Rage - anyone else initially unimpressed?

I can't say i'm worried, it's id for hell's sake. Whether it looks good or not, I fully expect the game itself to be damn good. There IS more to gameplay than graphics you know, like... well... gameplay. Otherwise we'd still all be drooling over Crysis.

As for "nothing outstanding" in the past decade - Doom 3 or Quake 4? Both fantastic games.
 
As for "nothing outstanding" in the past decade - Doom 3 or Quake 4? Both fantastic games.

Quake 4 was made by raven, not iD.

As for doom 3 it was the ultimate marmite game, some liked it, others hated it. The lack of a flashlight on guns turned a lot of people off as a completly stupid gameplay decision even though it was supposed to add to the tension. The game also got very predictable with its massive overuse of "monster closets" and the triggers associated with spawning enemies. "ooh look health and ammo, i wonder what picking this up will do for the 50th time".

And lets face it, considering how dark the game was and the enemies burning up, it had a lot of people running in circles as it was hard to figure out if you'd been in an area or not due to there being no trace of dead enemies whatsoever.

I personally thought it was decent but it did get a bit long in the tooth with how predictable it got after the first 20 mins or so.
 
Several of those issues were addressed with mod scripts pretty soon after the game release.

I was actually the first person to post a duct tape flashlight mod (3 days after game release on doom3world), tho not the author of the popular one - not sure if he copied my script or came up with it himself.
 
Id supervised Quake 4 mind - I doubt they'd let Raven release shoddy work.

As for Doom 3, well yes, the flashlight thing was rather random but you can hardly blame it for being predictable when most games are absolutely the same. It's not like anything has any kind of replayability these days due to scripted events everywhere.

With the burning enemies - I can't say I ever found that a problem? I just... remembered where i'd been. Again if you find it a problem then you might well find it a problem in other games?

You're naturally entitled to your opinion, but some of your points seem a bit strange. :) Although it is nice to see someone give reasons other then "cos HL2 iz teh best, init".
 
On a related note, seems one of Zenimax's studios has exclusive rights to the engine for a period (outside of rage and doom4) - so sadly we probably won't see any other licensees for awhile :(, so I'm guessing probably something like the next Elder Scrolls or Fallout will be using the engine.
 
As for Doom 3, well yes, the flashlight thing was rather random but you can hardly blame it for being predictable when most games are absolutely the same. It's not like anything has any kind of replayability these days due to scripted events everywhere.


With the burning enemies - I can't say I ever found that a problem? I just... remembered where i'd been. Again if you find it a problem then you might well find it a problem in other games?

You're naturally entitled to your opinion, but some of your points seem a bit strange. :) Although it is nice to see someone give reasons other then "cos HL2 iz teh best, init".


The darkness made it akward to remember where you'd been as many rooms and coridoors looked very similar. The big issue for me was after the first 20 mins or thereabouts you'd seen pretty much all the tricks used to spawn in enemies. Which detracted from any tension as you knew when doing anything specific if it was likely to spawn in a few fireball lobbing imps.
 
Well i'm afraid I disagree - whilst yes, a darkened room with ammo lying around was likely to bring enemies with it, it certainly wasn't the only method used to bring enemies into the game.

I also think your point can be applied to many different FPSes over the decade as well. If anything, gameplay seems to have stagnated in the past three years and we're getting the same games on new, prettier engines.
 
The darkness made it akward to remember where you'd been as many rooms and coridoors looked very similar. The big issue for me was after the first 20 mins or thereabouts you'd seen pretty much all the tricks used to spawn in enemies. Which detracted from any tension as you knew when doing anything specific if it was likely to spawn in a few fireball lobbing imps.

Don't forget the 2 favourites to be used at every opportunity.

Opening a door = Imp leaping at you.
Dead end = Panel falling out behind you with a zombie in it.

I have to say that gameplay demo thing posted on the first page was painful to watch. My god the guy playing it was ****. And the enemies seemed to be moving so slowly it wouldn't be any challenge.
 
Would be funny if it was true. :p Are you telling me you can go through the game and predict where EVERY spawn is?
 
Would be funny if it was true. :p Are you telling me you can go through the game and predict where EVERY spawn is?


Nope, since ive not played it in years, but when you get into the game you clue in pretty quick as to where and when a closet behind you is going to open and unleash ol Chubby McNeckfat to assault you from behind...how he likes it. :eek:
 
The spawns were pretty predictable really, tho I say that as someone with level development experience, especially id tech, so I generally have a good feel for what the designer(s) had in mind.
 
I actually felt sometimes that knowing something was going to spawn was a good thing - you knew it was coming but sometimes it was hard to say from exactly where to expect it, especially in an almost pitch black room.

Hey though, each to their own, but I certainly think that it was good enough to be considered "outstanding". :)
 
The spawns were pretty predictable really, tho I say that as someone with level development experience, especially id tech, so I generally have a good feel for what the designer(s) had in mind.

You didn't even need FPS experience. After the first half hour you could basically predict every enemy spawn because they used them so often.

I maintain that even though they tried desperately to create tension and atmosphere throughout the whole game, the only single level they managed it was the Chainsaw level with all the ambient noises and the look of the place. Its as if they got in a specialist to do 1 level then ignored everything he did.
 
That just looks like Borderlands with a slightly different art style. The cars, the terrain, the bridges, the city location behind the guy, hell everything looks like Borderlands.
 
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