Rage 2 Catch All

I thought we should have one.

Here is the first review I have seen.

Rage 2 Review "Buy, Wait for Sale, Rent, Never Touch?"

So excited!

8 Best And Worst Things About Rage 2 | Rage 2 Review (PC)

Sounds like it's yet another Avalanche game, but one of the better ones. The combat is good and varied while everything else sucks, like voice acting and story. I'm good with that.

I put it in my cart and was almost going to hit buy but both reviews I have seen mention the 10 hour story. For me that is perfect. I don't have time for anything longer but at that short of a game I know there will be used ones in a week or two.

I have enough of a backlog and I can wait until I can get it cheaper.

farley3k wrote:

8 Best And Worst Things About Rage 2 | Rage 2 Review (PC)

This sounds like a "wait and see how much it costs during the summer Steam sale" thing to me, the 10-13 hours to finish a playthrough kind of sealed it. Maybe by summer when we're further down that content roadmap it will be more fleshed out. I'm disappointed to hear the vehicle combat is apparently shallow, that really piqued my interest when I heard it was in the game and I would have thought the makers of Mad Max would have done more with it.

I never played the first Rage, but I loved Mad Max and wanted more as soon as I 100% it. This looks like it'll do.

As a fan of the first game I'm tickled to venture forth with this sequel. It somehow happens to look less appealing and further lacking in intrigue, though. The moment to moment combat appears to stack up favourably with good weapons and good abilities. Whilst everything else from exploration, to vistas, to storytelling, seems utterly lacking. I feel as if I'd be better served by returning to Doom, or making a start with Mad Max.

It seems contrasting to create a broad spacious map yet populate it so poorly. To provide vehicles for traversal with little reward for exploring as oppose to the beeline from one place to another. Perhaps the additional content roadmap shall address these areas. Which doesn't benefit early adopters, nor sway those on the fence to not wait out a price decrease.

To end on a positive, though, the moment to moment and the abilities look like exceptional fun. So much so that I can and may discard all other quibbles to jump on board.

Just finished this follow-up article to a piece I read on Polygon almost a year ago. In the original article, author Chris Plante, received a sneak peak of the game and a personal interview with iD software studio director Tim Willits. In the interview, Plante stated that he was upset that the preview included an enemy character with a cleft lip. Plante went on to explain that he, himself, was born with a cleft lip and that people with similar birth defects have been treated as freaks at best, and monsters at worst, throughout time and that this particular character played upon that trope. At the time, Willits stated that it was something he hadn't really thought about, apologized, and said he would pass along the info to the development team.

Long story short, nothing was done to address this issue prior to release and in fact, the game includes a large number of such characters and displays - the worst of which is a room a player may encounter in the game which has several such mutants' heads mounted on a wall. Understandably, Plante has been upset by the lack of action following his discussion (with Willits) about how he felt the use of cleft lips as a visual tool to repulse the player continues the demonization of those born with such defects and deformities.

The articles make for some interesting reading and bring up valuable questions on how we treat the people and things society deem to be outside the norm.

vypre wrote:

Long story short, nothing was done to address this issue prior to release and in fact, the game includes a large number of such characters and displays - the worst of which is a room a player may encounter in the game which has several such mutants' heads mounted on a wall. Understandably, Plante has been upset by the lack of action following his discussion (with Willits) about how he felt the use of cleft lips as a visual tool to repulse the player continues the demonization of those born with such defects and deformities.

I remember hearing Plante talk about that interview on a podcast a couple years back. He was so happy that a developer would acknowledge the negative perception around his birth defect and apologize for how it made him feel. I don't know if Tim Willits was just paying lip service or if the team at Avalanche decided not to take the feedback to heart, but the fact that it's even worse than the first game is a huge bummer.

I went from mildly intrigued to this jumping to the top of my list once I'm finished Fell Seal. Mad Max comparisons are what got me as I was one of the early adopters and enthusiasts for that game.

I'm glad Chris Plante followed up and wrote that article. I think a lot about his earlier article and his interviews about the subject.

My copy should arrive Tuesday or Wednesday, the combat utterly sold me, the gunplay looks like Doom's (best in class shooting) plus those abilities look insanely creative & the physics look epic. I'm a little bummed it hasn't got quite the critical reception I had hoped but most reviews do cite the combat as being great. Pity about the open world, story & it being very run of the mill checklist style game but if it plays superb I will get my money's worth.

