This wears thin rather quickly, but because they are new and different, it’s easy to dismiss their annoyances and repetition.įor a first-person shooter, it’d be silly if this didn’t include at least one new weapon or power for Walker to take possession of. While that’s not all of them, they all equate to being defense missions of some kind, mostly until an arbitrary timer ends before you’ve completed. First there’s Ghost Sanctuaries which are religious homes taken over by the ghosts that must be liberated, Drug Refineries which is how the ghosts gain their power, Antennas used for sending messages, and Air Drops that are protected drops. He can be spotted by the new character portrait and color-coded icons. Kvasir, Loosum Hagar, and John Marshall of the main game. You’ll encounter a new point of contact named Keenan who gives you your missions and has a project that can be completed like Dr. Rise of the Ghosts has a whole campaign to follow to its end, but it’s worth talking about the all-new types of side missions that fill out the new open-world playspace. This is the only way to currently obtain this expansion. You either must buy the Deluxe Edition of the game or buy RAGE coins that equate to $15 to purchase the DLC in-game. So I think it feels about right given the price.Įditor’s Note: You can’t buy the DLC as you would a game’s DLC on any of the storefronts. For comparison, the original game took me about eight-hours for all three of the original mission givers. It took me a little over three hours to get to the end credits of this expansion, and the side activities can be another two to three hours. It definitely feels like a late-game addition that benefits by having more powers and tricks in your arsenal by the time you start this. In fact, you can play this DLC immediately following the first mission! Having finished the majority of RAGE 2, to include the main story arc, I’m not sure that going straight into this DLC would be wise. The DLC is available for anyone playing for the first time, early into the campaign, or returning wasteland superheroes. From here you’re let loose to pursue the story further or do some side activities. They’re being led by a fallen Ranger, known as Iris. The game then whisks you to the new location called the Overgrown City, and introduces you to a new enemy, the Ghosts. And in the distance, you’ll see a new city that seems to have sprouted overnight. Upon arriving to the source of the signal, a new ark has emerged, which invites suspicion. It’s a very Bethesda / Fallout thing to do for a post-apocalypse game. When you play RAGE 2 after getting the DLC, you’ll be given a radio transmission to investigate an area near where you start the game. If I had to sum up the experience of returning to RAGE 2 specific to this DLC, it’d be: middling. That’s not to say there isn’t anything to like here, but the shadow that Rise of the Ghosts casts covers the light of the positives. It makes a lot of mistakes many downloadable content stories have already made before, and hasn’t learned from them. While there’s nothing ostensibly bad here, this expansion leaves a lot to be desired. Rise of the Ghosts is the first of two expansions for RAGE 2.
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