GTA, Red Dead CEO Skeptical Of Subscription Models For Games, But Optimistic About Streaming

The top executive at Take-Two Interactive, the parent publisher of Rockstar Games and 2K Games, has weighed in on two major video game industry trends: subscription and streaming. CEO Strauss Zelnick said today on an earnings call that he is skeptical of subscription-based models but more optimistic about streaming, at least in some scenarios.

Starting with subscription services, Zelnick said Take-Two as a company is open-minded because it wants to “be where the consumer is.” Take-Two could get on board if it makes sense from a business and creative perspective–and that might not be so easy.

“You have to find that intersection in business models that serve the customer successfully and also serve everyone else who participates in the value chain,” he said. “And that may prove to be a little challenging for subscriptions in this space because people do consume video games differently than they consume linear entertainment.”

Zelnick said the average American household spends around 5 hours each day and 150 hours per month consuming linear programming like TV and movies. For interactive entertainment like video games, the average American home spends 1.5 hours daily or 45 hours monthly playing games, he said. A subscription service makes sense with TV and film content because people largely watch many different programs or movies that they can roll through quickly and move on to something new. This makes an all-you-can-eat model like Netflix appealing, Zelnick said.

But with video games, which people spend relatively more time with, a subscription model might be a tougher sell, Zelnick said.

“In the case of video games, it is possible that the average user in those 45 hours might be playing 1, 2, maybe 3 titles; certainly not 70 titles,” he said. “In that event, if you play 1, 2, or 3 titles and you play them for months in a row–which often happens in [the video game world]–then a subscription model may not be such a great deal for the customer.”

Zelnick went on to say that he is no soothsayer, and overall, Take-Two wants to release games where the consumer is. “This all remains to be seen; we’re open-minded,” the executive explained. “We want to be where the customer is. But I don’t think it is a foregone conclusion that subscription will be as massive for interactive ent as it has proven to be for music and motion pictures and television. But we’ll see.”

In regards to streaming services like Google Stadia, Zelnick said the ability to play AAA games without a console could be a significant opportunity for Take-Two, as it would (theoretically at least) expand the size of the gaming audience overall.

“We’re very optimistic about the notion of streaming technology bringing our titles to consumers who currently do not have access to them,” he said. “The promise of being able to sign on to a service with virtually no barriers; without a box in between, and being able to play our games on any device whatsoever around the world and to do it with low-latency, well, that’s very compelling if that can be delivered. The folks at Google minimally have said it will be delivered, and it will be delivered in relatively short order. Conceptually, we want to be where the consumer is. We’ll support new entrants. We are a believer in streaming services. We need to have business models that make sense for us, but so far we’re pretty optimistic.”

In addition to Google Stadia, Microsoft is working on an Xbox game-streaming service of its own under the working title xCloud. Sony has for years already operated its PlayStation Now service, while companies like Amazon, Verizon, and Wal-Mart are all reportedly preparing their own game-streaming services to come.

Cloud-based gaming is a fairly new and complex technology; be sure to check out our detailed explainer on everything you need to know about cloud gaming.

For more from Take-Two’s earnings report today, you can check out the stories below:

from GameSpot – Game News https://www.gamespot.com/articles/gta-red-dead-ceo-skeptical-of-subscription-models-/1100-6466866/

More Than 1 Million People Still Play 2012’s Borderlands 2 Every Month

The Borderlands franchise has reached new sales heights ahead of the release of Borderlands 3 later this year. Parent publisher Take-Two Interactive announced today that entire shoot-and-loot series has now hit 43 million copies shipped across all titles.

Take-Two, which owns Borderlands publisher 2K Games, added that Borderlands 2 alone has shipped around 20 million copies. Management added that the game is still played by more than 1 million monthly unique users, which is impressive given the game released all the way back in 2012.

With Borderlands 2 shipping 20 million copies by itself, that leaves a further 23 million across the other the other releases. The figure was announced as covering the entire Borderlands franchise, so this presumably includes Borderlands 1 and Borderlands: The Pre-Sequel, though it’s not clear if it also counts sales of spinoffs like Telltale’s Tales from the Borderlands or the iOS game Borderlands Legends. The latest Borderlands release is the Borderlands: Game of the Year Edition, which launched in April.

