RAGE
Skyrim 610x347


Blink over to GamersGate and you'll find a selection of Bethesda published and developed games, their prices magicked in half for this weekend by Baargan'an, Daedric lord of cheap stuff. From there you can... er... damn. I was going to crudely shoehorn in a Rage reference, but I can remember almost nothing about that game. Oh, it had John Goodman in it. Maybe there's something there?

Highlights include Dishonored and Skyrim at £7.49 each, and Fallout: New Vegas Ultimate Edition (the one with the added DLC bits) for £7.48.

Strangely, even the earlier non-Steamworks parts of their discounted catalogue, like Morrowind and Oblivion, require a Steam account to activate. It's unlikely to be a big deal for most, but it's worth bearing in mind if you don't want Rogue Warrior to Sulley your account.

"Sulley," get it? Because that was John Goodman's character in Monsters, Inc? Honestly, I don't know why I bother.

Head here for the full sale list.

Thanks, Joystiq.
DOOM 3 Resurrection of Evil
Doom 4 Hell


Doom 4 will eventually emerge from development hell, but exactly when is still uncertain. Bethesda Vice President of Marketing and Public Relations Pete Hines tells Kotaku that id's Doom 4 team has started over on a "new version" of the game after being unhappy with the initial quality of the game.

"An earlier version of Doom 4 didn't exhibit the quality and excitement that id and Bethesda intend to deliver and that Doom fans worldwide expect,” Hines explains. “As a result, id refocused its efforts on a new version of Doom 4 that promises to meet the very high expectations everyone has for this game and this franchise. When we’re ready to talk about the Doom 4 id is making, we will let folks know.”

A couple years ago, rumors swirled of an "indefinite" delay to Doom 4 over the tepid response to Rage's release, though Hines called the reports "bollocks" during that time. Hopefully id has settled on its final design direction for Doom 4's makeover. And hey, if it needs help, we've got plenty of ideas.
RAGE - contact@rockpapershotgun.com (Alec Meer)

The now Zenimax/Bethesda-owned id have been eerily quiet since Rage met a mixed reception and underwhelming sales. I quite liked it, non-ending aside – it might have nothing on BioShock Infinite’s visual majesty, but the people-filled non-combat hubs between its more tunnelish combat were more convincingly alive than Columbia’s Auton population. In any case, Rage wasn’t the combeback Carmack and co needed, leaving us hoping that the in theory forthcoming Doom 4 would be. Half a decade on, there’s neither hide nor hair of it to be seen, and alleged sources close to the project have told Kotaku why that could be. Clearly there’s something in it, as it prompted Bethesda’s Pete Hines to acknowledge that id had indeed switched to making “a new version” of Doom 4 after an earlier one “did not exhibit the quality and excitement that Id and Bethesda intend to deliver.” (more…)

RAGE
Rage QC


Things guaranteed to happen each year: incrementally improved new versions of popular products, at least one earnestly predicted end of the world scenario, and QuakeCon, id Software's mega-LAN party/PC gaming celebration. This year the BYOC event will be held August 1st - 4th at its regular stomping ground, the Hilton Anatole Hotel in Dallas, Texas.

Don't fancy lugging your rig across the country/world? Not to worry, Bethesda will also be showing off some of their upcoming titles for the first time in public. Chances are that means Elder Scrolls Online, but I've also got my fingers crossed for a possible Prey 2 revival.

As with previous years, attendance is free. The hotel is also offering a deal on rooms, details of which are available at the QuakeCon site.
BioShock Infinite
Face_Off_crysis


In this week's debate, Evan argues that Crysis 3 is the best-looking game in gaming, while Tyler isn't wooed by its tessellated vegetation and volumetric fog shadows. It's undeniably impressive tech, but does Crytek still wear the graphics crown?

We assault, parry, and counter-parry on behalf of both sides in the debate below. Make your own case in the comments, and jump to the next page for opinions from the community. Evan, you've got the floor:

The Debate

Evan: C’mon, Tyler, have you seen Crysis 3? Go ahead, look at it. I’ll wait here.



Tyler: Oh, I've seen it. CryEngine is technically fantastic. Just like Thomas Kinkade was a technically skilled painter. But do I like his paintings? Not at all. Now Evan, I know you've seen BioShock Infinite. If Crysis 3 is a Kinkade, BioShock Infinite is a Norman Rockwell.

