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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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79. Re: RAGE Interview Oct 5, 2011, 17:45 Slashman
 
^Drag0n^ wrote on Oct 5, 2011, 16:26:

It's funny, but I was talking about this topic just the other day with one of the programmers I used to work with. We went on a tangent talking about the merits of making a new engine versus using an old one beyond the scope of design that it was limited to when it was written...take, for example, the Quake 3 or Doom3 engine: Today, those things are beasts even on a Netbook; you can add bigger textures, more geometric detail, higher bit depth to the color palettes, and really not suffer too much on a modern rig at all (barring some coding tweaks that may be required to allow them).

True. The Source engine continues to see a lot of use in the industry.

The short version? Given how far hardware has come, you can really make a great looking game with an engine that's long in the tooth yet still looks amazing BECAUSE of the hardware changes. The idTech5 engine is suffering not because it can't do some amazing things, but rather because some talented teams out there have come up with amazing ways to make older engines look almost as good.

Right here is where the problem is. The Witcher 2 is running a brand new engine that CD Projekt made from scratch. It isn't an old engine tweaked to look amazing despite its age.

That's exactly why I chose TW2 as my example and not Borderlands or Fallout:NV.

Now here's what I find amusing. id, according to what folks have been saying, isn't planning to license their idTech5 engine out. Just use it til they decide to release it as open source. What, then, is the point of making a game that runs more like their tech demo efforts of the past? Why not expand on all the things that they seem to setup in the game and then leave hanging?

Did it make sense to have the mediocre story, the not-really-open open world, the lack of meaningful choices etc.?
 
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