Borderlands 3 comes out in September for PlayStation 4, Xbox One, and PC, and Take-Two expects it to be yet another hit. CFO Lainie Goldstein declined to share a specific unit sales projection figure for the title, but she did mention that Take-Two expects all of its new games to perform better than the previous release, and this is no different for Borderlands 3.

“For Borderlands 3 we have really high expectations, and we’re really excited for the title,” she said.

Goldstein also fielded a question regarding the margin profile of Borderlands 3, which is developed by Gearbox, a studio that it does not own. She confirmed that margins–that is, how much Take-Two will make on the game–are “in line” with games that Take-Two’s own studios develop internally.

For more from Take-Two’s earnings report today, you can check out the stories below:

from GameSpot – Game News https://www.gamespot.com/articles/more-than-1-million-people-still-play-2012s-border/1100-6466864/

Red Dead Redemption 2 Sales Slowing Down As Online Mode Leaving Beta Soon

Red Dead Redemption 2 is a huge hit, though sales appear to be slowing. Take-Two Interactive, which owns developer Rockstar Games, announced today that the open-world western has now shipped 24 million copies.

That’s up from the 23 million figure that Take-Two announced in November. Growth for the title seems to be slowing. Red Dead Redemption 2 shipped 17 million copies right at launch, with a further six million coming by November. One million copies shipped since then is impressive but it’s on a slower pace than before.

Red Dead Redemption 2 also makes money from Red Dead Online’s microtransactions. Take-Two CEO Strauss Zelnick confirmed on an earnings call that Red Dead Online will exit beta during the current quarter, so it should happen soon. Red Dead Online launched in November as a beta, and it has remained in beta since then with Rockstar supporting it with new content regularly.

The signs are looking good for Red Dead Online to continue to be a huge success, as Zelnick said Red Dead Online is performing better than GTA Online over similar periods of time after release. “We have very high expectations for that title going forward,” Zelnick said. This is specifically related to various engagement metrics that Zelnick did not expand on. He did add that Rockstar learned a lot from the release of GTA Online, lessons that were applied to RDR Online.

A PC edition of Red Dead Redemption 2 is rumored, but nothing is confirmed at this stage. Whatever the case, launching on PC would presumably help improve sales, which might be what Take-Two is looking for given sales of the game on PS4 and Xbox One are slowing.

Take-Two also announced in its earnings report today that Rockstar’s previous game, Grand Theft Auto V, has now shipped an astonishing 110 million copies sold. It was also confirmed that NBA 2K19 has now shipped 9 million copies.

from GameSpot – Game News https://www.gamespot.com/articles/red-dead-redemption-2-sales-slowing-down-as-online/1100-6466863/

GTA 5, Which Is 6 Years Old, Continues To Sell Incredibly Well

Grand Theft Auto V has reached yet another massive sales milestone. The Rockstar Games open-world action game has now reached almost 110 million copies shipped, parent publisher Take-Two Interactive announced on an earnings call today. That is up from the 100 million figure announced in November 2018. This means that Grand Theft Auto V, which was initially released in 2013, shipped around 10 million copies since the previous figure was announced.

Take-Two CEO Strauss Zelnick said GTA V and GTA Online performed better than expected for the publisher. GTA Online is the game’s multiplayer mode, and it brings in money from its various microtransactions.

GTA V’s ongoing success is due in part to the game’s quality: it is very good. Zelnick said it has proven to be must-have title on any system that it’s on. Not only that, but GTA Online receives regular updates to keep things fresh and interesting for players.

GTA V was originally released in 2013 for PS3 and Xbox 360 before coming to PS4 and Xbox One a year later. A PC edition was released in 2015.