Evan: BioShock is beautiful, and I’ve talked with Irrational a bunch about what they’re doing to make the game look as good as it can on PC. Infinite’s art direction is inspiring, but I don’t think its fidelity and effects approach Crytek’s stuff, to be honest.

Man, we sound like a stereotype of teen girls, don’t we? “Oh my god Tyler, Orlando Bloom is so much cuter than Ryan Gosling, I don’t even know you anymore.”

Which would be a better date, Crysis or BioShock?

Tyler: Psh, Gosling is way cuter, but I see your point. If not technical quality, we're arguing a subjective preference for one style or another. But we can still argue it. Art criticism is valid, and if it isn't, my doodles are just as special as Crysis 3’s art direction, because that’s just my opinion.

Evan: We have to consider both sides, though. Crysis is totally concerned with maximum performance, and that theme extends to the technology that drives the art as well as the art itself. Beauty is in the eye of the beholder and all, but Crysis also wins from a quantitative standpoint. The gun models are carefully animated, but they’re piled with polygons. Wall textures in obscure corners of levels are given an unusual amount of care, but they look higher-resolution than any other game. In terms of raw texture quality and the 3D and 2D assets Crytek puts into the game, it’s evident that Crysis 3 is the prettiest thing on PC. Even the damn grass is innovative.

Tyler: I see we've hit the semantics hurdle already. It's hard to avoid in debates like this, but let's try to leap over it. “Prettiest” can mean a lot of things. I’m not taking it to mean “great anti-aliasing” or “look at all that grass!” To me, it could mean Limbo’s black and white film reel or Mirror’s Edge's stark playgrounds. Can you argue for Crysis 3 on those grounds?

Evan: Sure, but as PC gamers we’re interested in what our handmade machines can do. If someone asked you “I just built a PC. What game will really show me what my hardware can do?” would you recommend Limbo over Crysis 3?

Tyler: Alright, maybe not, but if you want to go technical, mods make Skyrim and GTA IV way more fun to look at than Crysis 3's rusted metal and overgrown foliage. iCEnhancer is insane.



Evan: iCEnhancer is a terrific mod. It’s a great demonstration of what’s possible on PC. And I don’t want to shrug off the effort it took to make it, but it isn't a comprehensive approach to creating something visual and interactive. It’s CG for the sake of CG. It’s novelty, to some extent, like the Star Wars special editions. Great visual design originates from an artistic vision and having the technology to convey that vision. Crysis has both sides of that.

Tyler: So you agree it’s not just about cranking up the polycount, but I disagree that Crysis nails the vision side of things. If I were going on vacation, I’d much rather book a tour through Skyrim’s snowy peaks and shimmering lakes.

Evan: Yeah, it’s obviously not all about stuff like polycount, but if we’re comparing two 3D, first-person games, the technical quality of assets matters. It’s the reason Skyrim’s characters appear slightly flat to me—they feel like inexpressive NPCs, and Psycho feels like a virtual person.

Skyrim's Mr. Corn Cob Horns

Crysis 3's Psycho

Tyler: Your counter-argument is vanilla Skyrim, but I'll go with it anyway. Yeah, it's got some blurry bits, but a trip to New Zealand with my glasses off is still better than visiting a movie set with 20/20 vision.

Skyrim is so full of character and variety. It's got this unique sense of scale, where mountains somehow feel like huge miniatures. It's got- well, I could go on, but instead I'll just show you my tribute to it:



Crysis 3 just doesn't do that to me—It's got some lovely swaying grass, but for all that foliage it doesn't feel alive.

Evan: Skyrim is pretty, but not nearly as impressive. I guess I judge visual experiences more on how intensely (and how often) they produce that feeling of “I can’t believe this is coming out of my PC.” Or “I can’t believe this isn't pre-rendered.” Those moments that raise the bar in my mind of what computers can do. Crysis does that more than any other game for me.

Tyler: Does it? Crysis 1 got us so used to holding the series up as the benchmark for PC power that it’s become our default, but it’s not 2008 anymore. Have you seen Witcher 2 with ubersampling? It’s called “ubersampling,” man, how could we ignore it? And don't forget about RAGE. We didn't totally love the game, but damn it looks good.

Sorry buddy, id is still the tech leader. Since you like comparing characters:

A passive gaze in RAGE.

Evan: Two bandanas? CryEngine can only render one; I am defeated.

But yeah, I actually had forgotten about RAGE. It speaks to id’s technical strengths that they can take a brown setting and make it look that beautiful. I’d be willing to say that RAGE’s acrobatic mutants are better-animated than Crysis’ bad guys. But I’d rather be in Crysis’ sunny, overgrown jungle than RAGE’s bright, barren desert.

