I'm sorry id Software. I was wrong about you.
When Bethesda gave me an opportunity to get hands-on with the first few hours of RAGE at QuakeCon, I walked away from the game unimpressed. Sure it looked pretty, and there was no denying it's core shooter radness, but those two factors alone are staples of id Software - components they surely couldn’t fail. The quest bridging, dialogue, and even the driving, however, left me thinking this would be a failed attempt on the old developer’s part to join the modern age of gaming.
Most of these woes stemmed from how the game serves its greater parts to you from the outset, the best example of which comes in the form of a quest that rewards you with your first shotgun. Getting this quest is a bit arbitrary in and of itself as you
have to accept it to even progress the game forward, but the biggest let-down here was that the first enemy I came across in the quest
had a shotgun, and after dispatching him, he dropped it. Much to my chagrin, however, the weapon vanished, despite his body laying out in plain site for me to loot.
This simple example left a pretty sour taste in my mouth, and even after I asked id’s Tim Willits why that was the case, I didn’t buy his response that being able to loot weapons broke their reward and currency system, which they’d apparently worked very hard on making balance correctly.
Other problems then began to stick out in my mind even more. The game’s dialogue, for example, had no real dynamism and the game-world’s friendly NPCs were as wooden as the pop-up targets you fire your first Wingstick at, leaving the game, for all intents and purposes, lifeless, despite the narrative trying to sell me on the idea that even a catastrophic global event such as an asteroid impact transforming the world forever, couldn’t kill off the human race.
And finally, the driving and racing component, complete with unfair rubberbanding, the ability to game nitro and a severely lacking drift mechanic, sealed the game’s fate, initially, for me as a Fallout/Borderlands knock-off built more to show off id Tech 5 than usher id into the modern age of game development.
I’m sorry id Software, I was wrong about you.
Apparently, all it takes is a little perseverance and the fruits of id’s labour truly shine, revealing RAGE to be more than the sum of its broken parts, and rather a shining example of a developer bucking anything
modern for a design template built from year’s and year’s of development knowledge and a desire to play a
challenging shooter, and not just some [ostensible] on-rails shooting gallery.
Where RAGE wins is in enemy AI and level-design; married in such a way, combat feels unparalleled in the current landscape, even on console. We’ve dabbled with both the PC version and console version (this review is based on a 360 playthrough), and somehow, without compromising either platform, the game still delivers the same challenge across both. This is because twitch gaming can, in fact, work on console if the controls are right, which id have nailed to perfection here. But it’s also about AI, cover and tactical recourse through weapon selection, player buffs and beyond. All of which is delivered in RAGE with great success. A game-changing component, for example, comes with weapon and ammo selection - something that could have been a real chore, but is handled with aplomb thanks to some clever design.
On the Xbox 360 controller holding down the RB-button will bring up both a weapon and ammo select pop-up, however, both sticks are now assigned to each selection graphic, respectively. This means, if you remember where you assigned weapons and ammo, you can, in less than a second, change weapons and ammo-type without so much as a dent on the combat experience, leaving the visceral action unhindered and entirely open to your own tactical devices.
Moreover, as mentioned, level-design plays a large part in both arena and corridor combat, as well as leaving the player feeling like they’ve actually progressed -- meaningfully -- through the game. Usually, even after a mammoth trek, you’ll wind up somewhere near where you began, which makes it much easier to access your vehicle and be on your merry way, but factors such as locked or currently inaccessible doors means you’ll often be revisiting ‘dungeons’ again, but it honestly never feels like a chore, and their variety, once the game opens up, really keeps the experience fresh and diverse.
Interestingly, this leaves the game’s narrative in two lights. On the one hand, the aforementioned dialogue, scripting and overarching story really aren’t much chop (but let’s face it, this has never been id’s strongest point). On the other, the atmosphere of each environment, their pacing (across overall gameplay), visual identity and enemy-types make for great on-the-fly narrative of a different kind. Much like walking into an open vista from a narrow, visually confining corridor to a massive jaw-dropping set-piece (of which RAGE is replete with), the game constantly tells a rich and oft deep story from a visual perspective. It’s par for the id Tech 5 course, of course, but it never gets old, especially on console where you’re often left gawking at the game in sheer wonderment the team even managed to get such a large game looking this good.
