Rage Preview
Cross platform.
We've spoken to various people from id Software during QuakeCon - Todd Hollenshead, Matt Hooper and the mischievous Tim Willits to name three - and there's one question we've asked all of them: Do they ever worry that people have forgotten about id Software? Haven't all these kids grown up playing Halo and Modern Warfare?
Nothing in their faces or their answers betrays any concern, but if they were harbouring self-doubt then the fact that more people turned up to see the Rage presentation than John Carmack's keynote address ought to be reassuring - and the fact they left the presentation screaming their support and adulation won't have hurt either.
Of course id is on home turf, but it's not hard to understand the fans' appreciation: Rage is being shown on PC, PS3 and Xbox 360 simultaneously, one build each for three gigantic high-definition projections running behind lead designer Willits, who offers a running commentary on the action being played out by three of the game's developers.
Platform parity is an oft-professed goal and less frequent achievement, as Eurogamer readers know only too well, and it will take a more forensic examination to determine key distinctions between each version, but to the naked eye the PC version looks the sharpest by a slim margin - something Willits tells us is down to lower compression ratios.
Even so, the game's precisely sculpted canyons, rusting industry and slumping cityscapes coarse with crisp, unrepeated textures across all three formats, the products of John Carmack's "megatexture" architecture, while the game's 60 frames per second are as solid as the technology is unfathomable.
People sit around in Wellspring's bars dissing the mysterious Authority. The story will all be told in-engine.
Rage is another post-apocalyptic shooter - you can never have enough of them, at least not judging by ZeniMax's investment portfolio - but it's perhaps the purest example. Fallout is more about the game world (executive producer Todd Howard calls it the series' main character), while Brink is a manifesto for change in competitive and collaborative multiplayer. Rage is about shooting dudes in the face. Hard. A lot.
Willits' colleagues roam through trenches propped up with corrugated iron, switching between meaty shotguns, crossbows that fire electric bolts and sniper pistols using elegant weapon radials, while mission briefings appear as pages in a notebook, gone in a second. Other than that, and the unnerving levels of detail, there's little to disguise the simplicity of the action.
Ghost bandits are reminiscent of BioShock's splicers, vaulting, wall-running and pirouetting toward you to attack with blades and flying kicks; Wasted bandits retreat to cover and direct mounted turrets to suppress you, or swing pipes and wrenches overhead to clout you; mutants shamble and lurch, wielding rudimentary clubs. Shotgun shells snap their heads back, the boomerang "wingstick" clothesline them in midair, and the shoulder-mounted rocket launcher blows them to pieces. Fire, strafe, backpedal, flank.
Rage isn't exactly old-school, but it does refuse to accept modern conventions in some areas. You can carry loads of weapons at once, and movement is fast and steady. Willits reckons these things have become unfashionable "because Call of Duty sold like 30 million copies".
The detailed weapon and item customisation system, where goodies like spider robots, auto-turrets and RC car bombs can be assembled from blueprints and scavenged parts, looks compelling. Customisation shouldn't preclude Rage from spitting out gun ideas that cast long shadows - a mainstay of id's output since Wolfenstein - although designer Matt Hooper is realistic. "We'll have what you would expect with some twists," he says, "but it's hard to come up with the rocket launcher again."
It also has driving. When Rage was announced at QuakeCon 2007, fans complained that they didn't want a driving game, and id changed tack in future presentations. "We knew that we wanted to have a driving component to the game so we thought, let's make a racetrack," says Willits. "But we assumed that everyone knew we were going to make a first-person shooter - we're id, what else would we make?"
The first major town has an area dedicated to repairs, upgrades and races, and while the terrain we see outside Wellspring has a few roads and tracks to it, this isn't Borderlands, let alone the Capital Wasteland: the megatextured world is busy with mountains, bridges, trenches, shacks and brush. It feels ordered and linear; the game itself is described as "open but directed".
More on Rage
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Face-off: Face-Off: Rage
Rage against the machines.
Review: Rage
Ark and ride.
Interview: Rage: The Return of id Software
Catching up with Tim Willits at the Eurogamer Expo.
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Screenshots: Rage
Driving, an "additive experience" to use Willits' phrase, looks like a work in progress too - the quad bikes' rigid suspension fractures the classy aesthetic, while a machinegun-mounted pickup, fronted by a snow-plough, bullhorns and bulging with air-scooped muscle, is skittish over terrain that it doesn't look comfortable navigating. Car combat is basic - auto-targeting weapons and lots of circling and backing up.
Rage is more comfortable, as is the QuakeCon audience, when Willits and company are tossing grenades through doorways, or catching a bandit between the eyes just as he's about to start a double-handed downswing with a lump of metal.
There's still no word on multiplayer, beyond the usual spiel about "a very talented group of guys working on that", but Willits hints at separate co-op again. "That's the most fun, and that's a logical thing to think. I won't confirm that."