Fans have for a long time wondered if GTA V would get single-player DLC, but Rockstar confirmed in 2017 that the game will never add new story content. “We did not feel single-player expansions were either possible or necessary, but we may well do them for future projects,” Rockstar design director Imran Sarwar said.

from GameSpot – Game News https://www.gamespot.com/articles/gta-5-which-is-6-years-old-continues-to-sell-incre/1100-6466862/

Wolfenstein: Youngblood’s Levels Have “A Lot Of Similarities” To Dishonored

Wolfenstein: Youngblood continues the rebooted Wolfenstein story, but transitions the narrative away from series’ stalwart BJ Blazkowicz in favor of his twin daughters, Jessica and Sophia. A different set of protagonists isn’t the only change being implemented in Youngblood though. The game is also leaving behind the fairly straightforward structure of previous Wolfenstein games for a more open-ended Dishonored approach.

“I think players will see a lot of similarities to level design in the Dishonored games, so in that sense it can be a little bit different as an experience but it can be for the benefit of the game, especially when it comes to finding different ways of approaching a combat scenario or a mission in general,” Youngblood executive producer Jerk Gustafsson told Official PlayStation Magazine.

“Regarding game length, it’s hard to say,” MachineGames senior producer John Jennings wrote in a Reddit AMA. “We’re doing a much more open-ended/branching gameplay structure on this one so, while there’s a golden path to finish the main story, if you want to play all of the side missions you’re easily looking at a length more similar to [Wolfenstein: The New Order or Wolfenstein II: The New Colossus] than [Wolfenstein: The Old Blood].”

In that same AMA, Jennings also spoke about how it was to work with Arkane Studios, the developer behind Dishonored, Dishonored 2, and Dishonored: Death of the Outsider. “It was great working with [Arkane]; they’re a really awesome team,” Jennings wrote. “We certainly learned some things from them and I’d like to think they learned some things from us too. It’s really nice being part of the Zenimax/Bethesda family; there are so many studios you can talk to and share experiences with. Our past collaborations have been mostly with [id Software] in the past though, so it’s been great to work with Arkane directly for the first time.”

During the AMA, Jennings also spoke about game development crunch culture, and how MachineGames is trying to eliminate it. Wolfenstein: Youngblood is expected to launch this July for Xbox One, PS4, Switch, and PC. Pre-ordering the Youngblood Deluxe Edition nets you a pretty nice bonus, allowing you to more easily play through the campaign’s optional co-op mode with a friend without needing to buy two copies of the game.

from GameSpot – Game News https://www.gamespot.com/articles/wolfenstein-youngbloods-levels-have-a-lot-of-simil/1100-6466857/

Hundreds Of PC Games Discounted In Huge May Madness Sale

It’s been a great few weeks for PC game deals at Fanatical recently. The digital store’s big Ubisoft sale is still going on until Wednesday, and it’s already kicked off an even bigger sale on hundreds of more PC games. Dubbed the May Madness sale, the promotions are running all week long with new flash deals and other game discounts revealed every day.

Even better: There’s an available coupon that’ll slash an additional 10% off the current sale price, dropping many of these games even cheaper. The promo code to use is MAY10, and you can use it on most of the games, excluding pre-orders, Star Deals, bundles, and new releases like Rage 2 and Mortal Kombat 11.

Here’s an overview of what’s available right now; we’ll continue to update this story as more deals are revealed throughout the week.

Flash deals

The current flash deals are:

Remember that you can use the promo code MAY10 and take an additional 10% off the discount price shown here (except for the bundle). These flash deals run for 48 hours or while supplies last, and you’ll receive your Steam key immediately after purchase.

More PC game deals

Besides daily flash deals, over 1,000 PC games and DLC will be on sale by the end of the week. More than 600 titles are available now, with more deals coming soon. Some notable bundles are marked down right now, including the Sega Mega Drive and Genesis Classics Bundle, which is currently on sale for $7.49 and includes nearly 60 classic games; the DotEmu Classics Bundle, which normally sells for $62 and is down to just $2; and the Dreamcast Collection, which is available for $7.19.

This is a good chance to grab new and upcoming releases for less than $60. Rage 2, which releases May 14, can already be snagged for $10 cheaper on PC. Mortal Kombat 11 is on sale for $45, and Resident Evil 2 is discounted to $37.19. Meanwhile, both Far Cry New Dawn and Far Cry 5 are selling for around $20, and Borderlands: The Handsome Collection is marked down to $18.59.