It’s not just massive set-pieces and varying environments that pull you in, either. There are tiny touches that make an otherwise lifeless world feel alive. Walking under dripping water, for example, washes your vision with stunning water distortion and droplets. Get into a fire-fight near water-pipes and your bullets will penetrate them, spouting water -- dynamically -- from each hit-point (these aren’t persistent though). Mini tornadoes of dust carry loose paper in towns, while explosions create a dynamically animated mess based on the environment it occurred within (there’s no destruction model though).
Equally, enemies react to where they’ve been hit better than any game before it. The shotgun returns as a class hero here (this is id, after all), and it’s spread is best represented in the Mutant Bash TV segments where the unpredictable, and veracious mutants often trip over, fall back, or keel in pain at only being partially hit by your shotgun. Animation, physics and AI reaction -- throughout the experience -- are, in my opinion, second to none in the shooter space, and the game is all the more visceral for it.
This pacing is helped massively by the game’s driving sequences, and its friendly towns, especially Wellspring. Most of the time these only serve a purpose in vending or as quest-givers, but it’s nice to be able to return to a friendly place every once in a while, and most of what the game offers outside of the core shooter experience bridges from here.
There are plenty of mini-games to play, and the races themselves offer reprieve for the weary gunslinger. However, a fully upgraded vehicle can mean the difference between a comfortable commute between settlements and dungeons, and near death on the road. You can’t just buy upgrades though, because you need to earn racing certificates to have anything meaningful pimped to your ride. This is a clever move on id’s part, because it would be easy for many to just ignore driving, beyond the requirement to travel between towns and dungeons, and so you both learn to play the game in entirety, and appreciate the subtle upgrades your car can acquire.
Racing can actually be fun, but suffers from the rubberbanding I mentioned earlier. The best thing here though, is to just not take it seriously, and plow through it as an added mini-game, which makes more sense in the construct of the rest of what’s on offer from a peripheral perspective. The vehicular bridging then, is more of a means to an end, but remains enjoyable, and the more powerfully kitted out your ride is, the more fun it becomes to coast into the wastes, to
waste the enemy.
Despite all of the above though, there are a few missed opportunities with RAGE. For one, there’s no day and night cycle, nor any changes in weather. With equally large games like Red Dead Redemption fleshing out their game-worlds with such dynamism, it just seems like an obvious oversight on id’s part, and the water effects they have embedded are stunning, so rain could have added to the id Tech 5 showcase here, while creating a much more ‘open’ world in which to exist.
Boss battles are also pretty lax in comparison to the challenge of regular AI. Predictable, and easy attack patterns meant I cut through them, even with my difficulty setting at Nightmare, with ease. Bosses in general appear to be a major pitfall for developers these days, but in RAGE they’re especially easy, which is a shame, because most of the bosses are either ridiculously large, or ludicrously interesting to engage, which is another missed opportunity overall.
Finally, the touched upon wooden NPCs, and lifeless as a result, game-world is the biggest missed opportunity of all. Enemy AI is, at the worst of times, still incredibly animated, so it’s vexing to not have the same level of engagement with the friendlier places, or people, of the game. Even just basic NPC tasks and day-to-day routines would have opened up this component immeasurably, but alas, t’was not meant to be. The game’s load-screen Survival Tips suggest you “talk to everyone” to get the most out of side-quests and peripheral story, but when they barely move or animate as it is, it becomes more of a chore than anything else; like reading a series of sign-posts instead of actually talking to other humans.
At its core though, RAGE is a triumph for id Software. The game’s strengths far outweigh its shortcomings and for shooter fans looking for a challenging, visceral experience that
isn’t akin to shooting fish in a barrel, you’re going to find it here. id Tech 5 looks incredible, across all platforms, and the team’s elevation in level-design, art and AI are the best they’ve ever produced. Despite following post-apocalyptic trends, RAGE stands on its own and could have been oh-so-much more with a bit more love in the aforementioned shortfalls - here’s hoping the next installment addresses these and adds more to everything they did right. Definitely worth the investment.
