PC Gamer

Rage 2 has id-quality shooting, but I wish the world had more personality

Phil Savage
 

Despite the number at the end of its name, you'd be forgiven for assuming Rage 2 has little to do with its predecessor. The original Rage was dry, mostly linear, and frequently described as 'solid'—a sort of critical shorthand for 'yeah, this is good, but…' The sequel feels more brash and vibrant. In short, Rage 2 is the sort of game that has Andrew W. K. playing over its trailer. "The first thing I wrote on the whiteboard when I met with the team was 'more crazy than Rage'," says Tim Willits, id Software's studio director. "Time and time again we told those guys, 'Everything is on the table.

Everything is possible. ' If they'd wanted to make 12-foot cockroaches that you ride, we would have done it. We don't have them, but we could. One of the great things about the Rage universe is there's nothing that is too over the top. That's what people like, so we've tried to steer into it. "Having played a chunk of Rage 2, I can confirm the lack of giant roaches, which is almost a shame. It is more over the top, but not as much as I was expecting or hoping.

Nevertheless, an hour into my session that I find myself competing in Mutant Dash, a sort of wave-based arena combat challenge that takes the form of a TV show set in a rundown warehouse unconvincingly decorated with gaudy cardboard cutouts. So that's something. The team responsible for Rage 2's more exaggerated style isn't id, but Avalanche, creators of the Just Cause series. "It's a more holistic collaboration," explains Willits. "Avalanche is the developer, but we have people at id that have helped when they can. We have everyone from the controller guys, to the animation team, the art team, some of the designers. We work with those guys everyday.

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