Rage failed to live up to previous Id titles.

Post » Tue Dec 06, 2011 4:21 pm

Game is highly lived up to all of ID titles. Yes the small frame rate issues are minor; but the rest of the game is spectacular.They hopefully will add DLC and improve the game in many ways.
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Tue Dec 06, 2011 6:05 pm

I'm not saying anything about speed runs.

How did your post entail anything but speedruns? Restraint from diverging off the main story... even from the combat centric missions, sounds like a speed run.

The peripheral content is definitely a element of RAGE as to being more of an open world than a standard FPS. The single player campaigns of FPS do not fork (right... or did I forget a game?), which is actually necessary in RAGE as you're acquiring ammo and engineerable items that you may well run out of. If you need restock or feeling creative those areas need exist. RAGE is simply not as subject to the standard critiques of FPS or RPGs or the sandbox hybrids of the last decade. It's a better form of FPS and that requires taking notice.
User avatar
Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

Post » Tue Dec 06, 2011 12:31 pm

I'm not saying anything about speed runs.

Okay, that doesn't matter. The main quest to Oblivion is only 3-4 hours long, yet it is such a popular game and the game is made to do things other than the main quest. I don't understand the logic of saying that a game has to do everything in a 'linear' way.
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Tue Dec 06, 2011 2:37 pm

How did your post entail anything but speedruns? Restraint from diverging off the main story... even from the combat centric missions, sounds like a speed run.

The peripheral content is definitely a element of RAGE as to being more of an open world than a standard FPS. The single player campaigns of FPS do not fork (right... or did I forget a game?), which is actually necessary in RAGE as you're acquiring ammo and engineerable items that you may well run out of. If you need restock or feeling creative those areas need exist. RAGE is simply not as subject to the standard critiques of FPS or RPGs or the sandbox hybrids of the last decade. It's a better form of FPS and that requires taking notice.


So now deciding to go through the main content, because you arent penalized by not engineering items as the stuff sold in the shop is good enough to go through the whole game, is now going to be considered a speed run? Really?
A game lacking in certain areas is a plain and simple critique that isnt unique to any specific genre of game.

So this new and "better form of FPS" has a short run through time that you cant complain about because you should have done all the extra content that you have the choice of NOT doing but if you dont do it it's your fault?
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Tue Dec 06, 2011 11:30 am

The Id software Studio was aquired by the publisher Bethesda. A Zenimax subsidiary. Id software still exists


This doesn't make any logical sense, iD was aquired by ZeniMax, but iD still exist? No, iD were bought out and the name is used as a badge, as ATi is to AMD.


the people are still there Including John Carmac.


John Carmack takes his orders from Zenimax - the company he has a contract with.
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Tue Dec 06, 2011 12:25 pm


So this new and "better form of FPS" has a short run through time that you cant complain about because you should have done all the extra content that you have the choice of NOT doing but if you dont do it it's your fault?

I was being overly specific; as to my attempt at supporting my counterargument and I failed to properly project my frustration into clarity. What you failed to grasp previously in your original post, that I attempt to grapple with above, relates:

RAGE is the first example of a hybrid genre type to spread out from FPS rather than back to FPS, as even Bioshock is an example of the latter. As an innovative game, RAGE demands it's own metric; not as pivotal but one of many landmarks to follow (genre hybrids ie. FPS+platformer+RPG+RTS+etc. whatever). Your dissection was thorough but the crux, required for it to carry, was absent.

If weighed by its own metric then RAGE flops harder than the Hindenburg.

As a shooter and as per shooter mechanics (whole package: weapons, opposition AI, defense, cover, etc.), the game still blows my brains out with unparalleled ecstasy because: I like shooters. My zeal may have flared a tad more obviously than I feel alright with.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Tue Dec 06, 2011 6:23 pm


So this new and "better form of FPS" has a short run through time that you cant complain about because you should have done all the extra content that you have the choice of NOT doing but if you dont do it it's your fault?


Yep, exactly. You got there eventually :thumbsup:

Your critique that you want a longer main story is not thought out in context.

If the developers had taken all of their energy and time into making the main story twice as long then there wouldn't be any optional quests at all. There wasn't time to do both. If they had done that then there would be as many people complaining that the game was far too linear.

From the outset id stated that Rage would be more open world than their previous titles. That gameplay choice is going to include optional quests. If this didn't appeal to you then you shouldn't have purchased Rage and should have instead chosen a linear shooter with no optional quests.

Let's stop feeding the Troll now, he's a little hard of thinking.
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » 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.
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Wed Dec 07, 2011 3:47 am

@Carey7090

The intro required a briefing as to the clan system present across the wasteland. The Ghost clan got an introduction as it was the first. If the game opened up by virtue of every NPC giving you a quest (as it should have, with so few settlements) then the other clans would have a proper introduction.

I am an incredibly speculative individual and I applaud your commentary otherwise.