Posted 03:37pm 04/10/11
will pick it up on steam if it ever goes on sale.
Posted 03:40pm 04/10/11
Posted 03:59pm 04/10/11
Very psyched to check out this tough AI and have a look at the level design in general.
Just in case anyone is curious here are current costs:
Steam AU Region: $94.92 (approx USD converted to AUD)
Steam US Region: $63.27 (approx USD converted to AUD)
Steam UK Region: $56.87 (approx GBP converted to AUD)
Ozgameshop has it for: $43.99
***all for pc
Also if anyone does have it on steam, I'd start preloading it cause it 25gb.
Posted 04:03pm 04/10/11
Posted 04:05pm 04/10/11
I have one ordered but they wont be sending them out till the 7th Eu time:(
Posted 04:09pm 04/10/11
Posted 04:09pm 04/10/11
they seem to have good prices.
Posted 04:11pm 04/10/11
WTF? F*** that.
Game looks like it might be fun though. Although $95 on Steam is a bit rude. Think I'll go Ozgameshop for it.
Posted 04:12pm 04/10/11
Isn't that a staple in any engine these days?
Posted 04:21pm 04/10/11
Whereas it's pretty clear from Steve's impressions that Rage is fundamentally a very different game to both of those and its strengths lie in completely different areas -- particular appealing to me are the tech with awesome performance for its visuals and extremely tight controller to screen latency and the tactile combat and impressive AI.
Really looking forward to getting sunk into it myself and even more hoping that in tandem to Doom 4, they're already working on a new esport-centric Quake game built on the same tech.
Posted 04:18pm 04/10/11
Posted 04:29pm 04/10/11
Woot!
Posted 04:39pm 04/10/11
Posted 04:57pm 04/10/11
last edited by DM at 16:57:55 04/Oct/11
Posted 05:16pm 04/10/11
Posted 05:55pm 04/10/11
Posted 06:07pm 04/10/11
Was going to buy from Intkeys but there was something on there that worried me on the last step before payment "this key is region locked to eastern europe. you will need a VPN to activate it... or you can GIVE US YOUR STEAM INFO and we'll do it for you" to which my reaction was, get f***ed.
this means it was a russian cd key. it is not known whether or not the game is region locked yet. until release. if the game is not region locked then this key will be fine. if it is region locked then u just need to change your vpn through steam to activate the game and then switch back to your vpn to download the game. staying on the russian vpn will cause a very slow and agonising dl and a 25gig not a good idea... all this does is trick your steam into thinking your from russia so u can activate then once its activated its locketd to your acount. i also have details on how to do this if you would like? just PM me
Posted 06:22pm 04/10/11
Posted 06:32pm 04/10/11
Thanks to these stores I havn't pirated a game in a long ass time. No problem paying $35 - 45 a game.
EDIT -
From where? The game isn't even out yet lol
last edited by DM at 18:32:01 04/Oct/11
Posted 06:34pm 04/10/11
It's out in the US. You can even check the Steam forums if you want.
Posted 06:38pm 04/10/11
Posted 06:41pm 04/10/11
Posted 06:46pm 04/10/11
Only thing that really worries me about this game is the fact that it auto-scales your graphical options on it's own to make sure you get 60fps. There are no manual settings besides gamma, brightness and I think AA on or off. That seems rather... Odd that ID of all people would flat out ignore the PC market like this.
Posted 06:49pm 04/10/11
Posted 06:57pm 04/10/11
Posted 07:07pm 04/10/11
Posted 07:24pm 04/10/11
Steve, your review reads pretty negatively until the last paragraph then you give the game a 9.0 was a tad confused by this.
After reading the review I started to consider if pre-ordering this title was a bad move... but then your score made me think I did make the right decision. The pro's seemed valid yet the con's came across as quite trivial. Then I put more thought into them and got confused about my purchase again.
Ignoring that, I appreciate the honest in it's flaws.
