Table of Contents
amazon Road Rage reviews
Concept and Storyline
Road Rage presents itself as a dystopian city: Ashen – quite close to the actual world but not perfect. Crime-ridden, corrupt, and lawless, it divides into different districts – all controlled by different biker gangs. You become that biker – a little nobody at the bottom of gang ranking, striving to motivate yourself to finish mission after mission, win races, and kill members of rival gangs to elevate yourself on their list. The story would be rebellion and anarchy, where your character tries to take the city one district at a time.
While the concept appears realistic when considering it in perspective of an open-world motorcycle combat video game placed inside a ghetto city fraught with crime and missery, the actual story is rather disappointing. It remains captured within those clichéd motivating lines, without depth, and hence fails to deliver a good story into captivating the player. Characters leave the game as recognizable but undefined heads along the progress of the game. The dialogues filled with forced tough-guy banter form, by writing this cringeworthy, weighty level, more uninvolvement than involvement. It sounds like the entire storyline in “Road Rage” is an afterthought serving as an action backdrop but not really meaningfully involved with the experience.
Gameplay Mechanics
The very combination of racing and fighting that endeavors to achieve something in “Road Rage” is not something that has worked very well in balancing measure. At its heart, gameplay involves racing through this open-world city, bashing away at other bikers, coupled with an array of missions to complete. Unfortunately, none of them really seem very well developed into the game experience and have instead culminated in something impossibly frustrating and wholly unfulfilling.
Racing
For an absolute starter, the racing element in “Road Rage” amounts to most barely cutting to the most rudimentary definition. Controls are quite sticky and unresponsive in terms of precision as it is, making it impossible to get much of a line on one’s motorcycle. It sorely lacks the sense of speed, also, which in such a game would be a critical flaw central to the meaning of the title: high-octane motorcycle racing. An inconsistent physics engine causes strange handling and unpredictability that destroys racing: your bike stops when hitting a relatively small bump or, after brushing against the curb, flies into the air.
Unfortunately, mostly, the tracks are inspired by dull, lifeless city streets and monotonous, rural roads through which they have created them. There’s a definite lack of challenge with respect to the locality and track, as well as everything that they offer for the player in interesting racing dynamics. The other thing is that the opponents behaved really poorly programmed since they behave in such an erratic manner, going from extreme aggressiveness to total passiveness, which makes the race quite a luck throw instead of a test of skills.
Fighting
“Combat” is just as disappointing in “Road Rage.” You are given a myriad of melee weapons (baseball bats, pipes, and chains) to knock rivals off their bikes, but the system in place is very simplistic and shallow. There’s little logic behind it except for mashing buttons with the hopes of hitting something. The hit detection is erratic; many times, your attack gets denied even if there is a sense of collision with an opponent.
On the other hand, the combat animations are stale and so unresponsive; this takes you out of the whole experience. It just doesn’t feel good to attack-there’s no impact whatsoever-which again makes a chore out of what could have easily been an exhilarating segment of the game. Repetition in the nature of combat scenarios compounds the problem; basically, you keep doing the very same attacks over and over again without even slight variations.
Open-World Exploration
The open-world is one of the selling points of the “Road Rage” game, meaning that players should have been encouraged to leisurely explore Ashen city according to their whims. Unfortunately, one of the games’opposite ends of the scale happens to be poor open design. The city in itself is dead with no tangible content to speak about; the streets are near barren, and there’s almost nothing to do away from the main missions. It instead appears like an empty world with huge patches on the road just to fill in the game.
Missions are mind-numbing in repetition and were lacking in creativity; most involve either a race from Point A to Point B or bikers doing battle with each other with not much variation in between. The lack of any real variety quickly causes a player to become almost profoundly bored, repeating the same monotonous tasks again and again without any real feelings of forward progression or accomplishment.
Graphics and Visuals
Graphically, Road Rage looks very dated. The graphics are stuck in the early 2000s, with low-resolution textures, very simple character models, and an overall lack of polish. The environments are bland and poor in detail, repetitively textured, and inefficiently lit. Ashen, at least in theory, would have made for a more drab-uninviting atmosphere.
Character animations are stiff and unnatural, particularly in combat. The animation breaks further the sense of unresponsive controls with a missing transitional smoothness. Graphically, the game suffers from pop-in textures, clipping issues, and frame drops. All these aspects have their own share in ruining the graphical experience.
The game user interface also appears badly organized, with cluttered menus and awkward navigation. The minimap is hard to read, and mission objectives are often unclear or poorly communicated. This results in a noticeable unpolished aspect of game presentation, which makes it hard for a player to totally sink into the world of Road Rage.
Sound Design and Music
One aspect in which Road Rage fails miserably is in sound design. The audio fidelity is low, with dull sound effects that somehow do not reflect the reality of motorcycle racing or fighting. Engine sounds are poor, as they repeat and fail to provide the expected throaty roar that big motorcycles deliver by design. Combat noises, such as impact from weapons, are equally unimpressive, making the fight feel unimpactful within the game.
