» Tue Dec 06, 2011 7:42 pm
Personally, I think Rage was created to showcase a little bit of what iD Tech 5 is capable of. A lot of aspects of gameplay felt incomplete, many weapons were useless when you had more viable options available. Once I got the Authority LMG and a bit of ammo, that was the only machine gun I used. I pretty much shelved the Assault Rifle unless I ran extremely low on LMG ammo. I replaced the sniper rifle with the crossbow. It felt more accurate and the zoom capability of the sniper rifle really limited my field of view when I needed it most. The only time it really came in handy was when I did the sniper escort missions. Most of the fighting took place in close quarters anyway.
The RC car was best used against groups of enemies or even better, during the Shrouded hideout mission as it was designed for that. The problem I had was finding a big enough group to justify using the RC car. It also leaves you too exposed to consider using it on heavies, besides it was usually shot and blown up before it arrived anyway. Like the sniper rifle, the corridors and levels in general were too narrow/close for proper use of this weapon.
Many of the ingredients were used in creating multiple ammo types and weapons. And using ordnance packs to create pop rockets was a more viable option for me, rather then using them to build RC cars. Getting some ingredients were too resource consuming like the virus used to make mind control bolts. Half the time I used those the enemies I wanted to control would blow up on impact. Or, the group of enemies I wanted to take out had spaced themselves out too far, causing the enemy I was controlling to explode because I ran out of time. Electro-bolts worked best with water, the only level that had a lot of water was the well. They were good at stopping heavies momentarily, or taking any tougher enemy a little quicker. But so were explosive bolts, pop rockets, fat boys, fat mamma's, grenades and even killbursts.
The wingsticks were ridiculous in how quickly they could turn a group of enemies into headless corpses. I'm not complaining about that at all, but it made me use sentries a lot less. I only used sentry turrets during a couple levels, most notably during the round of Mutant bash with the spinning monkey. But if I wanted to use sentries, I pulled out the sentry bots. Not only could they walk around but they could also shoot and stab enemies. I don't think I ever used the temporary health and damage boosters, that goes for both my hard and nightmare play-throughs. That's because I never found it that difficult. Besides between bandages and regenerating health, I never needed that kind of assistance.
Apart from weapons, I didn't like how they set up the first faction but not the others. The Ghosts got a decent introduction. I'm talking about that moment when you first see them with Dan while heading to the Hagar settlement. You see a Ghost driving a buggy past yours, headed towards their hideout. Then you see a Ghost holding passersby hostage, the two of them are on their knees about 10 feet (3m) in front of their buggy. In this moment you don't yet know who or what the ghosts are, but the people you see look very mean and unforgiving. Then there's the moment when you go to their hideout, you get caught in that snare and wake up later to see one the Ghost's members in front of you. He talks to you, making you believe your time is up. Well, the other factions never got this kind of introduction, you just go in and shoot them up until you get or do what you need too. There's no introduction of this kind, there's not much to really set the stage.
Let's no forget how the game begins, right before you meet Dan.
Personally, I thought the story, characters and overall feel of the game were set up well in the beginning. But all of that started to fizzle after you got to Wellspring.