Reviews
[Review] ‘Rage 2’ is a Phenomenal Shooter Dragged Down by its Open-World Structure
Pure unadulterated chaos is where Rage 2 shines brightest and there is plenty of it to go around. If only that had been more of a focus.
Yes, it’s another open-world post-apocalyptic shooter to throw on the pile, but Rage 2‘s commitment to inventive gunplay helps give some flair not found in others, even in the similarily over the top Borderlands series.
The plot certainly isn’t a memorable one, rather it’s functional, seeing your protagonist, Walker trying to unite the good guys of the wasteland against the twin threat of an officious army and wild mutants. Oh and Walker acquires a Ranger suit that allows them to build up a staggering arsenal of superhuman powers. It’s a fine excuse for the carnage you get to cause.
With Id Software collaborating beside Avalanche, it’s not surprising that Rage 2‘s combat is so in your face and brutal. Heads explode, bodies get ripped apart, and there’s a beautiful flow to battles where you can chain abilities and weaponry together in seamless sequences of death-dealing majesty. Id knows how to craft a satisfying shotgun, and the one here is another sparkling example. It’s got the punch to destroy enemies from close range, but by aiming down the sights, an alt-fire mode funnels multiple rounds into one shot powerful enough to knock foes flying. Walker’s powers are cool (more on that shortly), but the shotgun was a constant companion as I waded into yet another carnage-filled battle.

The Wingstick returns from the first game, a boomerang-esque side weapon that lets you decapitate enemies if aimed just right, and it remains an amusing side weapon that can cap off kill combos with grisly finesse. Not exactly an essential bit of kit, but it slots into Rage 2’s impressive combat nicely.
The weaponry is as upgradeable as Walker’s Ranger suit, meaning they keep up with the ever-escalating toybox of destruction Rage 2 deals out. and while that gunplay would be satisfying on its own, when combined with the Ranger suit’s upgradeable powers, Rage 2 becomes an exhilarating joy as you toy with the less desirable denizens of the Wasteland by catapulting them into the sky, turning them into mince with a push of your open palm, and dodging them at lightning speed. By finding ‘Arks’ littered around the game world, Walker can obtain new abilities, further improving their chances of taking on the big bad in a final assault. This acts as the real motivator for exploring the open world, as you’re eager to see what new crazy things you’ll be allowed to do.
It’s interesting that Rage 2 further amplifies a problem that Id’s 2016 version of DOOM suffered from. When the action isn’t front and center, the game struggles to maintain the high enjoyment levels. With DOOM, it was relatively short bursts of downtime, and it was just about excusable as you definitely needed the odd breather. For Rage 2 though, the open world design poses a greater risk. If the combat is great, but you have to pad the game with other open-world activities, then they need to be fairly entertaining in their own way to cause the least amount of frustration for the player. The problem Rage 2 has is that its open-world is rather flat and unexciting to explore beyond seeking out Arks and well, blowing up mutants.

Rage 2 is all about big explosions, chucking vigorous splashes of neon pink over everything, and facing wild and crazy mutants. It has a mantra that invites the ridiculous, and that is channeled best in its combat, but the Wasteland? The Wasteland just isn’t that fun to be in for the most part. It exists largely for the sake of its vehicles, and feels at odds with the on-foot warfare, which is very much about being up close and personal. So what you get is pockets of disgustingly good combat encounters in a large sea of plain desertland. Supposedly there’s an ongoing historical conflict happening, but you certainly can’t see much evidence of it. Everyone in the world is just ‘there’, rather than feeling like a part of it. The game isn’t particularly long as open-world games go either, which works for and against Rage 2. For, in the sense that it doesn’t drag out its exploration too much, against because it makes the open-world seem like it’s worthless.
The vehicular aspect of Rage 2 also falls short. The handling tends to be a touch scatty, and while the weapon lock-on is fairly intuitive most of the time, it still has its moments of unpleasantness as you struggle to hit your targets in more hectic situations. Early on there’s a mandatory race you have to win, and this may be a personal gripe, but there’s nothing more aggravating than having to win a race in a less than perfect vehicle segment. The shortcomings really come to the fore in that race, and it happened to come after a pretty humdrum 30 minutes of game time so I was in desperate need of a reminder of what Rage 2 can do so well.

For all Rage 2‘s shortcomings, it’s worth stating again that whenever you find enemies, you find some of the best combat encounters in any modern shooter. It’s so good it makes the duller parts close to irrelevant. Would Rage 2 have been better off as a more linear shooter? Maybe, but I’d rather have seen a bit more refinement and polish to the open-world, and its driving, because by trying to be a bit of everything and not creating each aspect equally, Avalanche and Id has diluted a hi-octane shooter’s venomous sting with a beige paste of open-world busywork.