Voice acting is poorly done with wooden performances that can only bring life and breathing into a character. Dialogue is even more filled with holes than that, featuring lines so cringe-worthy, that they don’t contribute to the improvement of the story and character any further. Music, though mostly passable, is practically forgettable and unobtrusive. Rather structural noise, it does not stand as a propelling force in crafting the atmosphere of the game.
The main core of Road Rash’s success lies in fun in every race, every time you swing a weapon to fly an opponent or kick someone against a wall. Although the graphics background at that time was outdated, there was no denying the interesting feeling each time it transformed into a monster. Back at the Road Rage, even a little joy does not appear, but instead, as its name suggests, only irritation occurs on each street.
The first thing that blew away all the feelings of the player was the extreme dryness. The main character with the car is like plastic models that are put on and stuck into the game. The steering process is only shown by a few movements that cannot be more “flexible.” There are no simple postures such as leaning when cornering, lowering the head when launching at high speed, the car and the person go vertically. Although there were quite a few vehicles and weapons, they were all equally bad. Then, Road Rage immediately “prepped” the player with messy content like a spider’s web. The game’s world is introduced as a city full of crime, and entertainment is all about speed; only after 5 minutes of the potential opening, everything behind becomes a mess, nothing more, nothing less. The dialogues often happen via phone messages and are provocative. Still, very childish; for example, the main character demands to challenge and defeat the “boss.” Still, the case was then again challenging the handlebars, such as keeping the car on one wheel, performing the jumps. Completely not working with each other.
These messages do not make any marks. They are boring to sleep, and with or without them, the game is still going on. However, for some reason, the developer forced players to watch them. When a message arrives, you can only turn it on and cannot ignore it. Even if you have not reached the next stage of the plot, those conversations will repeat the same content every time you complete a certain challenge.
The included action element is also in the form of “fun” because the player only has to hit left / right, even though each hit does not bring any emotion. When the right attack is made, the bad guy falls on the street and is automatically “up” to get up and run again, so do not expect the feeling of gleefulness when sending the opponent flying around and rolling around on the ground back to the pile of cars like Road Rash.
The Road Rage crashes are also very weird, just carelessly bumping a little, then immediately the car you are driving will explode, and the driver is like a dummy flying up and down. Sometimes the vehicle passes horizontally and then suddenly jerk back straight back to normal; this is more likely to be encountered in motor racers. Going back to compare a bit, although it is 20 years old, in terms of collision range and the character model rolling on the ground, Road Rash does a lot better.
Road Rage is designed in an open world with four separate areas, but the boring scenery will also follow wherever you are. Traveling in the world of Road Rage almost does not retain even a “soulful” frame; people are like puppets going back and forth, houses are like cardboard boxes placed on the ground. It is not difficult to realize that unnatural “artificial” details appear abundant.
To put it bluntly, Road Rage’s graphics, despite being built on Unreal Engine 4, are only on par with Saints Row: The Third, released on the old platform in 2011. But thankfully, the current power of the set This engine also retains a bit of the effect, even if it’s just the very small details.
It’s the reflection effect used with puddles of standing water, it’s the sunlight that pierces the canopy of the afternoon trees, and those are moderate explosions. All is the best thing Road Rage brings.
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Final Verdict
“Road Rage” was a game that promised an awful lot but delivered very little. It is the premise of combining motorcycle racing with combat in an open world that has so much potential, but the reality is rather undermined with a host of reasons that make it very difficult to recommend the game. From its clunky controls and dull combat to its outdated graphics and uninspiring open-world design, “”Road Rage”” fails thoroughly as far as creating an inherent thrill and excitement in such a game goes.
Technical problems such as frequent bugs, very poor optimization, and absence of post-launch support only worsen the features of the game. The shallow story, forgettable characters, and repetitive missions do little to galvanize player interest, while limited customization and replay value leave little reason to visit the game again once it is completed.
“Road Rage” is undoubtedly destined to suffer as an unfortunate oddity in a genre full of great titles and experiences. Without doubt, the team could execute the vision for the game they had, but such product seems rushed and incomplete. The end result leaves players with what feels more frustrating than fun and, as such, better options abound for satisfying motorcycle combat. Unfortunately, “Road Rage” is bound to be disappointing for all but the most forgiving of players in this regard.
Conclusion
“Road Rage” serves as a classic example of how the execution of some very ambitious concepts can fail to produce anything except results. Here was the blueprint for what could have turned out to be a thrilling, fully immersive motorcycle combat game; alas, it bombed in nearly every respect. The awkwardness of poorly devised gameplay mechanics, uninspired graphics, and lack of a meaningful content put horrors on recommending this game. Its legacy is more likely to be the reminder of what happens when promising ideas are compromised by a lack of polish and attention to detail.