Psycho in his debut role on Are You Afraid of the Dark?

Tyler: No fair choosing such delightfully dramatic lighting.

Evan: I just like the idea of Psycho telling me a ghost story behind that flashlight.

Tyler: It'd probably be way better than some silly story about slapping a “Nanodome” over New York. Forget about people faces, there’s something really special about RAGE's rock faces. Look at them for a while, and you realize that they haven’t had a tiled texture slapped on like, say, almost every other 3D game before RAGE. The whole surface has been hand painted with virtual texturing. Yeah, that’s something John Carmack invented. Have fun with your dumb non-virtual textures.

I asked id’s Tim Willits to help explain, and he said something that's hard to argue: “Michelangelo could not have painted the Sistine Chapel using procedurally generated textures.” Hear that? id Tech 5 would totally be Michelangelo’s preferred engine if he were alive today. Alright, maybe that's not exactly what he was saying, but it makes the point: an engine that removes limitations from the artist enables better art.



Evan: Virtual texturing is an exciting technique, and I’d love to see it used and iterated on more. But innovations in how flat, static surfaces are rendered don’t excite me as much as the improvements Crysis 3 made to lighting, animated vegetation, and character tessellation. The game has more moving parts, and they all feel authentic. Here’s a trailer that pans through some of the improvements:



Tyler: Alright, so that’s some stunning simulation. I especially like the “dynamic water volume caustics.” Still, I think you might have something else to say about “flat, static surfaces” when Arma 3 comes out. Its scale is incredible and the lighting is gorgeous, but check out that repeating ground texture. Blech! It and Crysis 3 would benefit from id’s technology and artists.



Evan: Oh, whatever. Arma 3 is a huge step forward from Arma 2, and I could even write a massive defense of Arma 2’s visual design, flawed as it is. The animations are rigid, and most of the textures look like they were picked up at a garage sale, but it’s one of the few games (with Crysis) where I go out of my way to run through grass because I love how authentically it animates.

It’s easy to be critical of all of these games. I don’t like Crysis 3’s overuse of motion blur (though some console commands can help with that). But we’re here to name a king—the best-looking game on PC. And I think Crysis’ sci-fi setting, neon weaponry, uncompromising approach to movie-like effects, and Crytek’s incredible engine represents the best-yet combination of aesthetics and technical quality.

Tyler: We'll see about that. You managed to derail my train and put it on the tech track, but now I’m re-railing it: objectively, both CryEngine and id Tech are superior to Unreal Engine 3, but BioShock Infinite is still better-looking. It’s got more style than Crysis 3 has blades of grass, and that’s where it counts. The magic isn't in the fancy shaders or even virtual texturing: it’s in the idea-havers and the art-makers.

Follow Evan, Tyler, and PC Gamer on Twitter to react to our battle prompts as they happen, and see how the community responded to this one on the next page.




@pcgamer modded or un-modded? Because I'm pretty sure you can make Skyrim look better than real life if you install enough mods.

— superkillrobot (@superkillrobot) February 20, 2013
@pcgamer technology wise? Probably. Art direction? Imagination? Notsomuch.

— Tony Heugh (@standardman) February 20, 2013
@pcgamer Definitely, no contest.

— Jake (keyboardN1nja) (@keyboardN1nja) February 20, 2013
@pcgamer For me, I gotta say Battlefield 3.

— Tribesman Gaming (@tribesman256) February 20, 2013
@pcgamer it is definitely, by far, the best unmodded game in terms of raw graphics ever. It just is. Real time caustics. 'Nuff said

— Kai Moseley (@Kibby_Cat) February 20, 2013
@pcgamer Yes, from a tech perspective. Psycho's model is IMO the most realistic looking human model in a game yet, coming from a #BF3 fan.

— Gerardo Pena (@Tobi5480) February 20, 2013
@pcgamer Crysis 3 does look fantastic, but something. about the snowstorms in Skyrim just blow me away.

— NSVG Blog (@NSVGBlog) February 20, 2013
RAGE

RAGE's Mod Tools Are Daunting, But Might Result In Awesome "New" GamesHaving been promised for an age, id Software finally made good last week on a pledge to release a modding tool kit for its ambitious, if slightly wonky 2011 shooter RAGE.


And what a set of tools it is.