Dyni wrote:
vypre wrote:

Long story short, nothing was done to address this issue prior to release and in fact, the game includes a large number of such characters and displays - the worst of which is a room a player may encounter in the game which has several such mutants' heads mounted on a wall. Understandably, Plante has been upset by the lack of action following his discussion (with Willits) about how he felt the use of cleft lips as a visual tool to repulse the player continues the demonization of those born with such defects and deformities.

I remember hearing Plante talk about that interview on a podcast a couple years back. He was so happy that a developer would acknowledge the negative perception around his birth defect and apologize for how it made him feel. I don't know if Tim Willits was just paying lip service or if the team at Avalanche decided not to take the feedback to heart, but the fact that it's even worse than the first game is a huge bummer.

Did you see the Collector's Edition? No wonder cleft palates is still in there, they were way to deep into production to switch tracks on the giant bust they made for the CE. Plus, based on the article, it seems like there's a ton of characters designed with some ort of riff on a cleft palate. Unfortunately I think Plante was barking up the wrong tree, too late in the game. It's not like they could switch gears on so much of the game, from the art all the way down to the animations when all these different characters/enemies talk.

It doesn't make it right, certainly, but it's not as if the conversation between Plante and Willits happened during pre-production a couple years ago, unfortunately.

It's really unfortunate that the game riffs on the cleft palate so damn much and it looks like it's here to stay in the series. Maybe, at least, in the future the devs might go a different direction now that Willits and others are more aware. At least on other series. I think the ship has sailed for the look of Rage's enemies.

garion333 wrote:

It's not like they could switch gears on so much of the game, from the art all the way down to the animations when all these different characters/enemies talk.

Yeah, you're right. I thought that conversation happened a few years ago, but it looks like it was only last year.

Regardless, I don't think anyone expected them to completely redesign all of their enemies, but it was fair to hope that they could have added some positive representation of this feature. Based on his reaction to Willits' initial apology, even a single good NPC with a cleft lip that wasn't portrayed to be grotesque and undesirable probably would have gone a long way to helping those with similar defects to not feel so alienated.

The article talks about this and Plante seems to understand they couldn’t necessarily reverse course given how deeply ingrained it appears to be, but the room with the mounted severed heads definitely makes it seem as though they didn’t even care enough to try.

Um, I'm only 45 minutes in but I am not really enjoying this.
One of the "nope" points is the control scheme for powers highlighted in that best and worst video from earlier in this thread. The ctrl tap + direction to dash is finicky and it is the very first power you get.
One other thing that bugs me is that your boomerang has limited charges a la grenades. I don't recall that being the case in Rage 1. Perhaps that is an upgrade you can purchase to have it return to your inventory.

One more dislike is the stock movement is nowhere near as good as say Doom 2016. I am sure the powers will change things but that seems off putting that your powers make you a god that limps when not in use.

There is something odd about the FPS camera too. Everything seems confined which is odd in an open world game. Maybe it is the FOV that needs to be adjusted if it can. But I don't like it and the shooting isn't great. The machine pistol has the best feel. Its alt fire and both modes of the assault rifle are pretty mediocre.

I will sign on again tonight to give the vehicle feel and combat a chance but I am not high on this one so far.
It is a slam dunk for a deep steam sale and not worth it at launch.

That's disappointing to hear, fang. I know Giant Bomb's Jeff Gerstmann said on their Quick Look that Bethesda/Avalanche specifically asked them to play their pre-release PC copy with a controller. So part of your problems may be based around that.

He's overall cool on the game. Jeff also calls Mad Max a bad game and he's just completely wrong about that.

I hope you can change it to double tap direction but I doubt it...
Vehicle controls are standard and not great. the vehicle combat is pretty meh so far. Its understandable because it is the basic vehicle but you shouldn't basicize it into blandness.

Well, I decided I was looking for a dumb new game, and with some coupons and discounts at Best Buy, I was able to preorder this for about half off. There's gotta be a word for the feeling you get when you want to buy something even though you know that it is probably not that good.

Spoiler:

Rage.

Dan Stapleton at IGN seemed to like the combat the best, and although Rob at Waypoint Vice said Doom 2016 did it better, I could never get into that game. Maybe it will click with me.

