RAGE



Complaints of severe texture pop-in, screen tearing and poor performance have erupted in the Rage Steam forums in the wake of its release earlier today. Players like commenter Kibayasu and Steam forumite Fusedcore have pointed us towards videos like the one above, showing some of the technical problems in action. Craig booted up Rage and experienced similar effects, including a low framerate and extremely laggy textures. Read on for a few of the fixes that fans have found so far.

A lack of vertical sync options and artefacts are a few of the other issues angering players. Those running an AMD card may benefit from installing the Rage AMD drivers, others can double check that Rage is caching correctly. Steam forum user Emox got better results after forcing v-sync and triple-buffering in his Nvidia drivers.

A few hours ago, John Carmack tweeted to say "everyone, make sure you have latest Nvidia/Ati drivers to play Rage!"

The game underneath all of the technical problems is rather good. You can read the PC Gamer verdict in our Rage review. Rich played Rage on a high end i7 machine at a review event, a common practice for big releases when the developers want to ensure that review code isn't leaked ahead of shipping date. His experience with the game was smooth: "The engine sometimes takes a few milliseconds to bring textures into focus if you spin around quickly, but the overall result is magnitudes prettier than other older-engine shooters," he says. Hopefully a post-release patch will arrive soon, bringing Rage up to scratch so we can get to the mutant shooting.
Oct 4, 2011
RAGE
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I’ve just picked up a keycard, and I’m confused. I found it in a power station, out in Rage’s wasteland. It was about a foot wide, and bright blue, and now it’s in my inventory. What the hell do I do with it? Do I sell it? I swear I’ve done this before. Does it... does it go in this bright blue door, over here?

Swoosh. The door opens.

For all its open roads and bright blue skies, for all its sweeping canyons and hub towns, Rage is still resolutely an id Software shooter. For all their pre-release bluster of expansive worlds and template departure, no one knows this better than id Software. The keycard is as much of a nod to their previous works as the Doom mug collectibles players can sell to shopkeepers, but it also feels like an acknowledgement of a design lineage: despite the apparent differences, Rage is the continuation of the corridor.




You wake from cryo-sleep as one of the world’s last super-soldiers. You’ve been put in the freezer and sent into space due both to your perceived aptitude at rebuilding societies after mini-armageddons, and your badassitude. But – as the desiccated corpses of your chums in the tubes next to you demonstrate – something went a bit wrong. It’s 106 years after the mildly explained apocalyptic Bad Thing happened, and the destroyed world has split between rival gangs of mentalist bandits, flesh-eating mutant freaks, moustache-twirlingly evil fascists, and honest folks trying to make a living. It’s this latter lot with whom you throw in your hat-made-of-guns.

These folks might peddle an image of the innocent settler, but almost everyone you meet on a polite conversational basis – as opposed to those who want to make your skin into a coat – wants you to go and eradicate swathes of humanity. Rage’s missions don’t need much explanation: you’re sent down into a pit, and once you’re in there, there’s no talking to the man-monsters that dwell within.

I followed tight paths through power plants, down sewers, and clifftop shanty towns. Doors are kept conspicuously shut, partly to dissuade the dream of deviation, but also so the same area can be rearranged and returned to as part of another, later mission. Missions aren’t ever complicated, but they are consistently well paced and imaginative – never too short, rarely too long – and spotted with the right amount of spectacle and surprise.



Rage’s post-apocalyptic wasteland regularly opens out into bowls and basins: little thunderdomes for the game’s car combat. They give players space to use their vehicles’ boost and handbrake, time to deploy rockets, machineguns and strange pulse weapons to immolate the bandits on their tail. But these sections aren’t the norm, just thicker beads on the thread connecting the game’s three hub-towns. Driving between these townships is where you work through Rage’s more typical shootery bits: murder anyone who gets in your way and never stop moving forward. And there’s absolutely nothing wrong with that.

There’s not much to distract in the wasteland, in any case. Hub towns provide missions, each of which requires Rage’s Mr Rage (not his real name, but better than his actual title of Mr Buzzcut Generosoldier) (also not his real name) to go to an allotted place and introduce bullets to the skulls of everyone who lives there. Accept a quest and you’ll be given a little marker to head for. Chug around the game’s outsidey bits without a quest and you’ll find a true wasteland: there’s little to do beyond wreck the handful of car-driving bandits who respawn every time you poke your head out of a settlement. I quickly started to reserve my jaunts outside to mission-specific journeys, only hopping in my car when the job asked me to leave town.

