Before the craziness of E3, there was the craziness of a Secret Squirrel catch up with Avalanche Studios in Sweden for a deep-dive on Rage 2. AusGamers’ newest recruit, Louise Alexandrou, took up rebellious duties to fly halfway across the world and give us a first-hand look at just how the chaos-simulator-in-open-worlds-kings, Avalanche Studio, have handled an id property, in their own way.
Here’s a snippet:
Touring Avalanche Studios was a true gamer’s delight. The walls adorned with chunky framed prints of games gone by, room after room filled with arrays of desks, monitors showing motion capture editing and concept artwork pasted on the walls. Vibrant drawings and colour palettes, the first forms of maps and sketchy outlines of bizarre hulking creatures, turrets and vehicles. Avalanche had an almost tangible hum of proud, behind-the-scenes energy. With all hands working towards fleshing out the sort of vast open worlds we all enjoy at home.
Tim talked us through some of the key points of the sequel, powered by Avalanche’s proprietary Apex Open-World Engine. Previously utilised in the Just Cause and Mad Max games, it has now been fine tuned, improved, and modified to support id-style indoor areas and fast combat. RAGE 2 has been designed from the ground up to embrace the non-linear exploration and progression that we’ve seen in Avalanche Studios titles in the past. Tim’s excitement rose several notches when he revealed that RAGE 2 boasts no loading screens, in their place a seamless open-world.
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