Posted 07:43pm 04/10/11
Purely circumstantial but Ive seen a couple people posting console dumps which show the game detecting their hardware as 0mb ram and a 3mhz cpu. An interview with tim willits implied that the game will have limited graphics customisation because the engine automatically scales with hardware to provide the user with the highest graphics possible while still running as close to the target 60fps as possible.
If that is accurate then its possible that a bug is causing incorrect hardware detection and the engine is actually working as its meant to. Which could mean a quick fix. Game has only been out for a couple hours so fingers crossed.
Posted 07:55pm 04/10/11
When in doubt however blame consoles since all these epic games that come out today need to look just as good but also run on hardware which is 6 years old, quite ancient in PC terms.
Posted 07:56pm 04/10/11
I have a screenshot of BF3 for example with running older than 185 drivers:
Posted 08:03pm 04/10/11
Stop being such a bunch of twits and just play the game and enjoy it.
Posted 08:04pm 04/10/11
They are one of the dodgiest cdkey sites out there and are known to be deceptive. I'd highly recommend buying from elsewhere.
Many of the cdkey sites say that (even the good ones), so I wouldn't worry about the offer - just don't do it and instead just get the VPN software yourself.
Posted 08:05pm 04/10/11
Posted 08:08pm 04/10/11
Posted 08:14pm 04/10/11
Deus Ex:HR is 89 on meta and gamerankings btw. That's because it is a real game and not an id game.
Posted 08:19pm 04/10/11
I have purchased a few things from there before and they have always been reliable for myself (though I know of a friend who got a bad key once, but they fixed it up for him in a timely fashion (i just assume this happens everywhere)
Posted 08:27pm 04/10/11
Posted 09:07pm 04/10/11
Posted 09:12pm 04/10/11
Posted 09:23pm 04/10/11
Posted 09:29pm 04/10/11
Posted 09:37pm 04/10/11
Posted 09:39pm 04/10/11
I will wait for the PC ones.
Posted 09:44pm 04/10/11
Posted 09:47pm 04/10/11
Posted 10:02pm 04/10/11
New esport-centric Quake game? There's no news of this around..
Posted 10:04pm 04/10/11
Posted 10:32pm 04/10/11
Posted 10:46pm 04/10/11
Posted 11:06pm 04/10/11
and I quote from the Ars technica site
Right-o most nights I might get home at like 6pm and play till about midnight maybe with a couple of hours break.
I'm not going to listen to some guy who wrote about what he did after two nights after work.
I quote to counter ArsTechnica
Righty-O then.
There's a lot of similarities though in the basic points they complain and promote though, except while arstechnica said the racing was fun obviously ausgamers said it was rubberbandy, which kind of can still be fun i guess but that kind of racing bothers me. Good advice then to just enjoy it for what it is.
I can't say personally where I stand but it's fun to see different reviews and ponder why they are different.
Posted 12:27am 05/10/11
it's not like it will have very repetitive gameplay, dated graphics, restricted movement especially while firing, no (or pointless) mulitplayer, just because it's designed for inbreeders and their auto-aiming analog sticks. That's just ridiculous.
Posted 12:39am 05/10/11
Posted 12:46am 05/10/11
Granted, he should have probably played more before reviewing it, but if the game hasn't improved for him after 9 hours, then thats all I really need to know. Its like Final Fantasy 13 and the "Oh but it gets good after you're about 15 hours in" argument, thats just bulls***, why can't it be good from the start then.
I don't really have time for games that take time to get good or take perseverance, when theres so many good games out there that are instantly good out the box and I already have so little time to play them as it is. I mean (at least in my opinion), a good game should just be good. It shouldn't be good after you've played it for a few hours, and it shouldn't be good with a bunch of caveats and conditions attached, it should just be good.
Posted 12:55am 05/10/11
When isnt a new release buggy on PC lately. Thats one of the biggest reasons i dont buy immediately. I wait for patches and sales instead of jumping on the pre-purchase band wagon and getting stuck with some lame half working console port.