If you were hoping for a friendly system full of handy tips and giant buttons, sorry. These are basically the same tools id used to build the game themselves, and carry warnings like the fact this stuff is "not be interpreted as consumer-ready", and that it's "only for the technically sophisticated and adventurous!"


Only serious modders need apply, but then, the payoffs might be worth the toil; RAGE had a ton of potential, especially in terms of its game world, that was capped only by some repetitive action and a pretty terrible ending.


In the hands of someone other than id, with the power of serious tools, who knows...we might get a game built using RAGE's bones, but better. Or not. But hey, it's a nice day outside, given the talents of modders I'm going to be optimistic!


The tools—which are 35GB in size—are available on Steam, with an intro guide below.


RAGE Tool Kit Available Today on Steam [Bethesda]


RAGE
rage tool kit


In the grand tradition of releasing a new thing for a game just as we're beginning to forget all about it, iD software have bolted the official toolkit for Rage onto Steam. You can finally build your own environments, guns, mutants, cars or whatever else. Perhaps you could swap John Goodman's character Dan Hagar for one that looks more like John Goodman, or create a mod that changes the colour palette from 'very brown' to 'less very brown' - whatever your heart desires. However, there are a couple of things to bear in mind with the download, not least the fact that it's a whopping 35+ GB in size.

There's a welcome document accompanying the toolkit, which makes clear that the kit is "provided on an 'as is' basis only for the technically sophisticated and adventurous." iD's John Carmack tweets that "The toolkit release is not something that we consider consumer friendly, but it does let you get a look inside the construction process."

To download the toolkit, head to Tools section on Steam (it's helpfully listed as Rage Tool Kit).

Thanks, Eurogamer.
Steam Community Items - contact@rockpapershotgun.com (Jim Rossignol)

Bethblog has word that the Rage tookit has arrived on Steam, along with some serious documentation to speed would-be modders on their way. Carmack has some advice, too, tweeting: “Doing significant work will require patience, because internally we use a 300 core renderfarm for megatexture creation.”

It’d be interesting to see what people could mod in using existing assets, though. If the toolkit gave enough access to get at the inventory and so on then I think there might be a true open world sandbox/economy game in there waiting to get out. But maybe not. Either way, significant work will require patience. And an enthusiasm for Rage.

RAGE
RAGE_5


While you could sum up Valve's plans for Linux compatibility as "full Steam ahead," it seems that not everyone is as sold on the OS's role in mainstream gaming. Yesterday, John Carmack questioned the wisdom of development studios working to make their games run natively in Linux. He tweeted, "Improving Wine for Linux gaming seems like a better plan than lobbying individual game developers for native ports. Why the hate?"

Carmack later expanded on his comments in a thread on Reddit's r/Linux, saying, "I don’t think that a good business case can be made for officially supporting Linux for mainstream games today."

"I wish Linux well, but the reality is that it barely makes it into my top ten priorities (Burn the heretic!); I use Linux for the flight computers at Armadillo Aerospace, but not for any regular desktop work. I was happy to hear that Rage ran in Wine, but no special effort was made to support it.

Carmack notes that Zenimax, Id's owner, doesn't publish Mac titles - instead partnering with Aspyr. "I would be stunned if they showed an interest in officially publishing and supporting a Linux title. A port could be up and running in a week or two, but there is so much work to do beyond that for official support."

And Carmack is no stranger to the Linux market. "The conventional wisdom is that native Linux games are not a good market. Id Software tested the conventional wisdom twice, with Quake Arena and Quake Live. The conventional wisdom proved correct. Arguments can be made that neither one was an optimal test case, but they were honest tries."

He argues that, despite the technical stigma, emulation is a more viable move. "Translating from D3D to OpenGL would involve more inefficiencies, but figuring out exactly what the difficulties are and making some form of “D3D interop” extension for OpenGL to smooth it out is a lot easier than making dozens of completely refactored, high performance native ports."

"Ideally, following a set of best practice guidelines could allow developers to get Linux versions with little more effort than supporting, say, Windows XP," Carmack finishes. "Properly evangelized, with Steam as a monetized distribution platform, this is a plausible path forward."
RAGE - Valve
RAGE: The Scorchers™, all new content for RAGE is Now Available on Steam!

Battle an all-new maniacal bandit clan, wreak havoc with new brutally efficient weapons and explore undiscovered areas in RAGE’s new official add-on pack, RAGE: The Scorchers™. Fight alongside new allies to thwart the Scorcher clan’s deadly plot to destroy the Wasteland.

...