Not only can all of these be upgraded, they also have loads of perks attached for added in-game buffs which you can buy with the right currency (all the more reason to shoot-then-loot everything) – and the same goes for your fleet of vehicles, plus there are ‘Projects’ offered by each of the hub characters that offer even more ways to fine-tune your character.Īdded together and there’s a bafflingly brilliant array of ways to tailor the game to suit your own playing style. You’ll start with Shatter, which is basically a mega-melee hit, but will unlock more as you go, with the ground-pound Slam proving a great way to clear a crowd while the double jump can really transform the way you navigate the environment. To explain them all would fill this page, but alongside your core weapons and throwables, you also have a selection of super-abilities which can be a whole lot of fun. It’s probably too convoluted for its own good, using numerous currencies/collectables and requiring lots of fiddling in the menus to figure out, but once you do it’s like being let loose in a playground with a bottomless toy box. However, where the game really begins to stretch its legs is when you get into its vast upgrade system. There is a simple joy in blasting the many goons, bandits and mutants that are spread across Rage 2’s rather sparse landscape – it is a post-post-apocalypse after all, but even so there’s not a lot of creativity or visual variety on display. And with the killing over and done with there is the added option to track down the given quota of loot stashed away at each location (tip: if you’re the completionist type, Dr Kvasir enables you to unlock a scanner to make finding them a little easier). But there’s no need to seek them out in a hurry and, after just a couple of hours, our map was teasing us with a large variety of camps and mutant dens to head for instead.Īdmittedly the sole goal of, well, everything, is largely just to kill a bunch of people and maybe blow a few things up, but we didn’t head to these places expecting some kind of meaningful dialogue. The story points you towards three key figures who’ll each act as a central hub for your ongoing exploration and are deliberately spaced out, so if you’re exploring organically you’ll likely find them in a rather natural order. From here, you’re absolutely free to go wherever you like, starting random firefights and discovering (and possibly destroying) new locations on a fairly regular basis. After a brief burst of action doubling up as a tutorial, you’re sent out into the big, bad world with only a couple of basic weapons and a can-do attitude to kick-start the fight. Getting started in Rage 2 reminded us of the likes of Far Cry and many other of its ilk ( Borderlands being another obvious example).
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