I agree. I think that reviewers really should finish a game thats say less than 10hrs or for massive games, give it a really good go before reviewing. Something like 9 hours is nothing for epic games like total war or civ5 played on the long game mode while for COD that would be like 2 or 3 play throughs. Still, i dont even sit through a game for more than 30mins if it doesnt grab me. I just RQ and go back to my beloved HON.
And i read about the auto graphics option on page 1 and immediately had terrible memories of GTA 4 as somebody mentioned. F*** that. Leave auto options to the console noobs. Let me f*** with the settings how i want. Shadows? No. AA? No. Wide ass FOV? Hell Yeah!
Posted 12:56am 05/10/11
Posted 01:04am 05/10/11
lol. That was nearly me. Those goddam f*****g ants. Biggest mistake i made was trying to finish that quest when i had no ammo and just a baseball bat. Surprisingly though i didnt rage and instead buckled down and somehow got out of there alive then went on to get bored about 20hrs later once i got sick of no ironsights aiming. So i started a new game with mods and loved the ironsights before about 20hrs of different quests and i got sick of the super shaky ironsights aiming. Now i want to start again without mods and persevere with the vanilla game.
I really cant think of any games that start slow (apart from fallout 3 but at least the start is interesting and intriguing) but i can think of tonnes that start good and get s*** within an hour or 2. F*****g Brink, Homefront etc.
Posted 01:06am 05/10/11
And yes, I gave up after the Temple of Trials also.
Posted 01:12am 05/10/11
hahahah. lol. I remember seeing the box for Fallout 2 on the shelf back in the day with that metal face on the front. One of the many games i wanted but never got because of my terrible pocket money pay.
Posted 10:51am 05/10/11
cod doesn't even last 9 hrs
Posted 05:12pm 06/10/11
last edited by trog at 17:12:01 06/Oct/11
Posted 12:16pm 05/10/11
Posted 05:12pm 06/10/11
last edited by trog at 17:12:16 06/Oct/11
Posted 12:34pm 05/10/11
Ahh the Temple of Trials. Such a pain in the arse.
Posted 01:57pm 05/10/11
Posted 02:09pm 05/10/11
Posted 02:26pm 05/10/11
Posted 02:44pm 05/10/11
EDIT - Also LOL at this
Posted 03:57pm 05/10/11
Posted 04:12pm 05/10/11
i rekn i'll get rage to play but might wait a while n see how it all pans out.
Posted 04:41pm 05/10/11
Posted 04:42pm 05/10/11
Posted 04:51pm 05/10/11
set steam downloads to that location
close steam
log into vpn
open steam
game unlocks
put steam in offline mode
profit
Posted 06:47pm 05/10/11
Posted 06:50pm 05/10/11
Posted 07:30pm 05/10/11
Posted 08:06pm 05/10/11
LOL - ATI users vs Nvidia users i rekon
Posted 08:42pm 05/10/11
screenshots
http://postimage.org/image/203fdu8dg/
http://postimage.org/image/24o5uoais/
Posted 09:30pm 05/10/11
Posted 09:34pm 05/10/11
Posted 09:40pm 05/10/11
I mean, think about it. At the moment, textures make up for around 20GB of the game data. If you wanted to, say, double the resolution that goes up to around 40GB.
Posted 09:41pm 05/10/11
Posted 09:42pm 05/10/11
Posted 11:20pm 05/10/11
If you're doubling in two dimensions that'll make it 80GB, not 40GB ...
Posted 11:33pm 05/10/11
Posted 09:15am 06/10/11
true.dat, though since it's all compressed it would probably end up being less than that.
Posted 09:24am 06/10/11
I quoted the expected compressed size (80GB), given we're talking about 20GB of already-compressed textures.
Not sure why you think extra data = must be able to compress better ... that extra data is extra detail, and if you perform lossy compression then you're steering back towards the detail of the original (smaller) textures.
last edited by parabol at 09:24:50 06/Oct/11
Posted 09:42am 06/10/11
Posted 10:25am 06/10/11
*facepalm*
You quoted the game's textures would be roughly 20GB, so:
Say the original textures are 40GB, with say lossy compression of 50% = 20GB (which is what's released).