The lack of true mob scenarios makes the necessity of the engineering items questionable unless using survival mode preferences (delineated by V4nKw15h's "Game too easy? Try this" thread, in this forum) are observed.
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Wed Dec 07, 2011 3:39 am

Yep, exactly. You got there eventually :thumbsup:

Your critique that you want a longer main story is not thought out in context.

If the developers had taken all of their energy and time into making the main story twice as long then there wouldn't be any optional quests at all. There wasn't time to do both. If they had done that then there would be as many people complaining that the game was far too linear.


How long was this game in production?
I mean, really, if you are going to say they couldn't do justice to both then you have clearly pointed out a fault with the game.

From the outset id stated that Rage would be more open world than their previous titles. That gameplay choice is going to include optional quests. If this didn't appeal to you then you shouldn't have purchased Rage and should have instead chosen a linear shooter with no optional quests.

Let's stop feeding the Troll now, he's a little hard of thinking.


The impression that i had was that it was going to be more of an open world that it turned out to be. The game really isnt open world, the game is just moving from quest hub to quest hub in a linear fashion. This is game is exactly like Pokemon, in Pokemon you go from town to town talk to people then go out to world and so some stuff, and this is pretty much how RPGs are.

I dont have a problem with side quests at all but when the main story is so thin and short i spent most of my time staying with that because i wanted to find out more. Doing the mailbox run offered nothing but 3 time trails that did nothing but give me some items i could get anywhere so it was just repeat time trails that you see in the races. And what about about the second sniper mission where you are covering the Mayor of Wellspring while he is doing a trade with the Authority, why does he need cover? Who knows? What where they exchanging? another question i didnt get an answer. Maybe i missed it later but it wasnt in the mission. The mission was just a shootout and that's it.

Sorry but i was more interested in the main storyline and less in some of side quests which seem to be just excuses to perform some scenario that you could do somewhere else anyway.
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Tue Dec 06, 2011 6:08 pm

How long was this game in production?
I mean, really, if you are going to say they couldn't do justice to both then you have clearly pointed out a fault with the game.


For those of you who don't understand this, there is a continuum of game development. Some games like Fallout 3 and Oblivion use their development resources to create huge worlds with long main quests and lots of side quests. They do this at the expense of the game's engine, monster animations, behavior and AI, graphics, etc. Other games, such as first person shooters, use their resources to create a great combat experience at the expense of side quests and the like.

Just out of curiosity, how many side quests do you think there were in Quake 1? How detailed was the main storyline?

Rage was uncharacteristic for an id game in having a number of hiccups (at least on PC's) at launch, but the histrionic criticism really isn't going to help.
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm

Post » Tue Dec 06, 2011 12:02 pm

@vanquish

Reading your comments was refreshing, id delievered where it counts for an id title and I agree in most areas it's the best game they have made minus their MP direction and the most anti-climatic ending ever for an Id game.

Animation and art work I have said time an again are the best I've seen and is truly revolutionary. The only thing that I can critics Id for is that it wouldn't take much more effort to make the world or missions feel more than just going from shooting gallery to shooing gallery, I get it's an Id game and the shooting is awesome in RAGE but would it kill them to just add a bit more drama and purpose...if they actually made some of the NPCs you meet part of your experience outside of giving you a quest I think that would be effective...Imagine if you Rescue loosum or Sally because they were taken away by te authority or some random bandits...I'm not asking for the world here, and these are the little things that most people are probably disappointed with. The lack of compellibg story and the ending is where id dropped the ball at the 1 yard line and about to score the game winning TD! I still love and enjoy RAGE an can't wait for DLC but disappointed that RAGE could have been so much more with just a it more, if that makes sense.

It's not that hey it's and Id game who cares about anything else but gunplay and DM, is that they have everything in place to be a compelling story as well...
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Tue Dec 06, 2011 11:02 pm

I agree about story. At least in other ID games you knew what the deal was. I spent a large portion of the game waiting for someone to sit me down and tell me what exactly was going on, and what exactly was the deal with the authority. Who are they? What is their goal? Why do they want the ARK survivors? Everything is explained in poor detail on Disc 2.
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Wed Dec 07, 2011 3:23 am

The biggest problem with the game is that if you played all the shooting levels back to back you'd have like 3-4 hours worth of gameplay. So it doesn't feel like an iD game because you spend more time driving and running around town than actually shooting stuff.
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Tue Dec 06, 2011 2:02 pm

the people who voted yes must not have played it on the PC or doom 3, because doom 3 was so much more fun than this pathetic excuse for an id title
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Tue Dec 06, 2011 5:47 pm

Tim Willits is a nice guy, and a good level designer. I don't think he should be designing games though.
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Wed Dec 07, 2011 1:28 am

I got a great anology.
Id software is George Lucas.
Doom, Heretic, and Quake were the Original trilogy.
RAGE is Episode 1.
The lack of bosses, especially a big final one is Midichlorians.
And the Multiplayer progression system is Jar-Jar.

Episode 1 would have been great if not for Jar-Jar and Midichlorians.
User avatar
Big Homie
 
Posts: 3479
Joined: Sun Sep 16, 2007 3:31 pm

Previous

Return to Othor Games