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RAGE Interview

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^.

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73. Re: RAGE Interview Oct 5, 2011, 13:37 ^Drag0n^
 
Beelzebud wrote on Oct 5, 2011, 13:22:
Ok to the guy comparing this situation with Quake... Where to begin...

Quake was using the most advanced engine in history. Period. At the time of its release there was nothing that came close to it. It was rendering everything in 3D, and not using sprites. People were willing to soldier on through the bugs and growing pains because it was revolutionary for graphics.

This isn't 1994. Rage was designed for consoles which can't even compare to the horsepower of modern PC's. And yet, people with those PC's are struggling to play a game that runs fine on the consoles. There is no comparison at all between this and Quake. Rage isn't bringing anything new to the table that makes it worth $60.00, or makes it worth suffering through the growing pains.

Your quip to me aside, I will go on record saying that the Rage engine *is* the most advanced engine, same as with Quake was in 1997 (keeping in mind that System Shock and Ultima Underworld had done the freelook 3D thing prior in 1993 and 1994, respectively). People are having problems due to a development decision id made that even John acknowledges was a mistake (read Carmack's quote in my previous post, or go to the source here, or watch the full interview here).

My point? From Doom2 all the way up to Doom3, People ranted about something on release. The games went on to be patched, and every one of them is now considered a milestone in the development of the genre and technology driving the FPS.

I guess Adam Jensen was right, "If you want to make a few enemies, go to an id software release thread." Or something like that.

(edited for clarity, references)

This comment was edited on Oct 5, 2011, 14:44.
 
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