Briareos H on 14/10/2011 at 09:03
I'm glad that you feel that way, because you will enjoy the game for a longer time than if you see it as a regular FPS.
Personally, even though I do feel like the vehicular sections are akin to a filler mini-game, I also do usually enjoy them. I simply have a hard time convincing myself that those are as much part of the game experience as shooting, rather than being just pleasant distractions.
There was also a part where I found them annoying: there's some kind of vehicle combat arena between Wellspring and Kvasir's lab where bandits respawn every single time, every time more numerous and powerful. As you're supposed to go back and forth between the two quest locations many times, this got tiring quick.
Sulphur on 14/10/2011 at 10:14
Quote Posted by Briareos H
That's not my experience with RAGE at all. Have you played it?
The driving is most certainly not "tight" and is filler at best.
Nope, just going from what I've heard from other people. So there's more driving than shooting, huh?
mothra on 14/10/2011 at 16:31
there is as much driving as you want. you can completely ignore the driving except for 2 missions and avoid any bandit car using boost, they just turn around if you leave a certain area. you have to drive to a certain location to start the shooting but that is it. there are enough missions in and near towns you do not have to take a car with you. that being said, I love the driving. It is trackmania meets flatout on easier terrain. and there is much more shooting than driving imo.
wonderfield on 14/10/2011 at 16:37
Quote Posted by Volitions Advocate
But at the end of it all it makes me wonder what the level designers and writers and the rest of the design team did for 6 years, in regards to DESIGN, while Carmack and his team of programmers were working on TECH.
Designing environments, developing textures for those environments, stamping those environments, designing particles and scripting particle sequences, developing environmental audio, designing and developing quests, scripting quests, designing characters, modelling characters, skinning characters, animating characters, writing dialogue, overseeing dialogue recording, editing dialogue, designing and modelling vehicles, designing and modelling weapons, skinning weapons, developing weapon sound effects, designing and modelling vehicles, skinning vehicles, scripting vehicles, developing sound effects for vehicles, tweaking the vehicle physics model, designing the multiplayer component, developing miscellaneous sound effects and general game scripting.
I think that about covers all the stuff the id programming staff did not do.
Volitions Advocate on 15/10/2011 at 02:11
I know what is involved. I'm not completely naive. They did a good job of it too, but there isn't much there. Only 2 hub levels, the 2nd of which is only half as big as the first, and the story ending abruptly out of nowhere, You'd think 200 people with a grand budget and 6 years of development time could do a little bit more. I'm sure there were things that were cut and dialed back etc. for release. I am just perplexed at what was included in the game. I finished the game with no indication that i was finishing it. The final "boss" battle i was using my crappy ammo because I found it only slightly more challenging to unload twice as much ammo into the baddies, so that I could save up the good stuff for what amazingly difficult jobs I'd have to do after, there was little challenge to it, and that was on the hard difficulty. I even finished the game with quests I hadn't completed because it was a scripted event to deny me access to the person I needed to report to in order hand the quest in. The whole ending scenario is very truncated. Have you beaten it yourself? what are your thoughts?
wonderfield on 15/10/2011 at 05:36
Everyone's disappointed with the ending, and I'm no exception. It was abrupt and purposeless, only serving as a means of a segue to Rage 2. It does feel 'truncated'.
That said, it doesn't bother me too much. The game had to end, and that was as good a time to end it as any. A final boss battle would've been nice – and I find it hard to imagine that wasn't on the roadmap – but for whatever reason that isn't what we got. The rest of the game is genuinely solid though. I've had my doubts that Willits could design his way out of a paper bag, but he did reasonably well here, all things considered. If there had been maybe four to six months more development time, we probably could've seen a better ending, but we'd also be waiting that much longer to get our hands on a game already far too long in development.
I've gotten my $60 out of it, and there's still more there I've yet to chew on. It doesn't rank anywhere near Morrowind as far as bang-for-the-buck goes, but it holds up particularly well against other modern, SP-focused shooters, and even pretty well against id's past titles (you can run through Ultimate Doom in the span of about four/five hours, for instance). I find it difficult to complain about that.
Koki on 15/10/2011 at 06:35
Why is this game 18GB?
What the fuck am I playing here, the universe?
Sulphur on 15/10/2011 at 07:48
Y'know how Einstein said two things are infinite? One's the universe, and yeah, the other thing? That's your post
june gloom on 15/10/2011 at 08:07
Quote Posted by Koki
Why is this game 18GB?
What the fuck am I playing here,
the universe?
cry more dragon age origins ultimate edition is 24gb
mothra on 15/10/2011 at 08:55
before you get to your last mission some guy teases a 60foot tall monster, I was expecting that.
also: the 2nd hub feels bigger than the first to me since covers 3 floors....