He also says downloadable content will follow the game's newly minted 15th September 2011 release. id may have invented DLC to some extent with its patches, mod tools and point releases in the nineties, but it's a newbie again in this day and age - Doom III, released in 2004, predated the current trend of expansions and premium map packs. As part of ZeniMax and sister studio to Bethesda, however, id has lots of expertise to draw upon. "We haven't finalised any DLC plans, but we know it's important," says Willits. "It's been important to Bethesda. We'll do it, we just don't know what we'll do yet."
For now though, as it pretty much always is with this storied developer, it is all about that graphics engine. Staring into the screen and struggling to pick out a single repeated detail, 60 times every second, is almost disorientating. If the kids don't know who id Software any more, they should do by this time next year.
Rage is due out for PC, PS3 and Xbox 360 on 15th September 2011.
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Comments (51) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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So long as they don't excise content from the game so they can sell it separately that sounds reasonable to me.
Definately looking forward to Rage, and wondering how the racing sections are coming along.
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I'll just be waiting until they license it to someone with a more interesting game concept than post apocalypse shooting mutants in the face. Hard. A lot.
1982 called. They want their game design back.
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Except id are no longer going to licence their tech... for use by Bethesda developers only.
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Wait a second, there were games in 1982 where you shot mutants in the face, hard, a lot?
I've wasted my childhood. :-/
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And I'm sorry to say, but when I saw that screenshot that is linked to the E3 video on page two I thought "why did they put a Doom 3 screenshot there?"
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Post apocalyptic world, seriously. *shakes head*
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As always, the tech sounds interesting though. Imagine if Carmac was involved with people who made good, interesting games?
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Anyway, an FPS where you shoot generic people in a scenery that goes from darkbrown industrial to lightbrown industrial and back again. Man I can't wait. It must have been three hours now since the last game that featured that came out.
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over the internet, especially that dogshit bag N4G. Great preview, thanks EG.
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Yeah, fuck.
Btw, what does growing up has to do with Rage's generic-looking gameplay & environments?
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It doesn't and you know it perfectly well which means you're now just trolling.
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I understand. It's just we're not allowed to say we're not happy with the way Rage looks.
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You're trying to hard.
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With this demo i found myself (again) in an other doom or quake corridor (design, game play ), and i have fears that the game will be just a bit better that the last wolfenstein.
The engine does seem to do great things, but it does not blow you away like crysis did, and character animations and model are heavily reminiscent of doom 3. Seems very conservative on the whole.
If i remember correctly, the great step forward should be doom 4 (graphically), pc only and/or (maybe) next gen console.
But rage is coming sept 2011!! crysis 2 in march 2011... Maybe we just expect too much from ID, or they just got the Blizzard syndrome
ps: of course, rage is a new franchise, but is also an FPS ID wise
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Whining about whiners who whine about whiners. To answer your question.
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It does though suggest something rather worrying. If a developer, not focusing on just the 360, can make a game that for the most part looks and runs better than any 360 exclusive; does it suggest that 360 developers are not as talented (at least in terms of engine dev) in comparison to the likes of PS3 1st party dev's who almost always come out with amazing products?
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modern warfare 2 600p 60 fps
killzone 2 720p 30 fps
now look at the games you mention and whats happening in each one as the game plays and then you have youre answer rage and modern warfare 2 arent the best looking games of this gen when you look closely gamers have the in ability to see these things and are just blinded by the thought of a game they dont have
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To the people complaining about the post-apocalyptic world: what do you want from a new id franchise? Aliens? Demons? Kirby and Pokemon?
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Undeniably this game looks good, it's controls will no doubt be as slick as the best shooters, but I think the maps and combat areas look as contrived, as tight, as the usual id games. While I've always disliked the Halo franchise, it was at least capable of creating memorable fights with more open maps, an AI that wasn't always dumb and suicidal and encouraged tatics, occasionally. id have yet to prove they can create that type of combat for me.
I'm happy about what they get right, but always left a little disappointed that they could do much better with a little attitude change to AI and map design.
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Whining about whiners who whine about whiners . To answer your question. "
Or, whining about whiners who whine about whiners who whine about whiners?
by the way: if you dont like what someone says, instead of contradicting him ,do you always say: "stop whining, you troll/ fanboy" etc?
i think many here trust id talent pretty much, but when every other developer try to underline creativity and originality in their new game, ID seems to be content with the fact that we know they are making a solid shooter...well, how unexpected.
I look forward to it anyway, i am sure there is more to it than corridors. finger crossed.
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I fear this game might have nice graphics but slightly dodgy AI and design, leading to a game you wish you could like but don't really like that much, a bit like doom 3.
This game looked great 2 years ago, I'm not so sure it will have any thunder left in a years time.
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