RAGE

Rage: The Kotaku Review It doesn't really hit me until about half way through the game. I've been spending so much time worrying over the trick of staying alive that I haven't notice just how insignificant I am.


It's not until I'm sent on another armed errand, off to save a general from a federal prison, that I realize that I'm risking my virtual life not to be the hero, but to save the hero.


It's a subtle mindfuck. One that I think some people might not pick up on initially. Who would blame them? Rage is a distracting video game.


***

By far my favorite distractions in Rage are the people of the game's desiccated Earth. The friendly ones, the ones that cluster like tribes in run down gas stations and subways, are a plentiful mix of personalities and attitude. There's the grandmotherly doctor with the steel, two-pronged robotic arm and reading glasses hacked together from bits and pieces of other glasses. The cute girl hanging out in Subway Town who's only purpose seems to be telling me how terrible things are going to get. The mayors, the racers, the shop owners, the survivors.


The unfriendly people, the enemies, are a wild variety of mutant, gearhead, Eastern Bloc militant, high-tech enforcers and hooting, wild-eyed outlanders. These are the guys (I don't think I ever saw a female enemy in the game.) who provide the grist in this mostly-shooter. What separates them isn't just the look of their faction, the flavor of their insanity, but the way they come at you, literally. Early on in the game, you'll come up against people who jump, scramble, roll and swing at you, ping-ponging off the walls and clutter of their dens to attack you. It forces you back, as you try to pick them off along their unpredictable advance. Later the game sends enemies at you who use traps, strategy, flanking tactics, bots and armor to take you out.


These ever-changing enemy types don't just keep you on your toes, they keep the game from feeling old. Ten hours into my 12 hour or so play-through of Rage, I came across a group of enemies that grumbled about how terrible their lot in life was. They seemed the most human of the game's bad guys. When you shoot at them, they turn and run, sometimes tripping over their own feet, scrambling to get back up as they shoot at you or covering their face or body with a waving hand as they seek cover.


And enemies don't all come at you on foot. You'll also have to do a bit of driving getting from the safe zones of those few settlements to the hang-outs of this world's bandits. On the road, in an armed buggy, ATV or car, you can face-off against other drivers, blasting away at them with mini-guns, rockets and pulse canons, or just try to outdrive them to your destination.


The driving is deliberately loose, the physics completely unbelievable, but in a good way.


They turn and run, sometimes tripping over their own feet, scrambling to get back up as they shoot at you or covering their face or body with a waving hand as they seek cover.

Survival in Rage isn't just a matter of skilled aiming and shooting, on foot and in car, it's also about weapon and ammo selection. The first weapon you're handed in the game is the worst, a bulky Settler's Pistol that can hold a variety of ammo, each in cylinders that snap in and out of the gun. While better, more interesting weapons come along as you make your way through the game, assault rifles, machine guns, shotguns, crossbows, sniper rifles and rocket launchers; the game's real shooting innovation comes with those weapons many ammo types.


Most weapons have a variety of bullet types you can load up in a gun. The pistol, for instance has bullets called Fat Mammas that tear through targets as if they're made of paper. It also has an ammo pack that turns the weapon into a machine pistol.


Other weapons have far more interesting ammo types, though. The shotgun can shoot off grenades or EMP charges. The crossbow can shoot electrified bolts that kill and electrocute, taking out groups of clustered enemies if they happen to be standing in water. The mindcontrol bolt turns your target into a staggering, jittering zombie that you can force to walk toward other enemies for a few seconds before they explode.


While you can buy most of this ammo, it's not cheap. There are two ways to deal with the cost of the game's few general stores. You can earn money through side-quests, or by competing on foot or in car. The game's two big towns have racetracks where you can drive in a variety of races to earn a special cash used only for upgrading your vehicles. You can also head over to Mutant Bash TV, a post-apocalyptic television show that pits you against rooms full of mutants for cash prizes. You can also sell off the bits and pieces of clutter you collect on your wanderings through the world. Empty beer bottles, old Doom coffee mugs, radios, bits of scrap metal, can all be picked up and later sold. You can even gamble, trying your hand at the game's many mini and not so mini-games, like finger fillet, Strum, and that amazing collectible trading card game.


