Showing posts with label rage. Show all posts
Showing posts with label rage. Show all posts

Monday, March 18, 2013

Post Mortem Review: Rage



So after more than a year of playing this game a bit here and a bit there I am at last finished with Rage (PC version). This poor game...gorgeous graphics, excellent gunplay physics and some cool ideas, all tainted by a shoddily executed storyline, lame race mechanics and a half-assed effort at making the game feel a bit more "open world" in a post-Fallout 3 era of gaming.

The ending to Rage was sort of anti-climatic. If you've played it, you know what I mean. If not, here's some spoilers to be wary of. Basically, the plot of Rage in a nutshell is that you're a survivor of an apocalyptic event, hidden away in stasis inside an "ark" of which a great many containing the best of humanity were scattered around the world before a massive meteor impacted, destroying most life on the planet. Survivors exist, mostly humble wastelanders and raging mutants, a byproduct of "feltrite," a form of unobtanium dropped by the meteor on impact. After awakening you become a pawn of various friendly locals trying to use your unique talents as a armored bad ass from a bygone era to get stuff done. You are, in the finest tradition of all id games, a silent loner. Note that silent loners with no conversation options do not work for games with any meaningful amount of story-driven content anymore. I know that id's devs came out in defense of this option, I guess imagining that the player him/her self would insert their own voice, or something....but not, doesn't work anymore, time to abandon this mode of thought, especially for a Triple A title.

Somewhere around the middle of the game it is revealed, rather unexpectedly, that there is a group called the Authority which apparently has the arms, armor and resources to carve out a fascist military state and for some reason they like to subject people to their control and also don't want anyone waking up the survivors in the many arks. Before you're done with Rage you will kill a lot of these guys, as well as mutants, and eventually end up assaulting the woefully insecure Authority facility where they have the satellite data necessary to broadcast a "wake up" signal to all the Arks full of frozen survivors in the world.

Unlike other id games this one gets you to the end without a boss fight. Heavily armored but still easily taken down authority soldiers do not count. There's a quick cut scene, in which the arks get their satellite signals and then emerge from the earth, and The End.

Not quite. Presumably added with the DLC download, the game gives you a brief "you finished the main story!" message and then kicks you back to town to finish whatever else you missed en route to the end. This is accomplished in the most unsatisfactory way possible, with no evidence that your brilliant strike against the Authority, and subsequent awakening of an army of frozen survivors, amounted to much of anything, at least locally (which, locally, means the Authority's backyard, I should mention).



The game restricts you from taking violent action in designated zones where merchants and quest givers might get shot. This is a shame, because when you're at the end, and a half dozen Authority dudes are messing the town up, it would be nice to at least show up, mow them down, and liberate the population.

I lost my motive for playing at this point. Rage suffers from an interesting problem, which boils down to "it came out after all these other games which do this thing better." It drew too many comparisons both to Fallout 3, Borderlands and other shooters as well as to its own forebears, Doom and Quake.

Rage especially suffers in comparison to Fallout 3, which of course was a fantastic open-world game. Fallout 3 had a plot, sure....but its side plots were usually so involved and interesting it was possible to play for countless hours without ever setting foot down the path of the main quest. Once you did complete the main quest, assuming you had the Broken Steel expansion, Fallout 3 showed a world changed, with evidence of what you had done having a permanent effect on the world around you....hell, all of its quests do this, really.

Rage is the opposite of Fallout 3's sandbox universe, although you can tell that someone somewhere during development thought maybe they should try and structure bits of it to have the illusion of such. Rage is an on the rails shooter where you can occasionally pause for a moment on tedious and mundane side quests before getting back to the only real direction available to you: forward.

Rage also has its vehicle segments, which on a certain level are fun, if a bit trite. Anyone who gets into driving games can attest that there's lots of ways to mess them up, but very few ways to do them right. When you're modding a shooter engine to handle wasteland racing.....it's just not going to work. The best driving segments are the ones where you need to get somewhere else, and often face opposition in the process. The racing segments were simply hollow, shadowy excursions into a realm I think id ought to stay away from unless they are dedicating more time and effort to it.

Hopefully, since id is a chunk of Bethesda now, Doom IV will benefit greatly from this association in its design...or will at least not feel like some corners were ultimately cut in the story department, like Rage feels. I really got the feeling that somewhere in development there was about two or three times the volume of game and story intended, when someone came in and cut a large chunk of it, then instructed the developers to make the tattered remains work in whatever Frankensteinian fashion they could.

