id Finally Sells Me On RAGE, Tells Me To Wait Another Month To Get It

Posted by on June 10, 2011 at 10:20 pm

id, the legendary developer behind dour, violent shooters like Doom, Quake, and… well, more Doom and Quake, has been working on Rage for what feels like forever. It hasn’t been until new videos of its nearly complete form surfaced that I was convinced that this game was something I didn’t just want, but needed. Of course, as soon as I change my mind about the game is when they announce that it’ll miss its September launch date, instead debuting to the world on October 4th. Are you up for some Rage? Well, why not?

Where have I seen this before? Oh, wait…

…that’s right. Doom 3.

When id first announced the game four years ago (has it been that long…) I wasn’t sold. I thought it was cool that they wanted to do something different with the unification of their traditional corridor shooter-y goodness with a wide-open Mad Max-style post-apocalyptic nightmare, complete with racing elements (racing elements?) and a cast of quirky-looking characters. Even after watching the newest videos of the game’s missions, there still seems to be a little bit of jank in the weirdest places, but when has jank hurt anyone? (See: Red Faction: Guerrilla, Saints Row 2, Just Cause 2…) I’m not sure I want to be neck-deep in dark, flickering hallways off-ing monsters for the game’s prescribed fifteen hour length, but there’s something so exciting about a new id game that gets me excited.

One powerful, new tech that gives Rage a lift over its competitors, especially when it comes to outdoor environments is Carmack’s latest iteration of MegaTextures: the ability to create tons of unique surfaces without having to hand craft them all. They’re generated procedurally through the editor, meaning the world (shouldn’t) get repetitive to look at. Like I was getting at above, I wasn’t a huge fan of Doom 3‘s art style, complete with ClayMation-looking figures, so watching it carry over from that game wasn’t encouraging. I guess I’ll get over it. It doesn’t take long to see that in motion, this game is slick, rendering the apocalypse in a way that the Fallout games (developed by sister studio Bethesda) just aren’t. Maybe there’s some lessons to be had here.

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Source: Joystiq, Giant Bomb

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