The jobs did that often. In a ten-hour game, I spent about an hour at the wheel, and a few more in multiplayer (the only competitive modes are vehicle battles, and two player co-op missions the only way to shoot with a friend on foot). Fortunately, Rage’s vehicles are fundamentally pleasing to drive. They feel responsive, even with the binary input of a keyboard. But better than that, they feel fast.

Page 1 of 2. Next: Driving and controls.



Each comes with a boost capability. It’s designed to give you the edge in races or let you outrun bandits, but I found a tertiary use for it while at the handlebars of the game’s first ride. Fresh out of the Ark – the game’s space-bunker equivalent of Fallout’s Vaults – I was given the keys to a little quadbike runaround. It wasn’t the most intimidating machine I’d drive in the game: by the end, I’d unlocked another three vehicles of increasing power. But while they let me shred enemies in a few salvos, they didn’t allow me to hurtle into an immovable bollard at 100mph, launch my screaming marine 30 feet through the air, smash my spine against a wall, then flit back to consciousness next to my bike as if I’d not just reduced my skeleton to slurry.

This pulse of mischievous fun beat a little weaker in later driving sections. At the wheel of the final Monarch car, I was so overpowered in comparison with my bandit peers that battles were dull dominations.

Races – organised by the bored NPCs at each hub – provide a secondary reason to drive. They don’t affect the main story directly – but success in the ranks wins you racing credits, which can be pumped into the upkeep and outfit of the car you use in the wasteland. Races fall into three types: time trial, rocket race and rocket rally. Time trials are about perfectionism, where you hit boost refill power-ups to keep yourself travelling at just sub-mach speeds. The rocket brothers are more brutal, asking players either to complete a course in first place or to pass through an ever changing series of checkpoints while three enemies pepper their car-arse with rockets. The first is too easy – just boost to get ahead on the first lap and you won’t be touched. The second is often screamingly too hard.



I played Rage in a room with other people playing Rage. Once, just after passing through the final checkpoint on my fifth attempt at a rocket rally, I looked up to see someone shooting a mutant in the face. For a second, confusion flickered in my mind. What game were they playing? That moment is the greatest compliment I can pay to Rage’s driving sections: although oddly divorced from the main game, the base mechanics behind car control are surprisingly solid for the work of a shooter studio.

And the shooting itself? It feels good: each weapon is blessed with a distinctive bark and kick. id have jettisoned the modern shooter’s neurotic arsenal restrictions, letting players carry nine weapons around on their travels, each safely secreted on a number key. Most have two or more ammunition types, their rarity roughly concomitant with either their usefulness or ridiculousness. The functional secondary ammo for the Authority machinegun, for example, simply rips through armour faster. The pistol’s third ammunition type typifies the other approach: it fires an entire eight round clip in one go, and the bullets are shaped like Pez dispensers made of human bones.

Sadly, there’s some artlessly wedged-in console crossover nonsense when it comes to controlling the shooting. Creative director Tim Willits argues that Rage plays better on a pad, and so for hot-swapping between ammo and weapon types, we sensible mouse-and-keyboardnauts are lumbered with a strange setup that forces us to assign weapons to one of four slots. Ammo can still be switched by cycling, but it adds a user-unfriendly sheen to fights, and makes precise control trickier.



That control is important. The game’s enemies are tricksy bastards, juking and jiving away from your ironsights. I’m used to my FPS opponents sprinting directly toward me, pointing at their foreheads and screaming “AIM HERE!” Rage’s mutants and bandits duck as they close on you, hop out of bullet volleys, and use walls and railings to get the purchase necessary for an attacking leap. It’s almost as if they don’t want their brains emptied onto the floor, and it’s both infuriating and admirable: the former for a millisecond as you waste the ammo, the latter for longer because scraps are kept fresh and tense. Only later in the game, as the enemies slather on thicker armour and keep their feet on the ground, do firefights descend into cover leapfrog.

But by that point, I wasn’t doing much of my own shooting anyway. Rage comes with a crafting system, fed by a mini economy. Every surface is littered with bric-a-brac to sell or use – it’s a dream game for compulsive tidiers. Recipes can be purchased for various battlefield gadgets. The humble wingstick – a razor sharp boomerang that removes heads at 20 paces – is the most useful, but I fell in love with the spiderbot. I spent the game’s anticlimactic final level letting my robo-chums do my annihilation for me, stepping into fire only when I wanted to try out the BFG rounds for my chaingun. Both approaches – dirtying your hands and standing back – feel satisfying.