Anyway, if you find this one for cheap ($20 or preferably less) and like other id games you'll probably enjoy exploring Rage, just be aware its going to let you down in the end, and at numerous spots throughout. Since this is sort of a review, I'd have to give it a C-, with the caveat that the actual "shooting and fighting moments" were a solid A, dragged down by poor storytelling, faux open-world design, awkward racing moments, and an anti-climatic ending that did not leave me wanting anything more than for the game to end.

C-

Wednesday, December 19, 2012

Wednesday Blaaaaaaagaggghhhh! Rage: The Scorchers, Goblinworks Begs for your Money and more

This is one of those "filler" blogs to keep up with my personal quota, so no cool game articles, no controversial off-the-rails rants (unless it just happens, heh) and only a little bit of news. First off:



Rage gets "The Scorchers DLC

So id, now owned by Bethesda, has been quietly trying to get more DLC ready for release for Rage, a beautiful looking game with some very, very tight shooting mechanics strapped to the rotting skeleton of a Fallout 3 wannabe environment, with some "so-so kinda okay but not really" driving events tied to it. I downloaded it last night, but it essentially tacks on a new campaign and opens the game up for some modest open-world post-endgame continued gameplay. I somehow still haven't gotten to the end of this game, so I have no idea how that meshes, but the existence of this DLC smacks of Bethesdian influence on id, and also suggests that a future Doom 4 might look less like the conventional style of shooter that id has refined to the point where it is methodically by the numbers and may instead have a dash of Fallout and Skyrim mixed in. Hopefully more than a dash...either way, imagine a Doom 4 which provides for the open-world environment of Fallout....hmmm. It could be cool, but I admit, I'm suddenly having a hard time imagining Doom in an open world environment. Maybe Quake, yeah, but Doom....? Naaah.



Goblinworks Needs Your Money

The Goblinworks Kickstarter Round Two is still going and just under halfway through with less than half its goal of One Million Dollars. Lots of discussion about this on rpg. net, but I have to say, the more Ryan Dancey discusses the Pathfinder Online plan the less I care about it. I'm not a hardcore PvPer (despite what my wife's Rift guild thinks....they are constantly making me PvP on my Bahmi rogue to earn their guild quest goals) and in fact have found every conceivable description of the old days of Ultima Online or more recent games like EVE to be unpleasant, to say the least. Call me a carebear if you like, but unless hardcore PvP comes with hardcore consequences (i.e. when you die your character is permanently deleted and you are kicked from your account permanently) then we'll never have a game environment which can even come close to creating the sort of immersion and visceral sense of realism that I feel such an element could otherwise achieve. Then again, the hardcore PvP crowd that likes this sort of thing could care less for immersion, so I may be missing the point of what games like Pathfinder Online, Darkfall, EVE and others are trying to achieve, anyway. Which still makes me "not a part of their target demographic" despite the fact that I would love to play a Pathfinder MMO that...you know...actually felt like Pathfinder the RPG that I've enjoyed for a few years now. But what I play at the table bears not even a glimmer of similarity to what Ryan Dancey is describing in his discussion of this game.

Either way, the current MMO kickstarter keeps heaping the promise of book content for money. It seems that motivation and interest in the MMO alone is not enough to motivate donations. Still, it is about halfway there...almost...and has several weeks to go.

Resident evil 6 Campaign #2 Update

I'm playing through the Chris Redfield campaign now, and making good progress since I set the game to "casual" mode. The description of casual mode is basically, "You just want to enjoy the ride." The game suddenly got fantastically more fun and engaging without the stress. I am now remorseful that I didn't play the Leon Kennedy campaign on casual mode, because I suspect my aggravation with it would have been considerably less. Anyway, a proper review of the second campaign soon!

As an aside, RE 6 for the PC is slated for March 22nd next year. As an aside, the earlier RE game from this year, Resident Evil: Operation Raccoon City, recently got its DLC released for PC as well, and has been showing up discounted in various areas. Despite assertions by some that it wasn't that great (expectations will influence this view) I found the game to be quite enjoyable. Then again, I rather liked the idea of playing as a squad of Umbrella mercenary black ops agents, and also expected the game to be exactly what it was: a co-op themed riff off of the Left 4 Dead subgenre. As a result, I've actually enjoyed RE:ORC more for its game play than RE6, because RE:ORC at least handles third-person action smoothly (and better on PC, I should note) than RE6 does (at least until I flipped the casual switch on).



Okay, enough ranting for Wednesday!

Thursday, August 4, 2011

Rage

Okay, I think I am officially stoked for this game. It looks good enough that it might just replace Fallout 3 and Fallout New Vegas as my two favorite CRPGs....


I may preorder it. It's due out October 4th, and the missus also wants a copy. That gives us roughly a month to enjoy it before B Day!