Check out more of our picks from the sale below, and browse the full offering of game discounts at Fanatical. Note that Ubisoft titles are available to redeem on Uplay, rather than Steam. The 10% off promo code MAY10 will make the below prices even lower, excluding certain games and bundles.

SHOP FANATICAL’S MAY MADNESS SALE »

*not eligible for additional promo code discount

from GameSpot – Game News https://www.gamespot.com/articles/hundreds-of-pc-games-discounted-in-huge-may-madnes/1100-6466853/

Free Monster Hunter-Like Game Dauntless Gets PS4 / Xbox One / PC Release Date

Dauntless, the free-to-play Monster Hunter-like action RPG from Phoenix Labs, has gotten an official release date. The game was originally slated to launch for PS4 and Xbox One in April 2019, but it is now hitting both consoles–along with the Epic Games Store–next week, on May 21.

Launching alongside the game is the Season 5 Hunt Pass, dubbed Hidden Blades. Similar to Fortnite‘s seasonal Battle Pass, Dauntless’s Hunt Pass gives holders a chance to unlock special cosmetic items and other rewards. With this season’s pass, the Shattered Isles will receive a makeover for the Moon Blossom Festival, and there will be an assortment of ninja-themed gear to earn.

In addition to the new Hunt Pass content, Dauntless is launching next week with all of the features and gameplay improvements that Phoenix Labs introduced recently as part of the game’s open beta. Among those is the Mastery system, which the developer says “offers a new way for Slayers to hone their skills, earn experience, unlock achievements, and acquire new rewards.” The game’s campaign has also received a “massive rework.”

Finally, players who begin their Dauntless journey next week will have the option of picking up a new Arcslayer Pack. This bundle comes with a new set of mech-inspired armor, premium currency, and a handful of consumable items to help you out on a hunt. With the game’s official launch looming, Phoenix Labs will soon be retiring the open beta’s Ramsguard packs, so if you’ve yet to pick those up, this is your last chance to do so.

Dauntless is also coming to Switch and mobile devices, although no release date for those platforms has been announced yet. In the meantime, you can watch us take down one of the game’s many behemoths in the video above. You can also read what Phoenix Labs has to say on why Dauntless is coming to the Epic Store instead of Steam.

from GameSpot – Game News https://www.gamespot.com/articles/free-monster-hunter-like-game-dauntless-gets-ps4-x/1100-6466850/

The Most Influential Games Of The 21st Century: Wii Sports

Join GameSpot as we celebrate gaming history and give recognition to the most influential games of the 21st century. These aren’t the best games, and they aren’t necessarily games that you need to rush out and play today, but there’s no question that they left an indelible impact on game developers, players, and in some cases, society at large.

There’s no denying that Nintendo’s current identity is deeply tied to the lasting influence and legacy of the Wii. The innovative motion-control-centric console broke down the restrictive barriers on games with a novelty done right, successfully opening the medium’s floodgates to new audiences. But the Wii would not be the smash hit it was if not for its massively popular pack-in, Wii Sports. A mini-game collection that emphasized simplicity and accessibility above all else, Wii Sports wasn’t about blowing your mind with spectacular high-definition graphics, nor was it keen on being the revolutionary next step in game design. Like the Wii, it focused on one thing: reaching people who had not played video games before. Wii Sports single-handedly drove the success of the motion-control trend while expanding the game industry’s demographic reach. But more importantly, it set the trajectory for how the industry would approach accessibility.

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It’s hard to imagine what Nintendo would be like today without the success of the Wii. During the generation prior, the GameCube garnered positive reception but proved to be one of Nintendo’s weakest-performing in sales. Dwindling third-party support, limited online support, and lack of DVD functionality also created a significant disparity between the console and its competitors. Despite Nintendo’s historical influence on the industry, the company was struggling to maintain market relevance for the first time since rising to prominence in the ’80s. This made the Wii’s humble processing power and emphasis on motion-controls all the riskier. In a volatile industry where competitors were constantly trying to one-up the power of each other’s boxes, the Wii felt like an all-or-nothing play.

