Finished the story in Rage 2 AKA Walker: Wasteland Ranger. It was fun. I shot the dudes, their heads exploded, everything was pink and purple and blue. I’m going to keep playing it until I get bored with it. Or until I Do all the Stuff (I’m probably going to Do all the Stuff).
I love the credits sequence.
The comic panels basically recap all the story missions (there aren’t many, like ten tops) so if you want to know what the story is but don’t want to actually play the game (or watch someone shoot all the heads for ten hours) you can just read these nice, pulpy comic panels.
I started making some notes because I was going to make a topic but I’ll just post them here instead:
Ok so look Rage2 is a Video Game.
Pros:
-A shooter with loot but it’s not a “looter shooter” like Destiny, Division, etc.
-Limited set number of guns, no picking up random guns off enemies
-Each gun has it’s own personality
-Gunplay feels good
-Big open world with Lots of Stuff to Do
-Variety
-Locked 60 FPS
-Car combat
Cons:
-”Just” a shooter
-Lots of Stuff to Do is repetitive
-Guns have personality but you’re probably going to pick a favorite and just stick with it the whole game (hello ranger assault rifle)
-No HDR
-Only 1080p on enhanced consoles, 4K only possible on PC
-Vehicle physics are more like GTA V than GTA IV, floaty instead of weighty
The assault rifle is the most all around useful gun because the other guns have to be found in the world so they can’t design any missions that can’t be completed without an assault rifle. As a result I used the assault rifle almost exclusively despite having a revolver that has remote-explosive rounds.
Haven’t played the car combat much but like in Mad Max there are convoys you can battle and take out. Unlike Mad Max the vehicles don’t feel as realistic or meaty to control and there’s no good gameplay hook to them like Mad Max’s harpoon gun. The main vehicle you start with can be upgraded to have more guns and rockets and that sort of a thing but that’s it. Near the end of the story you get a tank and it’s pretty cool.
The story is weak and kind of phoned in but it’s not the point of the game it’s there to give you a reason to go out in the world and Do the Stuff. You can at least skip the scenes whenever you meet new characters and dialogues can be buttoned through as well.
Hairlips = mutant 
Game uses a Skyrim-style compass instead of a minimap and thank god for that. So glad open world game designers have learned to ditch the minimap.
Game is pretty and colorful and has really nice explosions. Shooting the dudes feels good.
I had (am having) fun but it is basically all pretty standard open worlder fare on offer. There’s no neat hook to shake things up like Mordor’s Nemesis system or Rockstar’s absurd attention to detail and storytelling. Kind of feels like open world games need more than just Stuff to Do, and have needed it for going on a decade now. They need something novel to mix it up because just being in a big open space isn’t novel anymore like it was from GTA 3 to GTA 4.
I want to see more experimental systemic things going on in these games, more simulation-y things. I want mood and set and setting and I absolutely do not want to ever stand around waiting for a digital puppet to finish reciting lines at me. I want storytelling but I want it in a completely indirect way so I can ignore it at a moment’s notice or dive deep when I feel like.
Rage 2 just has Real Fine Shooting (better than Rage 1’s) and… a pretty cool (and by now heavily played out) vaporwave aesthetic kind of thing?
I keep thinking of a hypothetical game about a fully simulated city where all the people are all a schedule and you can body hop from person to person at will instantaneously and everything’s dynamic and interconnected so things you do with one person have cascading effects throughout the rest of the city-system even long after you’ve bodyswapped through 1000 more people or whatever. And I want that to just be like the novel new feature in the next GTA or something. Like that’s the level of stuff that needs to start happening in open world games.