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Rage 2

Rage 2 - First Look

Just because Walmart spoiled the surprise, it doesn't mean that there weren't any surprises.

  • Text: Bengt Lemne
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It's been just under seven years since id Software released Rage, their first title under new owners Bethesda. In fact, the game was originally meant to be published by EA (though that was to change after Bethesda bought the studio), and it was first announced in August, 2007. Much of the early chatter was about the new id tech engine and the mega textures that would revolutionise visuals in video games. It offered an evolution of id's hallmark gunplay, adding vehicles and some semi-open world elements to the mix. In many ways, Rage 2 looks set to deliver fully on the original promise of Rage, but a lot is different, very different.

This time around id Software has partnered with open-world action specialists Avalanche Studios (Just Cause, Mad Max), and instead of a postapocalyptic setting that "uses up all the browns" (Tim Willits' words, not ours), we're treated to a post-post-apocalyptic world. One that has begun to recover, with eco-pods working their science to create biomes and environmental variation, while society has begun to rebuild, or well, it started to rebuild until the conflict flared up again in time for this second game.

"We've made up a whole story of what happens in those 25 years", explains game director Magnus Nedfors. "The Authority was defeated in a big war, then there was a mutant uprising because the mutants got abandoned by their masters, The Authority, so they roamed free, there was a big fight. A lot different bandit groups had to band together and have a peace treaty amongst each other, but then just before our game everything is calm. But then as often in human society power-hungry people start to try and control the world. So there's a lot of conflict between different groups who struggle for power and all of a sudden The Authority comes back unannounced and invades part of the world again and that sets off this game."

There is a voiced main character this time around, Walker, and through him the player will learn more about the world and what has happened. The first scene shown to us during the demo session at the Avalanche offices sees Walker make his way through a dense bamboo grove. It's far from the only impressive vegetation we're treated to and perhaps you can trace some of this back to Avalanche's excellent work on the vegetation in The Hunter: Call of the Wild. We later catch glimpses of more of traditional forest and a swamp area. We're making our way towards the lair of Doctor Kvasir, a character you may recall from the original Rage, and he's under siege by some Authority mutants. They're dealt with quickly and we're treated to an extended cutscene where our relationship to the good Doctor (who's using a mutant as a mount) is fleshed out. Clearly, a lot of effort has been put into the narration, and the quirky characters have been identified by the developers as one of the key aspects of the original.

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The good doctor needs you to pick up some nanotrites, inconveniently located in an undeployed eco-pod in orbit, so you're tasked with going to a launch control centre and sending it crashing down to the ground. Then you've got to go and retrieve the nanotrites. Simple enough, apart from the fact that the place is overrun with Goonsquad types, aggressive bandits who tend to get up close and personal.

Another key thing from the original that you'll no doubt wonder about is the gunplay. Does Rage 2 feel like an id Software title? It's difficult to answer fully from just a brief hands-on session, but we can say for sure that it's visceral, intense, and in-your-face, and as such, it feels like a game from id Software. The camera is up close, your abilities mean you'll get into the face of the enemies who, after a couple of shotgun blasts, will pop like ripe blood bags.

"When we first started our collaboration it was one of the main milestones or goals that we set out jointly to tackle," says Tim Willits, studio director at id Software. "We were able to utilise our experience. We pulled people in and out of the project to help with certain specialities and we were, I believe, really able to craft that DNA of an id Software shooter into this open-world game."

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