But it won't take long for you to realize the best method for getting the high end ammo is to make it yourself. The game's engineering system is pretty straight forward. First you need to purchase or find schematics for the ammo or item you want to build, then you need to find the required bits and pieces to build them. Some items, like quick healing bandages, only require two items to build. Other items, like games AI-controlled, spider-like sentry bot, requires a half-dozen or so items.


Once you have the ingredients, you can engineer anywhere: Just hop into your inventory screen, choose what you want to build and press a button.


Items, like the weapon selection and ammo types, offer another neat twist on just running and gunning. These buildable objects include grenades, decapitating Wingsticks you can whip at enemies, gun turrets, lockgrinders and those nearly sentient sentry bots. The sentry bots, when set loose, drop down at your feet and then scramble around an area looking for enemies to unloose machine gun spray at. Once they clear an area through gun fire, or the occasional pouncing attack, they scramble back to your side to walk through an area with you until they're blown to bits. It's almost like having a sidekick, though they rarely last very long.



Having someone by your side, even if it's only a dog-like spider bot, helps to give you a bit of companionship in your wanderings across the game's surprisingly broad settings.


The Xbox 360 version of the game comes on three discs. The first two contain the campaign, the third the game's multiplayer. The first disc of the two is the half of the world that includes Wellspring, the second includes the world of Subway Town. Both areas feature one major town, a wide mix of hang-outs and enemy dens and plenty of places to drive around and explore. Rage does an amazing job of delivering an eclectic mix of settings that provide gamers a chance to shoot their way through a variety of crumbling set pieces.


You will fight through collapsing hospitals and malls, shoot it out in an old garage, in bunkers, through a future military fort and an old prison. Most of my favorite backdrops, though, are on that second disc. My favorite of the lot is one of the end-game settings, a place that stretches its route through the teetering tin structures of cliff dwellings. It's one of the only places where you'll feel like you're not pushing your way through nearly always claustrophobic settings.


While id typically does a solid job of obscuring the required invisible walls found in these sorts of games, channeling players down set paths filled with enemies and objectives, they never really make use of their expansive world.


The game's biggest missed opportunity is that while there are massive outdoor settings packed with hostile vehicles and intricately detailed interior levels loaded with scrambling enemies, the two rarely meet.


When you're sent on a mission you nearly always find yourself driving to a door, getting out of your car and then entering a level. I would have loved to experience a more seamless transition from outdoor to indoor, one that allowed me to hop in and out of my vehicle, pick off enemies, approach the objective the way I wanted to.


It's one of the few design decisions I'm unhappy about in Rage, though overall I relished the experience of separately shooting and driving my way through this new id world.


The game also does have some technical issues, problems that may or may not bother you depending both on your willingness to put up with visual imperfections and which platform you're playing the game on.


Played on PC, the launch version of Rage was plagued with issues for some. Many of those problems are fixed or are being fixed, but even fully repaired, the computer version of id's latest title will be, at its best, the equal of the console version.


I was hoping for a game that would push my gaming rig to its full potential, but instead found a game that took some odd shortcuts in arriving on the computer.


The game's defibrillator is a the most obvious example of this. In Rage, when you die you get a second chance: A defibrillator hard-wired into your character kicks in, shocking you back to life and killing or stunning nearby enemies. On console the percentage of health restored and the amount of damage inflicted is determined by how well you match up thumbstick movements on your controller with what's on screen and then the timing of twin trigger pulls. On PC you just have to press a single button at the right time. It's a watered down equivalent, one that could be used as a metaphor for id's approach to the PC version of the game. The graphics and settings all seem like echoes of what you experience on the console.


Initially, I would have put the game's multiplayer in that category too. I was surprised and disappointed after wrapping up the game to be reminded that it doesn't include the sort of multiplayer I like to play most: Deathmatch.


It seemed a weird choice for the people who pioneered the mode, who coined the term, to not include it in their latest game. But after talking with some of the id folk about why they decided to bypass the typical multiplayer modes for a different take on multiplayer, I decided to spend a chunk of the day checking it out.


I found a game that took some odd shortcuts in arriving on the computer.

There are two types of multiplayer in Rage. Wasteland Legends is a batch of cooperative missions apart from Rage's single-player campaign that can be played and replayed locally and with folks online for high scores and leaderboard placement. They're solid, challenging shooter fare that have you working your way through a level with a buddy, shooting up everyone in sight.


Road Rage drops players is the game's only competitive multiplayer and, as the name implies, it takes place completely behind the wheel of a vehicle.