Double-res textures are 40GB*4 = 160GB, with lossy compression of 50% = 80GB.
Your argument is that the 160GB of textures should somehow compress to less than 80GB, which I'm stating is false based on fundamental image-processing principles.
Posted 10:25am 06/10/11
Posted 10:31am 06/10/11
Posted 10:40am 06/10/11
Its fine to be wrong ... and it makes your actual point about the tradeoff between texture quality and non-repeating textures more valid, not less.
Posted 12:30pm 06/10/11
It's an hour total of various clips. The dude's live commentary is quite entertaining.
Posted 12:44pm 06/10/11
So many times i've been tracking them with a shotgun only to have them dart out of the way as I shot or begin to circle strafe me. Mutant Bash was a real challenge I must say when you have to kill around 50 of them give or take. Really enjoying this game bugs aside.
EDIT - This is the worst part of the game though. Textures. I'm not sure if the engine is broken and not streaming the highest quality ones to me or not but this...
Bigger version here
Is not really acceptable in 2011 with the amount of power our computers have and for a game that is 25gb.
last edited by DM at 12:44:44 06/Oct/11
Posted 01:40pm 06/10/11
Posted 04:08pm 06/10/11
http://www.geforce.com/News/articles/how-to-unlock-rages-high-resolution-textures-with-a-few-simple-tweaks
Shows you how to get over the forced lower quality textures and use the good higher quality ones.
Posted 04:13pm 06/10/11
Posted 04:14pm 06/10/11
Posted 04:22pm 06/10/11
Posted 04:26pm 06/10/11
I mean having to go in and change s*** just to get the promised textures is a bit s*** imo
Posted 04:28pm 06/10/11
Posted 04:37pm 06/10/11
Posted 04:37pm 06/10/11
I am using a custom config right now with some of those link's lines put in so i'll go back to that same spot and take another photo showing before and after.
Posted 04:39pm 06/10/11
Posted 04:39pm 06/10/11
Posted 04:41pm 06/10/11
Then remember how dumb you are for hatin' on this game. F*****s
Posted 04:43pm 06/10/11
That's because the engine is designed to give you 60 frames whether you want that many or not and damn be the visuals. Auto detect for the win?
Posted 05:09pm 06/10/11
http://www.geforce.com/Active/en_US/shared/images/articles/ragetexturetweak/RageComparison-Animated.gif
couldn't get image tag to work, just drag and drop
Posted 05:12pm 06/10/11
Posted 05:53pm 06/10/11
This is it after tweaking. High quality textures my fat arse. If I hadn't told you, you couldn't tell the difference between the 2 pictures.
Posted 05:55pm 06/10/11
Posted 06:31pm 06/10/11
Still It cant be as bad as black ops was when it was released..... Meh
Posted 06:36pm 06/10/11
Posted 06:43pm 06/10/11
Posted 06:52pm 06/10/11
Posted 07:02pm 06/10/11
Sorry, I just don't buy it.
Posted 07:36pm 06/10/11
Posted 07:54pm 06/10/11
Posted 08:09pm 06/10/11
Posted 08:25pm 06/10/11
Running on id tech 5
Posted 08:28pm 06/10/11
Posted 08:34pm 06/10/11
Posted 08:40pm 06/10/11
Asus GTX590 3G PCI Express
Internet Price: $918.00
:\
Posted 09:01pm 06/10/11
Posted 09:10pm 06/10/11
Posted 09:26pm 06/10/11
Posted 09:34pm 06/10/11
Posted 09:45pm 06/10/11
Posted 09:48pm 06/10/11
seems like some things are textured well, some aren't from where I sit (which is having not played the game at all)
Posted 10:28pm 06/10/11
Please start making a big point of regionalised pricing in your review.
Perhaps even refusing to score them.
Posted 11:12pm 06/10/11
Posted 11:14pm 06/10/11
Posted 11:28pm 06/10/11
Yeah I've had all sorts of ati, nvidia, intel and voodoo cards and have never had a prob
Posted 12:45am 07/10/11
Really? Cos the textures on the wall to the left and on the ground nearest the camera look pretty awful.
