After a five year hiatus, id Software is back with another graphic
card-straining, groundbreaking shooter. Is
Rage
a game of the year
contender, or have we somehow spun our wheels through this wasteland
experience before?
Cautions
Blood and violence abound in
Rage,
but despite the occasional headshot
decapitation and oogy mutant mess, the game never revels in spurting
gibs. Even foul language is understated; apart from Subway City's
usually taciturn standaround NPC Clint finally dropping the F-Bomb on
the Authority, I can't recall another instance of obscenity. With a
family history of video game violence headlines,
Rage's
lack of
stomach-churning gore and vulgarity is almost a disappointment.
Gameplay
90GreatOne of the crowning glories of
Rage
is in the pacing of weapons and
ammo. The game does a good job of offering players the right tools for
the job, and teaching the virtues and vices of each weapon and
ammunition type. And weapons and ammo there are a-plenty: from
mind-control crossbow bolts (maneuver your target close to other
enemies before he or she explodes - "a party favorite") to C4 rigged RC
cars and a nice late-game tribute to
Doom's
BFG9000. The chainsaw was
conspicuously absent, but id has to save something for
Doom
4.
Rage
is, at its core, a retro shooter, spurning magnetic cover systems,
a convincing stealth system, headhunting ammo, and other namby pamby
niceties common in today's shooters. The closest
Rage
gets to true
innovation in the gameplay department is in enemy AI and behavior. The
wasteland has a talent for breeding melee mobs adept at dodging
gunfire, and more than once I marvelled at the mutants and bandits
repertoire of parkour moves. Enemies leapt to overhead pipes, ran up
the side of walls, somersaulted, tumbled, and otherwise evaded my
shotgun shuffle and scored a few whacks to my face with regularity.
In an era of hard-charging zombie villains,
Rage
brought a pissed-off
Cirque du Soleil cast, complete with flaming spiked baseball bats.
Ranged enemies, on the other hand, will sometimes withdraw to stronger
cover, but more often act nearsighted, exposing their noggins for an
easy headshot or standing inexplicably still. The only real
negative in the core gameplay is the arena wave battle feel of enemy
encounters. While it's not the rote room-by-room cover and kill now en
vogue across the shooter genre,
Rage
does play a little too much to its
acrobatic AI strengths and resorts to simply bum-rushing the player a
shade too often. That said, there's plenty of story twists and map
cleverness to help me overlook the occasionally tiresome sequence of
tripwire spawns.
Rage
also offers a comprehensive vehicle travel and combat system
complete with its own racing circuits. Players can acquire four vehicle
classes of increasing toughness and weapons variety, and can race (or
hunt bandits) to buy better modules like engines, boosters, tires
(including spiked tires), and more. The switch from behind the wheel to
boots on the ground is seamless and puts me in mind of games like
FarCry
or what I hoped
Auto Assault
might be.

Vehicle Combat
In addition to the racing circuit,
Rage
offers minigames in spades. A
card dueling game, a dice game called Tombstones, a memory game called
Strum, even a rehash of the Five Finger Filet from
Red
Dead Redemption.
Even death offers a second chance minigame - if the two electrodes are
stopped when they intersect, the player regains more health and
electrocutes nearby enemies. Each but the last has Steam achievements
tied to it, and offers a fairly reliable source of money. Also
available are vehicle-based Stanley Express missions to deliver
packages to a number of drop boxes in a set time, a demented TV game
show called Mutant Bash TV, and job board postings that require a
second clear of game areas or much more enjoyable sniper cover missions.
Storywise, however, the game's veneer is rather thin, which is to be
expected from anything in the FPS genre. The game reached its
emotive climax about halfway through, for me, and the end sequence was
disappointingly short after an exceptionally long run-up.
Still, as a shooter with RPG tendencies,
Rage
keeps players busy and,
in the end, more than satisfies.

Mutant Bash TV
Graphics
82Goodid Tech 5 features top-of-the-line graphics rendering and, on the
backend, what we're told is revolutionary approach to system resource
management and texture loading. The short, non-technical explanation is
that
Rage
is supposed to be better than any game before it at guessing
how eye-popping a visual experience your rig can handle, and delivering
that experience without lengthy load screens or the need to tweak
advanced settings.
That was the plan, anyway. In reality, a combination of AMD driver
gotchas and bugs made the game essentially unplayable for a large
percentage of the PC install base until the weekend after launch. AMD
came out with a
Rage
Performance Driver hotfix for
sluggish framerates
two days after the October 2nd launch, and id Software followed suit
this weekend with an
extensive
patch that exposed many graphics
settings and fixed issues like artifacts and screen tearing.
On the plus side, once you're patched up,
Rage
is a gorgeous game,
enlivening the sterile climes of a post-apocalyptic wasteland like no
other game before . I loaded up
Fallout
New Vegas just for comparison's
sake, and its absolutely astounding how much difference one year and a
whole new engine makes. Most of what you can see in
Rage,
you can
explore, and you'll want to explore, given the collection, crafting,
and side mission hooks (not to mention the sheer joy of roaring through
the wasteland in your Mad Max-mobile).
While the wasteland environments were pleasingly terrifying at every
turn, the unsung hero on the art team might be the character model
artists animators.
Rage
constantly surprised me with the level of
detail, style, and (I daresay) personality of both NPCs and enemies.
Though Rage seldom scaled up the size of enemies, those few encounters
were memorable. I can't recall a game that more convincingly matched
lips and facial expressions to spoken dialogue.
Driver issues shouldn't take away from what's assuredly the best
looking FPS title of the year, but first impressions count for a lot.
Our early pain with
Rage
is detailed in a
recent
edition of Ten Ton Hammer's
newsletter, so I won't belabor
the point here. It's a shame that a game
with astounding level of detail and view range has to suffer a point
drop for an issue that should have been caught early in QA, but we
(with some chagrin) review games as they launch.
Sound
95OutstandingThe sound design mirrors the quality of the rest of the game; it's top
notch. In one particularly memorable area, the voices of a particularly
nasty Mayan-esque bandit group echo off the walls of the canyon,
creating constant unrest as I wound through tight passages. Nearly
everything has a contextualized sound effect, from the pop-ting of the
toaster you collect as vendor junk to the loading servos on the
Authority machine gun.
The soundtrack features composer Rod Abernethy (
Dead
Space,
Alpha
Protocol), and is a clever
blend of musical styles - from techno to
tribal to twangy southwestern to Wagnerian to, interestingly, the
drifting koto riffs in the Japanophile supply girl's shop- which never
fails to create an appropriate layer of tension or immersion.
The game fell short of anything anthemic from the arcadey splash screen
to the ending credits. Still, the sound design and music pushed the
boundaries and complimented the game very well.
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