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The game will also feature some RPG elements -- an inventory system and the capabilities of weapons will be based around types of ammo. Whether or not there will be weapon customization or not is not known. More on the RPG elements have not been detailed.
Though the game is going to be very large, speculation that when the producer, id, is done with content it will be somewhere around 100 gb, it is not characterized by id's CEO as an open-world game where you can go out and just do things. However there are activities that you can do in the game when you want, the CEO went on to characterize the game as "open environment."
Id Software has a history about caring for the developer by providing a solid, stable, and highly scalable engine, while all content creation tools were designed with a technical side, and less the artist. Id Tech 4 (Doom3 Engine) had all of its development tools built in the game executable to allow for real time results and WYSIWYG editing. Id Tech 5 is poised to capitolize on this by introducing "Id Studio", a real-time Windows-Only collaborative editing platform. While the idea can be said to resembled to the like of CryTeks Sandbox Editor by providing a map editor that the level designer can jump in and out of seamlessly, changing anything as they go, the promise of Id Studio is to allow more than one editor to work on the same level collaboratively. And with the engines capabilities of virtually "no limits on art", it can be best described as bringing a few friends over to work on a Lego set together, except replacing Lego with Clay. Other techniques include a vastly superior shadowing technique, where Id Tech 4 utilized hard edged Stencil Shadowing, Id Tech 5 will utilize a Penumbra in the shadowing technique.
If that were not enough, the creed of Id Software's history for releasing their engines Open Source to the public, is still true here: John Carmack states that the engine WILL eventually be released, "eventually id Tech 5 is going to be opensource also. This is still the law of the land at id, that the policy is that we’re not going to integrate stuff that’s going to make it impossible for us to do an eventual open source release."
Also stated by Ids Steve Nix, "Not only do we think people can make games outside the action-shooter space with our technology, we encourage it. We'd actually like to see those games made." in response to how scalable Tech 5 is for other genres.





Rage is an action first person shooter being developed by id Software, set in a post-apocalyptic wasteland on a planet hit by an asteroid. The game will feature driving and vehicular combat elements from a 3rd person perspective. It will utilise the new id Tech 5 engine.
Overview
Rage is id Software's new game franchise, built entirely on the company's latest proprietary engine, id Tech 5. Not much is known about the game itself, since id is handling development of Rage in its typically tight-lipped fashion. Rage takes place on an Earth recovering from a cometary impact which has produced a post-apocalyptic wasteland environment (think Mad Max or the Fallout franchise). You play as a one of the members of the Ark (a world wide plan to take scientists, and other significant people, and freeze them underground and have them rebuild Earth) but when you come to you realize that the Ark malfunctioned and you are the only survivor. So you set off to look for other Arks. Apparently this environment is perfectly suited to the rough-and-tumble dune buggy racing seen in games like MotorStorm, as this sort of gameplay will be an important feature of Rage. Players will have the ability to augment their cars with various items and upgrades they can gain by completing races, but the game is not specifically a racing title, as available trailers of the game have shown some first-person shooter content as well.The game will also feature some RPG elements -- an inventory system and the capabilities of weapons will be based around types of ammo. Whether or not there will be weapon customization or not is not known. More on the RPG elements have not been detailed.
Though the game is going to be very large, speculation that when the producer, id, is done with content it will be somewhere around 100 gb, it is not characterized by id's CEO as an open-world game where you can go out and just do things. However there are activities that you can do in the game when you want, the CEO went on to characterize the game as "open environment."
Setting
The game will be set in a post-apocalyptic wasteland created by an asteroid impact, which is based on the real life asteroid called Apophis, due to hit our own Earth in 2036. The world will be populated by human survivors of the impact who were preserved from the asteroid by being buried in cryo-pods called Arks. The world will also be populated by mutants who will serve as your main enemies at least for the first half of the game, as id are currently talking of a major change at the midway point of the game.Engine
The Id Tech 5 Engine marks the first engine to deliver on a technology involving Virtualizing Texture data. The companies earlier effort "MegaTexture" can be considered the first experiment of this, as it was developed to help SplashDamage with Enemy Territories: Quake Wars massive maps. While Megatexture was designed purely for enormous amounts of ground at a higher resolution, Id Tech 5 makes use of this technology across all geometries. The point of the technology is to allow artistic freedom wherever, whatever, and whenever the artist needs. The promise is, any texture can be any resolution and the engine will never buckle under the pressure. The only limitations then would be storage capacity, and artist imagination. While this is the major selling point to developers, the engine is also being designed with Cross-Platform capabilities in mind, excluding the Wii. The point would be enabling a company to compile their game for PS3, and then immediately compile another version for the Xbox360, and then another for Windows, without ever needing to change any of the assets, code, or platform specific tricks. Also compatable with Mac OSX and Linux. Being as the engine is OpenGL2 and DirectX9, it will work on versions of Windows before Vista.Id Software has a history about caring for the developer by providing a solid, stable, and highly scalable engine, while all content creation tools were designed with a technical side, and less the artist. Id Tech 4 (Doom3 Engine) had all of its development tools built in the game executable to allow for real time results and WYSIWYG editing. Id Tech 5 is poised to capitolize on this by introducing "Id Studio", a real-time Windows-Only collaborative editing platform. While the idea can be said to resembled to the like of CryTeks Sandbox Editor by providing a map editor that the level designer can jump in and out of seamlessly, changing anything as they go, the promise of Id Studio is to allow more than one editor to work on the same level collaboratively. And with the engines capabilities of virtually "no limits on art", it can be best described as bringing a few friends over to work on a Lego set together, except replacing Lego with Clay. Other techniques include a vastly superior shadowing technique, where Id Tech 4 utilized hard edged Stencil Shadowing, Id Tech 5 will utilize a Penumbra in the shadowing technique.
If that were not enough, the creed of Id Software's history for releasing their engines Open Source to the public, is still true here: John Carmack states that the engine WILL eventually be released, "eventually id Tech 5 is going to be opensource also. This is still the law of the land at id, that the policy is that we’re not going to integrate stuff that’s going to make it impossible for us to do an eventual open source release."
Also stated by Ids Steve Nix, "Not only do we think people can make games outside the action-shooter space with our technology, we encourage it. We'd actually like to see those games made." in response to how scalable Tech 5 is for other genres.
Version differences
At QuakeCon 2008, id announced that they would shy away from the traditional digital distribution method that the studio usually use for their games. On top of that, the Xbox 360 version of the game may have to be divided into 3 discs or suffer from serious compression compared to the PlayStation 3 version. As a result of this, the Xbox 360 version will also have the graphics slightly downgraded because of these storage issues. It was also announced that Rage would take full advantage of next generation consoles and run at 60 frames per second. But all versions but the Xbox 360 were cut of content to make it fit on two discs for the 360 version. John Carmack went on to note that the game was originally going to feature several wastelands, but the limitations of the Xbox 360 required the developer to cut them down to two. These changes were made for all versions of the game. He also stated that the game might be a " little blurry" in parts for the Xbox 360 because of the compression.| Game Name | Rage |
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