Based on the technical specifications of the Wii and where the games industry was going in the mid-2000s, it looked like the console was going to end up an ambitious yet short-lived footnote in history. And perhaps it would’ve been if not for Wii Sports. Like the console, it exemplified a philosophy of accessibility that set itself apart from the more complex multiplayer shooters and cinematic adventures both Microsoft and Sony were offering. Wii Sports was easy to understand, basing its motion-controlled mini-games around universally popular sports like tennis, bowling, baseball, and golf. Each game was instantly intuitive where simply observing how the Wii remote’s motion-sensing tech worked was enough to get in on the action. Importing user-created Mii avatars into the proceedings further elevated the inclusive charm of playing alongside family and friends.

Wii Sports was great fun, but it wasn’t the most mechanically complex game out there. Critics were quick to point out how the collection felt more proof-of-concept than anything else. The late Ryan Davis, former GameSpot editor and Giant Bomb co-founder, said in his review: “Though there’s still kind of a tech-demo feel to Wii Sports, it’s a fun, unique package you’ll enjoy so long as you don’t expect too much detail from it.” IGN’s Matt Cassamasina shared a similar sentiment. “Play it for an hour with friends and you’ll love it, but the title sacrifices incredible depth and visuals for an immediately accessible experience.”

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It’s true that Wii Sports lacked nuance but its elegant simplicity was more than enough to excite a massive audience both young and old, experienced and inexperienced–the exact demographic Nintendo was looking to attract. Almost immediately after Wii and Wii Sports hit stores, you’d hear stories of parents, who never once expressed interest in games, asking if their kids could set them up to play Wii Sports. The universal appeal spoke for itself, and thanks to a marketing campaign that showcased just that, hundreds of people were lining up to purchase a Wii for Wii Sports alone. The game’s impact even stretched outside the living room in subsequent years; it was used to help the elderly exercise in senior homes, it helped patients recovering in physical therapy, and it even served as a training tool in medical schools to improve surgeon hand-eye coordination during laparoscopic procedures.

Though there were several experiences on the Wii that contributed to its cultural and financial success, it was Wii Sports that became synonymous with the console. The game sparked an oversaturated market of imitators from various developers, which unfortunately served to the console’s detriment. If you entered a games store during that time, you were often met by a sea of Wii Sports clones. None would capture the magic of Nintendo’s pack-in, but it certainly didn’t stop publishers from trying–even Sony and Microsoft. The Wii’s success by way of Wii Sports was unprecedented, which naturally influenced both industry giants to produce their own unique lines of accessible hardware and Wii Sports-like mini-game collections. Sony had its more advanced motion-tracking PlayStation Move controllers, while Microsoft removed controllers from the equation entirely with the Kinect, a webcam-style (though much more advanced) peripheral that made your body the controller. Where both offered intriguing new takes on motion-control tech and design, neither would make the same impact.

No matter which console you’re playing, the legacy of Wii and Wii Sports is present and lasting.

The popularity of Wii and Wii Sports was lightning in a bottle, a pioneering accomplishment that would set the stage for games moving forward. That prosperity reverberated across the industry, emphasizing design that could appeal to a wider market. The Wii recultivated and expanded the audience for games, resulting in an even greater demand for experiences that anyone could pick up and play. Not all companies would strive for the simplicity exhibited by Wii Sports, and subsequent experiments and iterations varied in quality, but the hunger that Nintendo inspired in developers and publishers to pursue game design with universal appeal remained.

Nintendo’s reputation shifted in the industry thanks to the Wii and Wii Sports. Both challenged people’s perception of games and who could play them. While the company’s equally popular DS handheld was also influential in this regard, the innovation of the Wii fully cemented Nintendo as a creative force well-capable of producing brilliant unorthodox games and hardware. It’s why audiences barely batted an eye when Nintendo announced that the Switch would be a similarly underpowered console and that it would focus on portable play. Nintendo proved with the Wii that it’s not all about graphical fidelity and technical power, but about what games can do and how you can play them. On the other hand, Wii Sports’ innovative approach to motion-controls as a natural extension of your will appears today in VR, a platform that’s directly continuing from where the Wii left off. No matter which console you’re playing, the legacy of Wii and Wii Sports is present and lasting.