Initially, I wasn't a fan of the game's armed races and chases. But then I started playing around with the game's fourth mode, Carnage. Carnage is essentially deathmatch in cars. Once you get used to the peculiarities of the game's physics and odd assortment of gadgets and weapons, I loved it.


I discovered, while leveling up and unlocking new armor, cars, skins and weapons, that you can drastically alter the course of your airborne vehicle with a turbo boost simply by swiveling your car about in midair and hitting the thrusters. Suddenly, I found myself boosting through in-air bootleg turns, bunny-hopping over approaching enemies, blasting away at dune buggies with in-car nailguns. It's a much more nuanced car combat game then I'm used to, and also a much more rewarding one.


The fact that there's just the one weapons-centric mode may start to tax my interest, but Road Rage is no throw-away addition, it's an engaging, different sort of online experience, exactly what id seemed to be aiming for when they decided to skip traditional deathmatch.


***

What I wasn't as happy with was the game's conclusion. Rage's story isn't bad, it's just light. It feels like the prelude to something much bigger, a table-setter for future games set in a world with a rich fiction and eclectic environments. You are, as I mentioned earlier, not the hero of this game.


That doesn't bother me that much, just like the sometimes rough finish of the game's technical presentation doesn't bother me. Sure there are issues, but there is so much to fall into and examine that the fact that the game isn't constantly stroking my ego isn't a big deal.


In Rage you are a guy, one of many people, buried in the ground in preparation for a world-ending comet strike. When you pop free of the stasis you've been placed in for years, you're not the only one to make it out alive, just the only one who survived in your particular pod.


Early on, the survivors of Rage's world make it clear that you have special powers, but they also almost immediately get busy taking advantage of you and those powers.


It's a vastly different experience than what you'll normally find in a shooter. There are several times in Rage when you show up to play the role of the hero only to discover your just the latest hero, sent in to fix a problem. More than once, I found myself searching through the pockets of the last hero, hoping to find a little extra cash or ammo.


The game's first mission makes it clear you're just the new guy, not "the guy." If you die, things don't end, they just find a new person to send. And that message never wavers. When it finally sinks in that I'm just an armed messenger, it didn't really bother me.


But the developers could have done so much more with that decision. While it frees them from the need to build up a story around you as world saver, it shouldn't preclude any sort of character development. Not being a hero doesn't also mean not having a backstory or motivation to do anything other than be a messenger boy.


The ending, while a perfect fit for the notion of player as useful tool, misses a wonderful opportunity to highlight id's interesting narrative decision. They could have used the ending to shock a player into the realization that they're a nobody in a dying world, ultimately expendable now that things are nicely in motion.


It's not a terrible misstep, just a missed opportunity that could have nicely strengthened the game's final moments.


That said, I loved Rage. It's rare when I set aside a bit of time in my hectic schedule to relish the final moments of a game I've spent a dozen hours playing through.



You can contact Brian Crecente, the author of this post, at brian@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Kotaku

Santa's Village Is Ready to Ring in the Holidays It's not yet Thanksgiving. Heck, Halloween is weeks away. Yet, select retailers in the U.S. are rolling out holiday decorations.


And it's not just the U.S. Select Japanese retail is also already selling Christmas trees. So why should an iOS app be any different?


Santa's Village from social game maker Making Fun was released in mid-September, getting the jump on other holiday iOS games. I don't know if it was the first holiday game released this fall (I doubt it), but it was out before the leaves started changing in some parts of the States.


The game is similar in mechanics to Smurfs' Village. In Santa's Village—which can be found on iTunes by entering "SantasVillage" because of the other games with similar titles—the goal is to build, well, a Santa village.


Players populate the village with elves, who make toys. There are quests like when Santa asks you to make a certain amount of toys. After your elves make the toys, if you leave them out in the open, the evil Christmas-hating Grumpkins snatch them away.


Like other games of the same ilk, it takes time, real time, to make presents and buildings. Thus, that limited how much time I could spend with the game before writing this App of the Day!


For what this is, there are things I liked about Santa's Village, such as the ability to rotate the map in 3D. The graphics look nice, and the mini-games helped to mix up game play. Also, it's got Santa, and who doesn't like Santa?


Sometimes, the menus were not exactly intuitive. For example, when you click on the hammer icon in the bottom right corner, you are taken to the building section. You can select different structures, such as a toy workshop or an elf house, to make. Since the tabs in this window are in red, it took me forever to figure out that I could also access pine trees to plant, because I don't instinctively connect planting with hammers. (But hey, that's just me!)


