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  • Rage preview: Doomed down

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    04.20.2011

    Despite sporting the enhancements of id Tech 5, Rage seemed to be lagging behind at Bethesda's BFG 2011 media event last week. Its generic, post-apocalyptic wasteland setting has become a familiar one in recent years, but it's the simplistic and overly linear shootfest within that's the most dated element of the game. Nonetheless, the team at id Software seems to be aware that a glossy throwback shooter isn't going to cut it in today's over-saturated FPS market and has challenged itself to set Rage apart. The most obvious sign of id stepping out of its comfort zone is in the game's multiplayer design. Believe it or not, there's no deathmatch in the classic Doom sense. In its place is a fine-tuned vehicle-based mode, implementing the game's dune buggies. Multiplayer is expected to be a fairly compact experience, with up to six players able to take part in a few gametypes on a sparse offering of five maps. "If you add game variations just to add game variations it confuses people," said one of the designers during the hands-off multiplayer presentation. "People don't know what to play." %Gallery-121461%

  • Interview: Jason Kim talks RAGE

    by 
    Kevin Kelly
    Kevin Kelly
    05.10.2010

    What does a video game producer do? Well, the brutally honest Jason Kim from id's RAGE summed it up for us. "I'm just a producer; I don't make anything that actually shows up in the game." So there you have it! Okay, we're kidding (slightly). It's a producer's task on a game to make sure everything is running smoothly, that schedules are being met, budgets being adhered to, all so that one day the game can end up on your system of choice. That's no small task. Kim has been working on RAGE at id for the past several years, and has seen the project move from EA, to being an internally developed project at id, and now on to Bethesda. He's definitely enthusiastic about the project (and the word megatexture), and you can read on beyond the break for the full interview with him were he talks about the game, and why a lot of developers seem to be using the post-apocalyptic realm as a backdrop.%Gallery-92198%