kaka2010
High rank Fallen Angel
Joined: 29 Oct 2010 Posts: 201
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Rage |
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“Where’s the Emmy?” Tim Willits asks several pockets of employees as we tour the hallowed halls of id Software’s Mesquite, Texas office. The co-owner and creative director of the company shows us everything from the original toy shotgun used in Doom to the darkened floor where Doom 4 is currently in development. As we settle in to a spacious conference room, several scouts pop in and out with leads on the last known location of the prestigious award. Miss Donna, the longtime office manager and “id mom,” appears triumphantly at the door holding a beat up black box. Inside is the familiar gold statuette bestowed on the company for “the development of 3D software engines.”
If the wayward Emmy had more room for text it could mention id’s legacy of pioneering the first-person shooter and online multiplayer deathmatches. Since its inception in 1991, id has found incredible success with only a handful of franchises – most notably Wolfenstein, Doom, and Quake. The company hasn’t released a major in-house-developed project since 2004’s Doom 3, and hasn’t launched a major new game franchise in 13 years. Rage represents a new chapter for the company – serving as the first showpiece for the groundbreaking id Tech 5 engine and the company’s first attempt at open world gameplay, driving, and, well, an honest-to-goodness story.
Enter the wasteland as we take you through a full hour and a half of straight gameplay and address the burning questions that have remained unanswered since Rage’s initial announcement two years ago. Just don’t ask when it’s coming out.
We want to do something different,” says creative director Tim Willits. “We’ve done Doom, Quake, and Wolfenstein and they all have a very solid formula. We want to take that solid formula, that first-person action we do so well, and expand it. We want to have a richer story. We want to have more character interaction. We want to have a much larger world.”
This larger world is set approximately 80 years after a devastating asteroid collides with Earth and kills most of civilization. That isn’t to say that humanity wasn’t prepared. Governments around the globe banded together to enact the Eden Project, burying hundreds of pods, or “arks,” beneath the ground containing a dozen people each. Like the crew of a ship, each member has a specific complementary skill that would help rebuild society once they emerge from cryo-sleep. That’s how it was supposed to work, anyway.
An earthquake cracks open your character’s ark before the scheduled time. The rest of the crew is dead, and all of the onboard data is ruined, leaving him no clue as to what he’s supposed to do once he reaches the surface.
“In the very beginning of the game when you wake in your ark you step out [we want players to be] like, ‘Yeah, this is an id game. This looks like a space station. I’ve played Doom. This is cool,’” says Willits. “And as soon as that door opens it’s like, ‘OK, this is different.’”
Our demo starts a couple of hours into the game, but the bright skies and wide open canyons still have the intended startling effect to anyone who’s shotgunned his or her way through id’s traditional pitch black corridors. Our character is standing by an old shack, and a radioactive green swamp looks to be the only water source for miles around. Inside the structure we meet Crazy Joe.
“You seen a mutant yet?” asks the weird old prospector. “Them are just like you and me. When the space rock hits, the unlucky few on the surface started changing. Them were crazy days. Didn’t have no time to get deeper, I suppose.”
Joe warns us to run if we see one so we head outside and, of course, a mutant is atop a distant rock structure scanning the horizon. Willits, who’s manning the controls, equips a tri-tipped boomerang called the wingstick. He gives it a toss and it takes a wide arc through the canyon before cutting down the distant enemy and flying back to our hands. With the danger out of the way, we hop in a nearby dune buggy and blaze over the dry desert landscape.
“Unlike in other games, where vehicles are disposable, in Rage we want your vehicle to be really an extension of your first-person avatar,” Willits says. “The neat thing about the buggy is that you had to earn it. It wasn’t given to you.”
“It’s like when you turn 16,” lead designer Matt Hooper adds. “It’s somewhat beat up and stuff, but it’s your vehicle.” Players start with an ATV, which provides very little defense, and must fight bandits for parts and perform jobs to earn money to get the buggy up and running. Now that the buggy is functional, our latest task is to deliver a message to the mayor of Wellspring.
c unit testing
cellulari dual sim
_________________ Mai Van Hoa |
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