|
|
 |
| [Oct 04, 2011, 8:08 pm ET] - Share - Viewing Comments |
Ars Technica's RAGE review is online, giving id's just-released shooter a pretty good savaging. There's also an interview on Gamasutra on "The Creative Intent of Rage," discussing RAGE with id Software CEO Todd Hollenshead and artist Andy Chang and asking some pointed if not hostile questions about it being similar visually to Borderlands and Fallout, the oddly artistic bandits, its linearity, the lack of meaningful choices, the main characters lack of dialog or context, and more. Thanks ^Drag0n^.
Post Comment
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
 |
| 63. |
Re: RAGE Interview |
Oct 5, 2011, 11:55 |
^Drag0n^ |
|
|
Y'know, I'm reminded of this game that was released that practically demanded a CPU upgrade, running like a dog at high resolutions, and it's networking code was total shit for the internet. Additionally, it had no matchmaking capability internally, requiring that you know what server you wanted to play on before the community came out and made external matchmaking programs.
On top of all that? It wasn't even windows native, and you had to run additional software to make IP traffic tunnel through winsock properly.
There was hellfire, brimstone, flaming, and much calling for heads.
God, how did that game EVER make it?
I am, of course, talking about Quake.
Most people seem to remember the Quakeworld experience, forgetting how different the initial release was, and how frustrating it was for some playing over dial-up, and those that had 486 chips.
And yet it's still the high-water mark of shooters.
And its also why I'm pretty sure that as the weeks develop, we will see better things emerge from this game.
Now, all that said, I still think that today's id is way different than the id of 1997; you don't hear about howling challenges of manhood between employees like there were when American and Romero were there. Maybe that's part of the reason we see less action than we did back in the day. They do appear to be making an effort to be more artistic, but seem to struggle with how that relates to their paternal relationship to the visceral Deathmatch FPS.
Others have caught up, and now they are in a position where they have to show that daddy still has game.
Personally, my only real complaints with the game at this point are the mouse acceleration (which, apparently, can be rectified by a console command), and the invisible walls (which I blame on Fallout allowing me to pretty much roam anywhere). I haven't gotten in to the vehicular combat yet, but, based on what I've heard form others playing it, it's pretty damn fun.
I know Carmack will make the engine work. He always has. As Blue, myself, and a few others lurking here can personally attest to, John put in more hours than you can imagine tuning Quake/Quakeworld to make sure that the code was uber-stable before passing it on to Zoid.
I expect no less from him with Rage.
This engine is a huge leap; unfortunately that part is getting lost in the traffic of initial release issues, and the me-too-isms that the press is throwing at the game. I hope it gets to show that off at some point here.
This comment was edited on Oct 5, 2011, 12:07. |
|
 |
 |
|
 |
|
 |
|
| "Never start a fight, but always finish it." |
|
|
|
|
| |
|
|