id: Rage "On a Whole New Level"

The Todd Hollenshead Interview on Kikizo hears from the id Software CEO (with an assist from designer/marine biologist Matt Hooper) on a variety of topics, including Rage, engine technology, platform support, and more. At one point a question about DOOM 3's shortcomings inspires a defense of the game (thanks Eurogamer), as Todd points out that sales-wise, "It's the most successful game in id's history." Along the way, Matt talks about Rage and the Tech 5 engine, apparently fearless about raising expectations:
The things we're doing with id Tech 5 have really opened things up design-wise. I work closely with Tim Willits who's the creative director on id Tech 5 and the guiding force on Rage, and we're going to do some things which I think are just going to blow people way - it's just going to be on a whole new level. Things that you have never seen in any game before, some things borrowed from different games, really action focused. Just as a designer we can do things in these giant worlds and with these vehicle systems and still maintain the things that people love id for, which is that control and the FPS action combat, but now we can introduce all these other elements, so it's really opened things up. On the design side, we've never had more energy, it just makes us giddy to be able to use this tech.
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Gameplay-wise I always felt that Painkiller was more of a spiritual successor to games like Doom and Quake rather Doom3/Quake 4 were.
Yeah, the original Painkiller at least - it was definitely in the vein of Wolf3D/Doom. I also agree that Quake 4 was decent, though uninspiring. The weapons felt great but outdoor scenes were limited by the engine and the multiplayer was soulless being a simple Q3 port (without the fun).

Just to make it clear - I don't think Doom 3 was terrible but average at best, hence disappointing for a game hyped as a AAA.

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