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In the 13 years since the launch of Wii Sports, we continue to reap the benefits of Nintendo’s gamble. Without that industry shaking success, the much-loved company would likely be a very different entity than it is today. Nintendo’s subsequent attempts at iterating upon the formula of Wii Sports never quite received the same fervor, but it did little to discourage the company from reaching into the same outside-the-box thinking that inspired the pack-in. It’s clear now more than ever that Nintendo is a company that continues to attract both new and old audiences with its accessibility and creativity; a quality that truly sets it apart from the technical, more traditional leanings of its competitors. But this reputation would not exist if not for that little white box and the infectious sports mini-game collection it came with.

from GameSpot – Game News https://www.gamespot.com/articles/the-most-influential-games-of-the-21st-century-wii/1100-6466810/

Oddworld: Soulstorm Trailer Shows Off The Next Big Step For The Franchise

Oddworld: New N Tasty was a chance for the creators of the classic series to start fresh with a remake of Abe’s Odyssey, and now Oddworld: Soulstorm is looking to be a completely expanded do-over of its sequel, Abe’s Exoddus, which takes elements from the original but totally pushes it to new limits.

Soulstorm picks up right after New N Tasty, and follows Abe and his newly freed Mudokons as they search for a new home. The refugees discover a mysterious strange brew in the wilderness, making for an all-new set of challenges to overcome. The upcoming game features an expanded story and scope from the original, completely new and remixed cutscenes, and far more advanced combat with a crafting system and more mobility options.

Oddworld Inhabitants, the studio leading the effort, says this is a chance for it to do right by the series. The original Abe’s Exoddus was rushed through in just nine months, and it believes Soulstorm will allow it to flesh out the ideas it had years ago in a more polished package. Oddworld Inhabitants is getting assists from several studios across North America, the UK, and Australia.

“After we had the success of New N Tasty, we decided it was good to take our shot,” said Oddworld series creator Lorne Lanning during a recent chat about Soulstorm. “Do or die. Put it all on red and see if we could re-do the second part as it was originally intended. A completely fresh remake that would reboot the [Oddworld] quintology back to its original big vision–the one we probably weren’t smart enough to execute it at that time, but maybe we are now. That became Soulstorm.”

To ring in the announcement, Oddworld released a new trailer for Soulstorm, detailing both the legacy of Abe and of his series. You can get a glimpse of the elevated graphical fidelity of the game’s presentation, as well as what the expanded combat options look like in action.

“Despite the ads, and occasional frustrations from the fiddly analogue movement, this is a remake that feels as though it was crafted with love and respect,” Daniel Hindes wrote in GameSpot’s review of Oddworld: New N Tasty. “With clever puzzles near identical to the original game, and beautiful environments brought to life with new visuals and a dynamic camera, New ‘n’ Tasty satiated me, even though I’m an Oddworld veteran and know each solution and secret area like the back of my (scarred) hand.”

from GameSpot – Game News https://www.gamespot.com/articles/oddworld-soulstorm-trailer-shows-off-the-next-big-/1100-6466849/

Rage 2 Reviews Roundup: What Are The Critics Saying?

Almost nine years after its predecessor launched, Rage 2 is nearly here–releasing tomorrow on May 14 for Xbox One, PS4, and PC. Now that the review embargo has lifted on the game, we know whether Rage 2 is any good.

In GameSpot’s Rage 2 review, Michael Higham awarded the game a 6/10. He said the game contains a “variety of clever, destructive abilities [that] make combat a blast,” but also an “underwhelming narrative and bland characters.” Thanks to Rage 2’s DLC roadmap, we know the game is getting some interesting Twitch features in the future, so hopefully that fleshes out the game a little bit.

You can read a selection of other critics’ verdicts below. Alternatively, for a wider view on critical opinion, check out GameSpot sister site Metacritic.

