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Review of Rage 2 on PS4

by Gemma Looksby Gemma Looksby photo May 2019
Cover image of Rage 2 on PS4
Gamefings Score: 6.7/10
Platform: PS4 PS4 logo
Released: 14 May 2019
Genre: First-person shooter
Developer: Avalanche Studios, id Software
Publisher: Bethesda Softworks

Introduction

Picture a post-apocalyptic theme park where someone spilled neon paint, handed out superpowers, and forgot to hire convincing dialogue writers. That's Rage 2 in a very colorful nutshell. On PS4, the sequel to 2011's Rage straps you into the boots of Walker, the Last Ranger of Vineland, and politely asks you to solve a global-level problem called Project Dagger while also smashing everything in sight. The people behind this rowdy sandbox are Avalanche Studios and id Software, published by Bethesda - basically the gaming equivalent of a buddy cop movie where one cop is a chainsaw and the other is a rocket launcher. Rage 2 sells itself as a power fantasy: fast guns, explosive powers, and cars you can ram into things until they look like modern art. Critics generally liked the combat but grumbled about the story, characters, and open-world busywork. If you like your shooters loud, messy, and liberally sprinkled with mutant headgear (there's even a collector's edition that is unapologetically bizarre), you'll find a lot to enjoy. If you came for deep plot twists and emotionally nuanced monologues between killstreaks, bring a handkerchief and an understanding friend to explain dramatic structure.

Gameplay

Rage 2's gameplay is emphatically about two things: shooting stuff really well, and doing it while also being able to punch reality with superpowers. You play as Walker, whose gender, look, and loadout you can tweak. The sandbox is an open-world wasteland populated by factions, mutants, and opportunistic idiots with guns. The designers clearly asked themselves, 'How many ways can we make explosions feel satisfying?' and then went double or nothing. Gunplay is the game's calling card. The weapons inherit the slick, crunchy feel you'd expect from id Software influence: shotguns that scatter regret at close range, rifles that make skulls reconsider their life choices, and the returning wingstick - a ninja-ish boomerang made of whatever the future uses for anger management. Avalanche's input shows up in how vehicles and physics behave. You can commandeer trucks, buggies, and gyrocopters and very often turn otherwise dull travel into an exercise in vehicular improvisation. The Phoenix, an indestructible road tank provided early in the story, is basically a mobile excuse to do things you would not be permitted to do in polite society. Then there are the Nanotrite powers. These are the game's flavour: weapon-boosting abilities that let Walker pull off instant heal-styles, teleport bursts, and other over-the-top tricks. Overdrive mode is a particularly glorious example - flip it on and your guns hit harder, enemies drop more energy, and you start healing while you murder things. It's an aggressive, in-your-face buff that nudges confrontations toward pure chaos rather than tactical chess. The skill tree lets you tune Walker's abilities and playstyle, so you can be a grappling electric punch wizard or a run-and-gun nightmare - both are perfectly viable and both are good fun. Missions range from linear story beats - called Project Dagger, where you track down allies like Marshall, Loosum Hagar, and Dr. Kvasir - to side activities and open-world encounters. The main plot has you infiltrating Authority bunkers, tearing apart Titan projects, and generally doing the important work of stabbing things in the dramatic eye. The story hits the necessary beats: your aunt dies, you get a mission, you find a weird scientist, you stab a very bad clone. It gets you from A to B between glorious gunfights but doesn't linger to explain every cut-scene's emotional plumbing. The open world is a double-edged shotgun. On the great side, it offers wide-area mayhem: enemy convoys to ambush, outposts to liberate, and emergent fights where the game's systems combine into delicious messes (a tank, a gyro, and a man on fire is a personal favorite). On the not-so-great side, critics and players noted that a lot of the open-world content feels like filler: busywork activities that pad runtime rather than telling new, interesting stories. The engines and physics push the fun to peak levels when things collide, but sometimes the world is more pretty set-dressing than destination. Rage 2 also dabbles in modern monetization chatter. It was announced as a 'game as a service' with a promise of no lootboxes, but microtransactions and optional extras did cause raised eyebrows - especially when there's no multiplayer to justify cosmetic economies. On the technical side, Avalanche used their Apex engine (not id Tech) and the game runs with the Vulkan API and HLSL shaders. That combo lets the game swing between detailed interiors and big outdoor vistas without loading screens, which is lovely - when everything behaves. On PC the DRM story even had its own soap opera: the Steam release briefly included Denuvo DRM, which was removed after being cracked, and the patch changes reportedly affected performance negatively for some users. On PS4 the experience is more consistent, though the visual fidelity and performance drew some criticism for not always living up to the game's aesthetic ambitions. An expansion, Rise of the Ghosts, landed later and added pilotable mechs, new missions, and more toys to play with - the sort of content that extends the 'turn everything into a bigger thing to shoot' design philosophy. Expect to spend most of your time building combinations between guns and powers and less time meditating on existential questions, unless those existential questions involve, 'Can I blow up a Titan with a rocket and a superjump?' Spoiler: you can.

Graphics

Rage 2 is ... loud. The visual strategy is 'neon roadtrip' rather than bleak doomscape. Avalanche and id opted for a colorful palette so the game stands out from gritty, gray post-apocalypse clones. This gives the world personality - sometimes campy and sometimes genuinely gorgeous; wasteland sunsets here favor pinks and teals, which makes the whole thing feel like a synthwave postcard from the end of the world. Under the hood, the Apex engine enables smooth transitions between indoor set-pieces and wide outdoor areas without loading hiccups, and that technical choice pays off in how combat keeps flowing. Interiors are more detailed than you'd expect in a shooter that also wants to be open-world mayhem. Lighting, particle effects when powers and explosives go off, and the sheer scale of some encounters are handled admirably. Still, the gloss has its limits. A number of reviews - and players - pointed out that on PS4 the visuals can be inconsistent: some vistas look stunning, but character models, lip sync, and certain textures don't always hold up under close inspection. Critics singled out the visuals as one of the weaker points, especially given how much the game leans on style. Performance-wise, PS4 generally gives a stable and enjoyable experience, but the PC Denuvo debacle and subsequent patch showed that the game's optimization could be fragile when tinkered with. In short, Rage 2 aims to be pop-art spectacular more than photorealistic - and for many players, that's exactly the point. It just occasionally forgets to look as polished as it thinks it looks.

Conclusion

Rage 2 is a contradiction you can happily explode for ten hours. It's a brilliant combat toybox - guns that thump, powers that let you feel like a walking hurricane, and vehicles that encourage creative mayhem. Avalanche and id delivered a shooter that understands the joy of violent improvisation and turns that joy into a consistent gameplay loop. But it's not perfect. The story and characters skim crowd-pleasing beats without much emotional investment, and the open-world often fills its giant playground with chores rather than memorable narrative moments. Critics' mixed reception - PS4 Metacritic settled around the mid-to-high 60s - reflects that split: superb mechanics surrounded by a world that sometimes feels empty or undercooked. If you're buying Rage 2 on PS4, go in for the combat, the powers, and the neon apocalypse vibes. If you need a moving, slow-burn story that will make you sob into a controller, look elsewhere. Final verdict: a loud, pretty, occasionally shallow blast of arcade violence with more highs than lows. It's a great pick for players who want to feel powerful and laugh a little at the absurdity of it all. Rated 6.7/10 - worth a rent or a sale-window pick-up; a full-price buy depends on how much you value raw, explosive fun over narrative depth.

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