Posted 01:33am 07/10/11
Had the following problems from the outset,
- Game refuses to launch on main monitor and will always run on monitor #1, regardless as to whether it's set as main
- Mouse interaction in the main menu seems ok when I first ran the application, but once in a game it pretty much lags around like a drunken cs player when in any sort of interface
- Windowed mode just flat out breaks the mouse, refuses to accept any clicks inside the game or the system, like it somehow captures and discards clicks regardless of where they are
- The harped on texture pop-in is just horribly distracting and coming from other shooters the "movement" of the textures popping in after just killed it for me, can only ignore it so long
Bottom line - maybe has potential, plagued by release problems, regret buying this upfront and I'll not bother playing for another few months until the game comes out of beta-release.
Posted 10:23am 07/10/11
Posted 01:41pm 07/10/11
Posted 07:37pm 07/10/11
Downloading the game content as we speak ...
Posted 07:47pm 07/10/11
I'm ATI and got the texture popping s*** so did this:
Fix for the texture problems.
1.Create a Rage shortcut with the following launch parameters:
+cvaradd g_fov 12 +com_allowconsole 1 +com_skipIntroVideo 1 +image_anisotropy 16 +image_usecompression 0 +g_showplayershadow 1 +m_smooth 0
2.Create a file called rageconfig.cfg in Rage/base/ and put the following commands in there:
vt_pageimagesizeuniquediffuseonly2 8192
vt_pageimagesizeuniquediffuseonly 8192
vt_pageimagesizeunique 8192
vt_pageimagesizevmtr 8192
3. Go to CUsers\UserName\AppData\Local\ and create a folder called "id software" (without "). Then create a folder called "rage" (without ") inside that folder.
4. Run game and play.
worked a treat, not sure if I like this game yet, will play more and report
Posted 09:05pm 07/10/11
Im finding the game to be awesome. I think the engine is fantastic and it's a shame a couple of bugs have ruined it for some people.
Hopefully id sort that s*** out quick smart so people can start enjoying it.
Posted 09:22pm 07/10/11
Posted 09:25pm 07/10/11
Posted 09:27pm 07/10/11
Posted 09:32pm 07/10/11
Not impressed at all, why cant they make this game feel like Quake3. Massive Fail +++
Posted 09:45pm 07/10/11
Posted 10:07pm 07/10/11
because it's not q3
Posted 12:28am 08/10/11
Because the game studios hate students?
Posted 01:54am 08/10/11
http://postimage.org/image/cegq37ac/
http://postimage.org/image/ceidmjs4/
http://postimage.org/image/cek15w9w/
http://postimage.org/image/celop8ro/
http://postimage.org/image/cenc8l9g/
Posted 10:07am 08/10/11
Looks good until you notice the top left hand side of the picture. Is that a 4x4 pixel texture map?
Posted 10:12am 08/10/11
Posted 12:16pm 08/10/11
Also I wanted to go to the ghost hideout so did the bandit postal run to earn some cash on the way, except when you finish the postal run it takes you back to wellsprings.
Posted 12:18pm 08/10/11
that's where the quake easter egg is
Posted 01:06pm 08/10/11
...really enjoying this one so far!
Posted 02:06pm 08/10/11
As long as you play it like its linear, only going to locations when you have a quest directing you there, you wont miss anything and youll enjoy the experiance more because exploration is essentially pointless. (mission levels should be scoured ocd style for epic trash and hubs should be fully explored to get all the quests and upgrades plus the racing can be pretty fun in short bursts)
All the missed opportunities or linearity makes me think what fallout 3 could have been if id had made it on this engine. Even better than that, if the game is successful and id stay on this new path, maybe rage 2 will be the game bethsoft wishes they could make but cant because they suck s*** at animation and fun visceral combat.
Posted 02:20pm 08/10/11
Rage Graphics Suck on PC
Posted 02:49pm 08/10/11
* Firstly Steam is like "your driver version X.Y is out of date, please update", even though I updated 2 days ago, so I follow its link and it takes me to the exact same driver I have installed.
* Unskippable logos .. in an id game, wtf? (yes I know there's a workaround)
* Unskippable intro cutscene?