Rage isn’t a complicated game. Despite what the developers might have suggested and we might have assumed, it’s still set in a corridor. Fortunately, id still make some of the finest corridors in the world.
RAGE


 
Rage is out today in the US. Here's what the first ten minutes look like. After a surprisingly beautiful opening cutscene we're told what's what by a computer and thrown out into the wasteland. It's being played on a console, which is why we can see some of those mega-textures mega-popping in. Still, it sets the scene nicely. And that is one mean lookin' revolver. It's out this Friday in Europe. Our review will be live shortly. Have you played it? What do you think so far?
RAGE



The new Rage trailer takes a trip to Jackal valley. Sadly, it's not actually inhabited by jackals. Bandits moved in, ate all the jackals and then build some impractical but awesome towers and linked them together with flimsy wooden bridges and zip lines. It is a very good place to be the only one wielding a sniper rifle. Or a crossbow that fires remote detonated mind-control rounds. Rage is out next Tuesday in the US, and Friday in Europe. Will you be picking up a copy?
RAGE


 
If you pre-order Rage your copy will be upgraded to the Anarchy edition. This adds an extra barrel to your shotgun, adds some spiked gauntlets for messier punching and adds some new armour, which doesn't seem especially valuable in an FPS, but hey, it's red and shiny. You can see all of the pre-order items in action in the trailer above. Rage is out on October 4 in the US, October 7 in Europe, and is shaping up to be a meaty, no nonsense mutant shoot with some spectacular toys.
RAGE
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Since you're reading this site, we're going to assume you're, well, a PC gamer. As such, we imagine you frequently drift into fond flashbacks to the days when big developers treated your platform of choice like royalty. Even with PC once again on the rise, random delays and glitchy ports run rampant. Meanwhile, buzzwords like "accessibility" and "wider audiences" leave the hardest of the hardcore out in the cold. If you like games that melt your graphics card and your brain, these are dark times we live in.

id Software CEO Todd Hollenshead, however, would disagree with that notion. Consoles, he says, have definitely stolen some thunder from gaming's graphical side, but - in exchange - modern games are now better than ever. Here's why:

“For us, there are some things that we do with id Tech 5 that if we were just making the game for the PC, we might make some different technical decisions. For what exactly those are, that’s a question for Carmack because I’m not a programmer,” Hollenshead said in an interview with Ripten.

“We do obviously invest a significant amount of our engineering cycles working on 360 and PS3, so if those are all devoted to the PC, then obviously there’s a tradeoff that takes place there."

What games like RAGE lose in meticulously rendered eyebrow textures, though, they make up for with, well, more. More to see, more to do, more to experience. More of everything. Hollenshead, then, doesn't even hesitate to think it's a worthwhile trade-off.

“But at the same time, there’s a give back the other way too because everything we do in the game and the scope of the game has also been like, RAGE is the deepest game we’ve ever done. And part of that is that we want to make sure we’re not just appealing to a hardcore PC audience, but also to the console audience as well," he explained.

“So as much as the consoles may take away, I think they actually give back more in terms of what we’re able to do just to build out the game.”

Bold words. But what do you think? Is Hollenshead onto something here, or do you disagree with him entirely? You might want to be sort of quiet about it, though. Based on appearances, we imagine the man follows up his morning workout with a breakfast composed of raw eggs, nails, and the hearts of his enemies.
RAGE


 
Rage won't be entirely playable in co-op, but there will be a series of missions running alongside the main story called "Legends of the Wasteland." When we spoke to id senior producer Jason Kim, he told us that "you’re doing the same mechanics you had in your first FPS combat experience, but you’re using a buddy to help you out, and the cooperative experience is telling you side-portions of the single-player campaign that you wouldn’t " Also, you get to revive your friends with some sort of electric defibrilator canister that looks scarier than some of the weapons. Rage is out in less than a month, on October 4 in the US, and October 7 in Europe.
RAGE
Rage - mutant rage
Bethesda have sketched out the Rage system requirements on the Bethblog. How will your machine react to the powerful new id Tech 5 engine, with a sigh of relief, or tears of water-cooled sorrow? In fact, if your rig needs water cooling, it'll probably run Rage just fine. See the minimum and recommended requirements below.

Minimum:

OS: Win XP SP3, Vista, Win 7
Processor: Intel Core 2 Duo or Equivalent AMD
Memory: 2GB
Hard Disk Space: 25GB
Video Card: GeForce 8800, Radeon HD 4200

 
Recommended:

OS: Win XP SP3, Vista, Win 7
Processor: Intel Core 2 Quad or Equivalent AMD
Memory: 4GB
Hard Disk Space: 25GB
Video Card: GeForce 9800 GTX, ATI Radeon HD 5550

 
Sep 5, 2011
RAGE
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Get in the buggy, it’s not safe here.” Hold on a moment, pal. I’ve just emerged from a cryotube, blinking against the ultra-bright sunlight, into a cracked world a 106 years after I was plucked from it. Let me have a look around first.