Also, it's the end of the school year - my brain is mush - dumb fun may work.

Also, as the father of a boy with a cleft lip and palate, and as a human f*cking being, the cleft lip stuff is pretty sh*tty.

I just played a bit of this. Got through the initial battle/tutorial, found a race, and then cleared out some underground lair. Fun so far. Violence feels GREAT. So far it seems violent and brainless, which is what I wanted.

Well, I woke up at 2 am to get some playing done before I had to adult.

I love it. It's exactly what I was hoping it would be. It feels like Mad Max turned up to crazy. It's not without it's issues, though.

I agree with Fang. Having to hold ctrl and tap another key to use abilities is not intuitive. I haven't went through all the button mapping, but hopefully I can move those abilities to my mouse.

I had a really annoying bug too. I was cleaning out a bandit den, and I couldn't get the kill all bandits objective. I assumed there was some guy stuck in some geometry somewhere, so I closed the game hoping it would free him. It worked, but it also rezzed the entire camp. Bummer.

fangblackbone wrote:

One other thing that bugs me is that your boomerang has limited charges a la grenades. I don't recall that being the case in Rage 1. Perhaps that is an upgrade you can purchase to have it return to your inventory.

Ugh, that's likely an Avalanche design because it's how the Just Cause games have gated the fun and I hate it. Makes playing until you unlock things just tedious instead of letting you enjoy the toys they give you.

It sounds like all of my complaints are centered around that. I paid decent money on this. I will stick it out for a bit to get to the fun of:
the shotgun (apparently)
the gravity manipulation-blood splatter powers
the flying vehicle

EverythingsTentative wrote:

I had a really annoying bug too. I was cleaning out a bandit den, and I couldn't get the kill all bandits objective. I assumed there was some guy stuck in some geometry somewhere, so I closed the game hoping it would free him. It worked, but it also rezzed the entire camp. Bummer.

Holding ctrl shows where enemies are. I will remember that next time.

Ben Kuchera's review on Polygon makes the game sound a hell of a lot like Crackdown 3, which I gladly blasted through in 8 or so hours and had a lot of fun with. I'm hoping to get to this one sooner rather than later, but we'll see.

I'm assuming the 10-13 hours is if you blast through the story only? I've played for 9 hours today and haven't even got to the third story mission and only have two abilities.

EverythingsTentative wrote:

I'm assuming the 10-13 hours is if you blast through the story only? I've played for 9 hours today and haven't even got to the third story mission and only have two abilities.

The RPS video earlier in the thread said 13 hours even doing an average mount of side content, and there are only 8 actual missions in the story. So... YMMV.

It seems like a really fun mindless open-world checklist that isn't overly long but may not be the worth the full-priced game. Which was basically what Mad Max was and I got Mad Max on release day.

ClockworkHouse wrote:

Ben Kuchera's review on Polygon makes the game sound a hell of a lot like Crackdown 3, which I gladly blasted through in 8 or so hours and had a lot of fun with. I'm hoping to get to this one sooner rather than later, but we'll see.

Rage 2 is ostensibly an open-world game, but upgrades and weapons are given out at specific locations, and trying to explore by driving off the indicated path between each outpost is futile. Cliffs and bottomless pits make sure I’m rarely able to paint outside the lines.

... the systems of Rage 2 don’t allow for much creativity outside of selecting the order in which I visit each area. The game’s structure suggests a linear, relatively short Doom-style single-player

This is Avalanche's style, unfortunately. I wish they would open things up and let us do whatever. At least this time the game sounds like it's story/campaign is short enough to get out of the way and then let you sandbox around.

the best way to have fun in this world is to create my own

Yes! More more more!

That was one of my issues with Mad Max, I was tethered to that damn car. That and Arkham-style combat.

Each to his own, but Rage sounds more like what I like about Just Cause and less of what I didn't like about Mad Max...and JC3.

Not having the Arkham combat is a God send. Things never slow down and you never have to wait for your spidey sense.

I love that everything is open from the start. You can go to whatever camp/city/mission that you want. The gates in Mad Max were annoying.

I just played an hour to test my updated streaming settings and had a grand old time. Found a couple more arcs, took out some fuel depot and killed a LOT. Pretty happy so far, haven’t even touched the main missions yet.