Consistently repeated items like mannequins and bicycles dot various camps too. Textures don't always pass the zoom test and non-cutscene mouths don't always sync up with the sound. Things can start to fall out of whack when in first-person mode at times. The draw distance is massive and the different times of day and night that interplays with a vehicle's lights and some of the lighting throughout the world looks great. Interestingly, the vehicle segments are the best-looking portions of the game. Other details like the marks left in the sand behind a vehicle can be appreciated in the game's solid photo mode. As silly as it sounds, the explosions are the best seen in a game yet and the audio kick to coincide with them is a treat. The handful of different enemy classes are all distinct in their own right too and the vibrant colors, while clearly aimed at standing out from other similar games settings, fit the universe and tone well.Ī close attention to details helps too, as this is a gory, limbs-flying-everywhere experience. Rage 2 is a beauty overall in most instances. It's a welcome bit of diversity in both color palette and play experience. Dune Sea is a sandy experience, the Torn Plains are a rocky ride, the Wild is all about towering, expanding flora and the Sekreto Wetlands get muddy and swampy fast. This is still a wasteland, but from a narrative perspective, the release of EcoPods to recreate the planet spawned vastly different biomes. That was at least partially the point when setting the game 30 years after the events of the first offering in the series. Rage 2 is an interesting mix visually in quite a few ways.
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