Rage starts with a strangely poignant cinematic. A voiceover assures us Earth is about to be rendered uninhabitable by a giant cocking asteroid. But it’s all right for you: as one of humanity’s best and most muscled, you’re to be put in an ‘Ark’ to hang about all frozen until the planet’s sorted itself out. A century later, then, Rage begins.

Raised from the chiller cabinet by a robotic voice, I was allowed out into the wasteland. Stepping into the glare, I was treated to id Tech 5’s version of Oblivion’s sewer exit. The wasteland is combined brown, grey and beige, but it stretches forever – the developers’ new id Tech 5 technology using some magic to keep impressive visual fidelity over vast distances. A gaming diet of Fallouts and Oblivions made me set my target at some far off point, and I started down the bluff I was stood on.



Not five seconds into the walk, I was pinned to the ground by a screaming goon. I let him say his piece – mainly “waaaaah!” – before his head was removed at the neck by a well-placed bullet. As the game raised me back to my feet, I spotted my saviour in a buggy.

He wanted to head up the road to his makeshift house, but I’d been tempted by the lure of the horizon. He could wait. I pottered off past his vehicle, and was about to descend into a ravine when I heard the snap of a rifle. A millisecond later I was sprawled out on the floor, dead for not following orders.

Rage isn’t a true open world game. Creative director Tim Willits instead prefers the term “directed freedom”. I load my last checkpoint. This time when I’m told to get in the buggy, I do so right away



I’m taken up a dusty road to a settlement by the driver, who reveals himself as one Dan Hagar. Other Hagars and their hangers-on mill about his house’s dusty courtyard. They’re only there to add some ambience at first, but later they open up, offering jobs and items. For now, Dan’s the only man in town who needs my services. Ark survivors come pre-loaded with a set of lethal skills, so he hands me a revolver and asks me to go and clear out a nest of bandits.

The bandit nest is a quad-bike ride away from Dan’s homestead. Rage’s roads are short, but easy to navigate – perfect for using the bike’s generous boost. The trip should’ve taken me thirty seconds. Then I discovered that powering my bike fullpelt into a rock launched my screaming character 20 feet over the handlebars.

Five minutes later, I’m done giggling and I’m finally ready to invade the bandit pit – a smashed hotel. The first few rooms are eerily quiet, but soon I meet my first wave of enemies. They are – like the man gurning over my face earlier – freakish, with sticky-out ears and squashed-up heads. But their limited cranial capacity hasn’t reduced their combat skill. Those armed with melee weapons move cleverly: they duck and juke when you bring your gun to bear, moving diagonally to avoid easy headshots. Gun-toting bandits use cover well and seem conscious of their surroundings. They’ll vacate a room if you’ve murdered their buddies, falling back to fortify another section of the map. But I power through and head back to Dan with the news.



He sends me out again, this time with a bigger gun. Solutions in Rage are rarely conversational: the wasteland’s settlers, for their peaceful intentions, are a ruthless lot when it comes to bandits. In this bandit hive – a different group, covered in Union Jacks and speaking in mockney accents – I find myself freewheeling between weapon types. The shotgun and pistol are pure id Software: both kick and snap with every shot. But I have more fun with my newly acquired wingstick. A horrible, triplepointed razor boomerang, the wingstick will take a man’s head off at the neck, and when properly aimed, will return to your hand. In other shooters, I develop a favourite combat tactic and repeat it ad infinitum. In Rage’s semi-dungeons, I constantly flip between all my killy toys.

My adventures in Dan’s land culminated with me receiving the keys to my own buggy. From there, I was able to jet across wider sandy wastes to a township called Wellspring. It quickly became obvious that Rage’s opening two hours are little more than an elongated, enjoyable tutorial. Wellspring was larger, busier and dirtier than the Hagar camp, and its streets were lined with people who wanted me to do something for them, to buy something from them, to hear something from them.

As I pushed further into the game, I saw less of the direction in that ‘directed freedom’. I saw something more exciting, more promising: I saw the freedom
RAGE


 
Another Rage trailer, another dozen or so mutants skewered, cooked and decapitated by Rage's devastating armoury. This latest video concentrates on the sound and art of Rage. We've heard plenty before now about id Tech 5's megatexture technology,but it's another thing to see artists poised in front of a glowing bank of screens painting foliage into the world with a pen like GODS. The developers also show off the sound of Rage's shotgun. Personally, I prefer the KA-CHOOM of the sniper rifle. What's your favourite gun sound in gaming?
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