAGE 2? Why do we call it a fun action game with classic problems? This review will discuss it more deeply for you.
Like the name he stretched out, RAGE 2 is positioned as a direct sequel series from the first RAGE. 30 years after the first event, the main antagonist - General Cross is now back together with his military strength - a scary Authority. The action of attacking your base and killing the commander that you think is like your own mother ends up making you bear a big responsibility that seems like you can predict it.
You act as Walker, whose gender you can choose at the beginning. Born as an orphan and raised by Aunt Prowley who ended up dead at the hands of General Cross, Walker, who had found the Ranger special forces clothing, was now the only hope for fighting Cross's evil plans.
Walker was asked to meet with three leaders who were scattered in the Wasteland to activate something called the "Dagger Initiative". But of course these leaders will not accept Walker just like that. He must pass the test and challenges, while trying to reduce the grip of other bloodthirsty factions that are also scattered in the Wasteland.
The way RAGE 2 introduces color to the post-apocalyptic world that he stretches out is not "as crazy" as Far Cry New Dawn that places the contrast of bright colors in every corner of the region, either through murals or wreckage of existing vehicles. They apply it more to character designs and cities, both from clothes to neon-neon that you meet at the nearest Trade Town. This one color game also appears from a variety of effects of attacks that can be performed by the main character. We must admit that the way to handle this colorful apocalypse is indeed more elegant. At least enough to make you believe, that in a world filled with so much destruction and an uncertain future, color does symbolize a little optimism in it.
The world he offers also turns out to be quite diverse. Despite the fact that you are fighting in a post-apocalyptic world, arid deserts are not the only area you meet. In the northern region, you will meet a dense tropical forest, with a track of vehicles that fortunately, is no longer built on sand.
As for music, we like the choices he offers. Similar to what Bethesda carried out in DOOM, most of RAGE 2's moments are also filled with rock songs that make your fast shooting action more intense. Although it must be admitted that it is not as unique as DOOM has to offer, at least it supports the atmosphere. While from the quality of voice acting, there is nothing special. You will not meet the quality of dialogue with content that you will keep remembering all the time, but it does its job well - communicating cliche story lines that will motivate your exploration, nothing more.
So from the presentation side, RAGE 2 does offer an approach that is quite different from the first RAGE. It now comes with a world that feels more alive, a more fantastic enemy attack animation, more colors to symbolize a sense of optimism for the future in it while carrying a different approach to Far Cry New Dawn, and still - intense music. For this one business, RAGE 2 managed to grow its own unique identity.
RAGE 2 is indeed no longer developed by id Software alone. He is now the result of collaboration with Avalanche Studios which incidentally, is the brain behind the Just Cause and Mad Max series in the past. But on the other hand, once you've tasted the action side of RAGE 2, you don't seem to find it difficult to find that there is clear interference from the Software here, especially in terms of using weapons. Because inevitably it must be admitted, the action of this shootout is the best part of RAGE 2.
In addition to ordinary enemies, RAGE 2 also contains boss battles in it. Present in a number of variants, from mere factions that use giant fire throwing mecha and missile to Mutant that try to make you level with the ground through their physical strength, RAGE 2 offers at least a variation that makes the action side not too monotonous. Although it must be admitted, in the end, each of them is not exactly difficult. Indeed, there are some who need certain action sequences and weakness points that must be considered, but most of them will submit to dozens of missiles and hundreds of bullets that you throw. One thing is certain, the design of each of them, although some of them look similar, really deserves a thumbs up.
To ensure that your chances of survival remain high, RAGE 2 also injects a system called Overdrive. Triggered by super bright colors that suddenly fill the screen and seem to be ready to trigger epilepsy in the world, Overdrive will help you survive. He makes HP's regeneration much faster, armor becomes harder on fire, and of course makes the damage you produce amplified, either from firearms or the skills used. For different crowd control, Walker is also armed with a variety of throwing weapons, from Wingsticks that function like boomerang to grenades and drones.
Vehicles are also of course designed to help your mobilization process in this vast world of RAGE 2. The fast-travel system is only designed to be able to be carried out in several locations, most of which are Trade Towns where you can buy and sell a variety of goods for your needs. While to visit many interesting points on the map, from side missions, to specific locations, to the main mission, you have to drive. There are so many variants to use, from cars, motorcycles, to drones that you can ride. Some are designed to be ready to fight, while other variants are focused on speed. The good news? RAGE 2 also injects a money-based summon system to call your favorite vehicle, whenever you want.
Classic Avalanche Problems
Ever played Just Cause or Mad Max before? There are aspects that you don't like there outside of gunplay? Avalanche continues to bring the problem to RAGE 2.
For gamers who have tasted Just Cause and Mad Max in the past, Avalanche Studios always has one flaw that seems to continue to appear in their games. That's right, open-world game designs that are foundation-based are indeed not interesting. Whether because they did not study or as simple as not wanting to bother with it, the same problem occurred again in RAGE 2. This game might carry an exciting shoot-out action, but the open-world scheme is sad.
When many open-world games such as Far Cry, for example, have begun to stay away from the icon-based open-world system that is starting to no longer feel relevant, RAGE 2 has decided to keep the system that is beginning to expire. Together with the progress of the story you are pursuing, more and more icons appear on the map that are even in position, sometimes close together. With a system like this, slowly but surely, you will start trying to complete every icon that is around you. There will be clear iconic images to distinguish which side missions, which are the main missions, and which activities will not have a story line, such as destroying a vehicle convoy or just chasing the bounties that exist.
Super Annoying Crate
There are many things that end up being the highlight of our review. In many scenarios, we talk about mechanics or fantastic gimmicks that deserve to be praised. But on the other hand, we also often meet with a concept that when executed turns out to be the source of the most annoying problems and disrupt the sensation of playing there. In RAGE 2 unfortunately, our highlights end up being the second with a focus on one word - a chest.
Most of the side missions or activities that you complete when exploration will give you a resource reward that can be used to strengthen Walker. But it can't "harvest" it directly, most of them will be stored in a chest that you have to open or destroy. The information on the screen will tell how many chests in the same area, how many contain one specific resource outside of money or another similar resource named Feltrites. So why is it annoying?
Because unlike most action games that directly place it in a clear place as a "busy" reward that you have gone through, RAGE 2 decides to make their position hidden. The result? When you are tired of monotonous side missions, you must now be busy with the activity of searching for and opening these crates whose positions are sometimes hidden well. There is a clear impression that Avalanche designed it to offer extra busyness and extend gameplay time. Why? First, the map carries a color that is not too bright and often ends up vague and blends with the background area that you are exploring. Second? If the number is above 2 pieces in one area, some of them are usually hidden in a corner of the room, on a platform that you will never suspect before, and at the bottom of one object for example. You really can miss it, but there is always a sense of dissatisfaction when the user-interface keeps "reminding" you how many chests you haven't encountered.
Is RAGE 2 a bad game? Of course not. Inside it remains a fun, intense, and fast FPS action game that is satisfying. But if you remember that there are so many things that on the other hand are not satisfactory, we would advise you to wait and glance at the cheaper price level.