Rage 2 review code provided by the publisher for PS4.
Rage 2 is out now on PS4, Xbox One, and PC.
Reviews
‘The Backrooms: Lost Tape’ Review: An Entertaining But Unnecessary Upgrade
With all the hullabaloo surrounding Kane Parsons’ big screen adaptation of/sequel to his Backrooms web-series, it’s easy to forget that the Backrooms phenomenon itself actually began years ago. Since 2019, countless creators have tried to leave their own unique mark on this memorable piece of collaborative fiction, with game developers being especially interested in exploring the architectural nightmare of the rooms in virtual environments.
However, now that this once-niche creepypasta has escaped the online bubble and permeated all of popular culture, several of these developers have decided to rework and rerelease some of their old titles in order to reach a new audience. Puppet Combo did this with their interpretation of The Backrooms last month (originally released in 2019 as Day Seven), and now Cortez Productions is doing the same with the console release of The Backrooms: Lost Tape.
However, Lost Tape is more than just a cleverly timed rerelease, with Vini Cortez having taken the time to completely overhaul the 2022 game’s graphics and transfer the project over to Unreal Engine 5.6 – complete with bug fixes, exclusive new content, and a brand new visual style that’s a little too impressive when compared to what the original version of the game was trying to do. In fact, I’d argue that this is more of a remake than anything else, though it’s still built over the skeleton of that original game.

In the updated title, which is presented as a found footage anthology where each “tape” tells a self-contained story, players initially take control of a movie theater usher named Josh as he no-clips into the titular Backrooms and tries to find his way out of a liminal labyrinth. The second (and final) tape follows Josh’s brother Nikolas as he attempts to track down the missing usher and ends up embarking on his own journey through infinite hallways and not-so-empty pools.
What follows is a highly atmospheric first-person walking simulator with the occasional light puzzle and a handful of thrilling chase sequences. While the liminal environment is obviously the star of the show here, the rooms are actually populated by monsters in this game, and our characters have plenty to say about the situation they find themselves in.
Unlike Parsons’ more introspective take on the Backrooms mythology, Cortez has decided to incorporate the multiple levels of the Backrooms wiki as well as several crossovers with the SCP “franchise”. While I personally don’t mind this inclusion due to the creepypasta’s collective origins, die-hard fans might be bothered by the fact that you can run into SCP-173 (affectionately referred to as Peanut by some fans) while wandering around the yellow hallways.
However, the real problem here is the fact that the game is simply presenting imagery and ideas made by other people without adding anything new to these familiar elements. There is an undeniable novelty to exploring these beautiful renditions of classic liminal environments, but Lost Tape offers little in the way of originality in both narrative and presentation. This extends to the unfortunate use of generative AI in some of the new textures and audio files – issues that weren’t present in the 2022 version of the title.

Though Cortez has promised that he’s working on bringing back the VHS filter that made the original experience so grungy and atmospheric, the glossy new visuals make the game feel a lot less scary while also consuming way more computing power than can be reasonably expected from an indie title. Sure, the game is pretty in a “tech-demo” sort of way, but there’s no reason for it to be hogging resources like a blockbuster AAA title.
This is made even more frustrating by the fact that this found footage anthology is technically still incomplete. The two existing tapes only scratch the surface of the setting’s narrative potential, and Cortez has announced that the next ones will only be available as (likely paid) DLC. Josh and Nikolas’ tapes are self-contained yarns that’ll each get you about a feature film’s worth of entertainment, though a lot of that runtime is taken up by very slowly walking from one point to another. But it’s a shame that there isn’t a concrete promise of more content to come.
At the end of the day, Backrooms: Lost Tape isn’t a bad game. Cortez really nails the liminal atmosphere and even breathes new life into tired SCP tropes, and the upcoming VHS filter will likely resolve most of my gripes with the revamped visuals. That being said, I find it hard to recommend a project that took a completely functional experience and spoiled it with AI-generated assets and poorly-optimized “upgrades” that no one was really asking for – especially since it doesn’t give existing owners the chance to roll back to a previous version of the game.
So, if you’re looking for more Backrooms-related thrills after enjoying the A24 adaptation, Lost Tape isn’t necessarily a bad place to start, but there are certainly better and more original options out there.
Backrooms: Lost Tape is available now on Steam and PS5.

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