GameSpot — 6/10

“Rage 2 is at its best when you’re given the chance to keep up a gratifying momentum in combat, but struggles to set up the scenarios its combat deserves. It’s satisfying in the way clearing out an open-world checklist is, especially because powers are such a joy to use. The disappointment comes from the fact that those activities are rudimentary in nature and the decent ones end well before you get your fill.” — Michael Higham [Full review]

Shacknews — 5/10

“As much as I wanted Rage 2 to work, it just doesn’t deliver the best that it could from the two top-notch studios working on it. Right now, I can’t rightfully recommend picking it up at full price, as I just don’t feel there’s enough content here to warrant what they’re asking. The developers do have a lot of plans to continue creating content in the future, though, so maybe we’ll see a game worth returning to after a few months. For now, Rage 2 feels like the final shrill beep on the ECG before the flatline hits. The last flutter of life the series had to offer, squandered away.” — Josh Hawkins [Full Review]

PC Gamer — Review-In-Progress

“Rage 2 is a really good videogame, but an inconsistent one. The combat is sensational and some of the story mission set-pieces are brilliantly constructed. But then it falls flat when it comes to world-building and creating a compelling sense of place; something the original game, for all its flaws, did pretty well. But when you’re in the thick of a firefight, chaining power combos, unloading that sublime shotgun into those cocky wasteland bandits, you won’t give a damn. I need to play a little more before I stick a final score on the end, but overall I’m pleasantly surprised by Rage 2. Avalanche has done a stellar job giving this largely forgotten series an exciting new lease of life.” — Andy Kelly [Full Review-In-Progress]

Game Informer — 7.0/10

“For all of its attempts at garish glitter, Rage 2 is a muted, cliché, and uninspiring experience that’s propped up by spectacular shooting and neverending battles that sometimes live up to the promise of a carnival of carnage.” — Daniel Tack [Full review]

USgamer — 4/5

“In Rage 2, you move fast and kill faster. It’s the synthesis between id Software’s 2016 reboot of Doom and Avalanche Studios’ Mad Max, bringing together some of the best ideas from both. Moment-to-moment play on foot is fantastic with each weapon and ability just opening up your options for destruction. Driving could be improved and it’s a little on the shorter side, but Rage 2 is a damned good time.” — Mike Williams [Full review]

VG24/7 — No score

“The interplay between the AI, your abilities, the physics of the world, and your guns is some of the best I’ve seen, and I never thought I would be saying anything like that about a sequel to Brown Shooter: Apocalypse. There’s much more to this than its kooky, pink-hued marketing campaign. If you sleep on it, you’re sleeping on one of the best–if not the best–single-player FPS games of this generation.” — Kirk McKeand [Full review]

GamesRadar+ — 3/5

“Rage 2’s core combat feels so much like Doom in an open world, and it wouldn’t surprise me if that’s exactly what this was–developer id Software testing the waters for such a concept. But were that concept ever to be made real, it will need to be executed much better than this. The Rage 2 roadmap has already been revealed, showcasing world events and wasteland challenges in an effort to follow in the footsteps of successful games like Destiny 2 and The Division 2, but the difference is that this is a single player game. Anyone who purchases this game on launch is undoubtedly expecting a full release, rather than a relatively empty world that will be later populated with content under the guise of the ‘Games as a Service’ industry trend. There is no reason for so much content to be time-gated. Were everything that is planned to arrive in the coming months, there’s a chance that Rage 2 could have felt like a more complete package at launch–a game that has content to complement its excellent weapons and core action. Sadly, that isn’t the case and the result is a sequel hasn’t impressed me all that much at all, but it won’t be laid to rest until the roadmap comes to a close for a game many people will have grown bored of.” — Ford James [Full review]

IGN — 8.0/10

“With its large open world and vast array of upgrades to earn, Rage 2 feels very much like an antidote for Far Cry fans who have overdosed on that particular style and want a new take on the large-scale shooter-RPG idea. Though Avalanche hasn’t quite figured out what makes a world feel alive and dynamic or how to make good use of its vehicles, it absolutely nails the moment-to-moment combat thanks to a Doom-inspired energetic pace that few shooters manage to pull off. Combined with a steady stream of great weapons, abilities, and upgrades, its firefights are constantly reinvigorated even as mission objectives become repetitive.” — Dan Stapleton [Full review]

from GameSpot – Game News https://www.gamespot.com/articles/rage-2-reviews-roundup-what-are-the-critics-saying/1100-6466845/