I wonder how many ideas they they had to shelve

Post » Thu Dec 08, 2011 10:05 pm

The game developers must have felt sick having to cut huge sections of the game judging by so many doors you cannot open, so many unused charactors in the towns.

Don't get me started on Dead City, you get to follow the exact same path twice! wow!!. The gand design of the city and you cannot ever have a look around, what a joke.

Will the develpers ever admit their total disappoint in their game and tell us why we only got 1/8 of it? Tell us how embarrassed you are to have to use the same quest locations repeatedly, whose fault is it?? The funding was cut?
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Justin Hankins
 
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Post » Thu Dec 08, 2011 8:28 pm

Most likely disc space...and the fact the game was in dev for so long. I think you go a bit to far...yes it was disappointing that you couldn't just roam the dead city but what it gave us was still better than any other city level before it...but if they did make the city to be able to walk anywhere it would have been massive, could have been a game all to itself.

So much hyperbole in these posts you seriously thought the game was going to be 80-100 hrs to finish the campaign? I have heard Tim williits say like 1k times that it would take 15 hrs, and that sounds accurate if you average out all the times People have bee reporting.
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clelia vega
 
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Post » Thu Dec 08, 2011 2:38 pm

Most likely disc space...and the fact the game was in dev for so long. I think you go a bit to far...yes it was disappointing that you couldn't just roam the dead city but what it gave us was still better than any other city level before it...but if they did make the city to be able to walk anywhere it would have been massive, could have been a game all to itself.

So much hyperbole in these posts you seriously thought the game was going to be 80-100 hrs to finish the campaign? I have heard Tim williits say like 1k times that it would take 15 hrs, and that sounds accurate if you average out all the times People have bee reporting.



It could have (and hopefully will be) epic at some point I'll buy all the DLC if it builds on the story... I wanna blow general cross away with my rocket launcher.
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lauren cleaves
 
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Post » Thu Dec 08, 2011 11:29 pm

The vanilla release was condensed from 1.5 terabytes to approximately 20 gb? I though id had overall produced something akin to 10 terabytes total and I surmise that remainder is relegated for DLC polish. Epic followups? probably.
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Jack Bryan
 
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Post » Fri Dec 09, 2011 2:37 am

im gonna like wait a year before i play this game even if i bought it already... it better get fixed.
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Lauren Dale
 
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Post » Fri Dec 09, 2011 12:09 am

The game developers must have felt sick having to cut huge sections of the game judging by so many doors you cannot open, so many unused charactors in the towns.

Don't get me started on Dead City, you get to follow the exact same path twice! wow!!. The gand design of the city and you cannot ever have a look around, what a joke.

Will the develpers ever admit their total disappoint in their game and tell us why we only got 1/8 of it? Tell us how embarrassed you are to have to use the same quest locations repeatedly, whose fault is it?? The funding was cut?



These omissions were intentional, not only because the consoles are limited in size, but because they want to sell you the DLC later ... it's a trap!.. /done with id (very disappointed that such a great company went the way of the [censored].. where the money is)
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Aman Bhattal
 
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Post » Thu Dec 08, 2011 7:43 pm

The people that made Crysis 2 basically said exactly what you are asking them to say which shows how much devs hate corporate gaming as it stifles their freedom.
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Laura Wilson
 
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Post » Fri Dec 09, 2011 1:51 am

Title of the thread should be: I wonder how many content they had to hold for dlc. Ok, jokes aside there are major places in game that I'm guessing was design to look more populated and bigger than they really are to give a sense of place, for a game that's very much a straight up shooter. I think that's what put a lot of people off (eg.: When they go outside of Subway Town and there's this whole village above it that's much like the Favelas in Brazil and you have no access). If this was GTA or Skyrim then it would be unacceptable to not be able to access everything you see, but for Rage it's understandable because it's a linear shooter fundamentally.
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Colton Idonthavealastna
 
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Post » Thu Dec 08, 2011 1:21 pm

Yeah I completely agree. I feel like the game was open-ended and then they forced it into this linear world and sealed off all the doors that look like they could have been opened at some point in time in the developing stages. I would laugh really hard if they charge us for dlc. They don't have the right as far as I'm concerned. I installed a 20 gigabyte game, but the game itself felt more like a 10 gigabyte game. They basically took a game that was supposed to be non-linear and made it as linear as they could. I feel like the game is incomplete. Most games can get away with charging for dlc because the game itself feels whole. Rage doesn't even have an ending. The final mission took me 15 minutes and I wasn't even rushing through it. There was no final boss battle, just some weak robotic mutants that die just by looking at them. They should have made a giant robot mutant or something unique. Another problem was the lack of missions on the second half of the game (Subway Town). The Eastern Wasteland should have been as expansive or even more expansive as the beginning Wasteland starting point.

To sum everything up, the game was not finished and was rushed onto the market. Therefore I refuse to purchase any dlc for RAGE, because I paid full price for a game that feels more like a skeleton with no substance whatsoever.
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Shirley BEltran
 
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Post » Thu Dec 08, 2011 9:58 pm

Yeah I completely agree. I feel like the game was open-ended and then they forced it into this linear world and sealed off all the doors that look like they could have been opened at some point in time in the developing stages. I would laugh really hard if they charge us for dlc. They don't have the right as far as I'm concerned. I installed a 20 gigabyte game, but the game itself felt more like a 10 gigabyte game. They basically took a game that was supposed to be non-linear and made it as linear as they could. I feel like the game is incomplete. Most games can get away with charging for dlc because the game itself feels whole. Rage doesn't even have an ending. The final mission took me 15 minutes and I wasn't even rushing through it. There was no final boss battle, just some weak robotic mutants that die just by looking at them. They should have made a giant robot mutant or something unique. Another problem was the lack of missions on the second half of the game (Subway Town). The Eastern Wasteland should have been as expansive or even more expansive as the beginning Wasteland starting point.

To sum everything up, the game was not finished and was rushed onto the market. Therefore I refuse to purchase any dlc for RAGE, because I paid full price for a game that feels more like a skeleton with no substance whatsoever.


Ok, hold on.. MAJOR issue here... if the game was so open ended, then why the hell do they leave so much room for (dlc) content that you can go BACK and play
Spoiler
when at the end of the [censored] game you can't "go back" because it ends and doesn't even let you keep playing?

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Kate Murrell
 
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Post » Thu Dec 08, 2011 1:47 pm

The game developers must have felt sick having to cut huge sections of the game judging by so many doors you cannot open, so many unused charactors in the towns.

Don't get me started on Dead City, you get to follow the exact same path twice! wow!!. The gand design of the city and you cannot ever have a look around, what a joke.

Will the develpers ever admit their total disappoint in their game and tell us why we only got 1/8 of it? Tell us how embarrassed you are to have to use the same quest locations repeatedly, whose fault is it?? The funding was cut?


So you'd prefer a strange environment void of doors? Or are you really assuming that just because there's doors around the levels they got lazy just because they don't lead anywhere? For the rest of your complaints, they look much more like wise design decisions than being lazy...
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Annick Charron
 
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