In that same window, the top reads "Main Menu". If you click on that, you are taken, obviously, back to the main menu. That makes sense, but I wanted to go back to my game. Since the load times are longish, getting knocked back to the main menu was frustrating, especially because I couldn't easily navigate where I wanted to go. Yes, I need things spelled out for me.


Future updates can fix these issues, tighten up some of the touch interface. The game's free! So the price is right. During the time I spent with it, I never felt compelled to shell out real money, say, $4.99 for 100 stars and then use them to buy a Reindeer Flight School. That might be good news and bad news: good news for us, the players, and bad news for the developers. Or maybe, keeping with the Christmas spirit, they're just happy to give.


SantasVillage [iTunes]



You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Kotaku

First Forza 4. Then, Tire Pressure.Motorsport | OSAKA, JAPAN: A copy of Forza 4 and a press kit landed on my desk today. Can't wait to check it out. (Photo: Brian Ashcraft | Kotaku)


First Forza 4. Then, Tire Pressure.


Clive Owen's Embarrassing Video Game Past

British actor Clive Owen is a badass. A man's man. He's got a deep voice, a heavy face, and is usually in movies where he kills things, or is at least around things being killed.
Did you know, however, that between leaving the UK and making it big in Hollywood he appeared in one of the most... More »



First Forza 4. Then, Tire Pressure.


First PlayStation Vita Games Priced

When the PS Vita goes on sale Dec. 17 in Japan, it will cost ¥25,000. With the weak dollar, that's US$326. So it's best to go by the portable's American pricing: More »



First Forza 4. Then, Tire Pressure.


Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty

There's an established, if corny description of the art of Gears of War: "destroyed beauty". I don't like typing it, I especially don't like hearing it. More »



First Forza 4. Then, Tire Pressure.


Why Gaming's Most Famous Transgender Character Remains a Controversial Topic

Quick history lesson for those who don't know: there's a character in Final Fight who in Japan was a sexy lady. A sexy lady you had to punch in the face. More »



First Forza 4. Then, Tire Pressure.


Behold. A Fleet of Cars Owned by Nerds.

This past weekend, a parking lot in Tokyo's Odaiba glimmered with geek pride. This weekend saw the Ita G Festa expo. Gear-heads gathered and showed off more than their appreciation for automobiles. More »



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Kotaku

Akira Gets a Biker Jacket. It Costs $900.To celebrate Akira's 30th anniversary, Bandai Namco is releasing a replica of the cow-hide leather jacket worn by Akira protagonist Kaneda.


There's also a black version, which is based on Kaneda's jacket. It reads "2019 A.D. 28 Neo Tokyo", with the number 28 referring to Kaneda's test research number.


It costs ¥69,800, which is a little over US$900. The jacket comes in sizes that go up to XXXL! Jacket ships Jan. 2012.


Leather pants, boots, gloves, and thin Japanese man not included.


Akira's Red Kaneda Jacket [ANN via Topless Robot]


Akira Gets a Biker Jacket. It Costs $900.
Akira Gets a Biker Jacket. It Costs $900.
Akira Gets a Biker Jacket. It Costs $900.
Akira Gets a Biker Jacket. It Costs $900.


Kotaku

Starting Oct. 23, Nintendo is releasing a black Wii bundle that includes New Super Mario Bros. Wii, a Super Mario Galaxy soundtrack CD, a black Wii-mote and Nunchuk. Yours for $149.99.


Oct 11, 2011
Kotaku

Put Your Vita in These The PS Vita has a beautiful OLED screen. You don't chuck OLED screens in your backpack or your pocket! You need to put the Vita in a pouch. Or a case. Like these.


Today, Sony revealed a handful of new PS Vita pouches and cases. There are white and blue carrying pouches, priced at ¥1,800 (US$23). Then, there are leather cases in black and white. They are priced at ¥4,000 ($52) and come with leather straps.


All of them will be available when the PS Vita launches in Japan on Dec. 17.



You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

Put Your Vita in These
Put Your Vita in These
Put Your Vita in These


Kotaku

Play Dirty Games on Your PS3Like really dirty games. You know, porn. Online retailer BD-Game is selling Blu-ray versions of adult PC games, meaning that the PS3 can play them.