* Intro cutscene has extremely distorted/clipped audio.
* Graphical glitches in the menu
* Texture popping in the -tiny- level 1 start room on an nvidia card
* Menu buttons only work if you click on the text, which is much smaller than the button itself.
* In-game: "look up", "look down", "Keep inverse mouse settings?" - I click yes and then it pauses the game for 5 seconds, asking me not to turn off my PC - as if I was JUST about to hit the power button or pull the power cord otherwise. WTF guys! And why should it take 5 seconds to write a tiny config file of that one setting ... in the first 10 seconds of the game.
* I go outside and it looks like a combination of high-res PC and super-low-res console textures (even with the fixes applied) - what a f*****g mess!
Rage makes me rage, but luckily I spent less than $30 on it. WTB patch ...
last edited by parabol at 14:49:15 08/Oct/11
Posted 02:52pm 08/10/11
Posted 03:01pm 08/10/11
And when I finish a mission I'd like it to leave me where I finish it, not return me back to the start when I'm about to go all that way again.
Posted 03:07pm 08/10/11
What other developers? Bethesda and .. id? The engine is not being licensed to anyone that isn't published by Bethesda.
http://www.rockpapershotgun.com/2010/08/12/id-not-licensing-id-tech-5/
Posted 03:17pm 08/10/11
Its because on console, its a requirement of certifcation that you display those sorts of messages when you're autosaving, you'll notice all console games have some kind "Please do not turn off the console while saving" message. So I'm guessing they just changed the text to be don't turn off your computer instead of console for the PC version.
Posted 03:25pm 08/10/11
Yes I'm aware of what's done on consoles with game data being saved on potentially slow flash media along with the console having to support being switched off suddenly without corrupting anything.
However in my opinion this sort of game interruption has no place in a PC game, given you're not meant to turn off a PC suddenly, and the saved-game media is usually a regular fast hard-drive - not potentially a 500kB/s yum-cha USB stick that someone has plugged in ...
It's often the little things (which are repeated many times throughout the game) that have a large impact on the end-user experience.
Posted 04:51pm 08/10/11
What.... How un id... !
Posted 05:34pm 08/10/11
the textures will never be as sharp as other games because its not what megatextures are good at. (at least, not for console release games) Apparently the compressed size for the high res textures is something like 80gigs and requires 3gigs vram... so its possible but not very efficient.
the engine is PERFECTLY suited to racing games and flight sims... the textures all look really nicely detailed as long as you dont get too close :P
Posted 05:38pm 08/10/11
When you do the mutant tv arena thing, make sure you have lot's of ammo.
Posted 05:41pm 08/10/11
Settle petal, id have always made engines to sell, in fact i dare say most of there fortune has come from just that...
It's a shame but crytek is on the market as is unreal alot of studio's are coming up with there own engines in house these days so I guess its not too surprising.
I agree though, the engine would be perfect for racing games and flight sims, but given the studio that owns it i highly doubt will see either of those 2 types of games on this engine.
Posted 05:42pm 08/10/11
Posted 06:02pm 08/10/11
Posted 07:48pm 08/10/11
They are using a completely different engine I think. Don't quote me on that, could be wrong.
Posted 09:10pm 08/10/11
Edit: Also so many invisible walls in Rage is makeing me Rage. I want to jump on random rock or piece of geometry and I should be able to. It would allow for a little bit better game play.
Posted 09:22pm 08/10/11
but the sexy environments and the classic id fps feel are making it fun for me so far
Posted 09:36pm 08/10/11
Only other games planed for id tech 5 at this stage are prey 2 (citation needed) and doom 4. I don't know if that's a good or a bad thing.
Posted 12:10am 09/10/11
Posted 12:17am 09/10/11
and there is no way that skyrim is a brand new engine, there are too many artifacts from gamebryo evident in the videos to be wholly new... it has obviously been heavily modified though.
Posted 03:35pm 09/10/11
FFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Posted 05:25pm 09/10/11
Posted 06:50pm 09/10/11
Posted 10:57am 25/10/11