The adult games offered are hardcore. They include chesty sister wifey game Shimai Tsuma, the stomach churning Lolita-at-home title Hajimete no Orusuban, inevitable tentacle game Inda no Hime Kishi no Jeanne, maid punishment game Oshioki Sweetie + Sweets!! and another Lolita title Sayonara wo Oshiete: comment te dire adieu.


The first PC game BD-Game is releasing on Blu-ray later this month, Kanon, is actually a standout title. It's a good yarn and not nearly as sleazy or unsettling as some of the other titles.


These PC titles are not approved by Sony. Since they are Blu-ray, and not actual PS3 games, they don't have to be. They work using basic Blu-ray menu functions to select in-game choices and progress through the story.


As previously mentioned, Kanon will be out this month (Oct. 28). The Blu-ray version is priced at ¥3,800 (US$50). That same day, Shimai Tsuma will also be released—also for ¥3,800.


The following months will bring future BD-Game releases to PS3 consoles and Blu-ray players.


And if you're not satisfied playing dirty Blu-ray games on your PS3 or Blu-ray player, you can always watch dirty movies. They're widely available on Blu-ray.


マスコットキャラクター [BD-Game via オレ的ゲーム速報]



You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Kotaku

Sony Still Figuring Out What To Do with UMDsIn an interview with Dengeki PlayStation, Sony's Yoshio Matsumoto said that the company is still looking into offering UMD owners the opportunity to re-download their games on the Vita for a special price.


At last month's Sony press conference, Sony also mentioned it was looking into a solution for UMD owners who want to experience those games on the Vita. At that time, the company did not offer further details.


The PS Vita can play either cartridge games or download titles, while the PSP can play either UMD games or download titles.


The UMD, or Universal Media Disc, launched with the PSP back in Dec. 2004 in Japan. Initially, Hollywood studios supported the format, but pulled out. Game studios continued to release UMD games, even as Sony released a digital-only version of the PSP, the PSPgo.


Since the PS Vita does not use UMD, it will remain a PSP format.


DL版を特別価格で販売するサービスを検討中 [ゲーム情報!ゲームのはなし]


(Top photo: Damian Dovarganes | AP)

You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Kotaku

Destroyed Beauty? This Gears of War Art is More Like Beautiful...BeautyThere's an established, if corny description of the art of Gears of War: "destroyed beauty". I don't like typing it, I especially don't like hearing it. Beauty doesn't need to be defined like that because even the most smashed up thing in the universe can be beautiful if someone simply thinks it is.


Take the art of John Liberto, who worked on the first Gears of War and Unreal Tournament III. There's loads of things blown up, scarred and charred in his art, but it still looks pretty as a, well, picture.


In addition to Epic's big games, Liberto has also done some work on racer Split/Second and racer/shooter The Club. I've sprinkled a few of those pieces alongside the Epic works in the gallery above.


To see more of his amazing work, check out Liberto's site.


To see the larger pics in all their glory (or so you can save them as wallpaper), right-click on the "expand" icon on the main image above and select "open in new tab".


Fine Art is a celebration of the work of video game artists. If you're in the business and have some concept, environment or character art you'd like to share, drop us a line!

You can contact Luke Plunkett, the author of this post, at plunkett@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.

Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty
Destroyed Beauty? This Gears of War Art is More Like Beautiful...Beauty


Kotaku

For over a decade now, it's been the holy grail of online gaming: combine a shooter and a strategy game in the one package and make it work. Many have tried, notably World War II Online, but none ever really got there.


Heroes & Generals is trying to get there.


In development at Reto-Moto, a studio made up of a bunch of the founders of Hitman devs IO Interactive, Heroes & Generals is a team-based online shooter that lets most players battle it out on the ground (or in the air) while some command them from a "tactical war map".


Players take sides in the Second World War, either as infantry or in a vehicle, with missions promising to be of a variety you're more accustomed to in singleplayer games; sometimes you'll be behind enemy lines in a small team, other times you'll be in a massive frontal assault with explosions and corpses everywhere.


The option to be a commander is interesting, as the game's press release says they can "decide how to manage battlefield assets and where to push the attack". If this means direct control over spawn points and reinforcements, this will be pretty neat.


If this sounds like something that floats your mid-20th century boat, you can sign up for the game's alpha test here.



You can contact Luke Plunkett, the author of this post, at plunkett@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
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