At its heart, Rage is a single-player game and, given Id's historical status in multiplayer design, a daring one. The accomplishments in Rage are manifold but just don't carry through to the game's conclusion.
The Pros
- Outstanding visuals and art direction
- Exceptionally composed combat
- Fascinating sense of place
The Cons
- Pacing fails in second act
- Final mission is abysmal
- No sense of resolution
Rage Review:
Having no new game since 2004’s Doom 3 and no new franchise since 1996’s Quake, Id Software may have earned the dubious honor of being the Terence Malick of videogames: such sporadic output brings with each release expectation and skepticism.
With this baggage, Rage, both a new game and new franchise from Id, arrives in a distinctly different landscape for the first-person shooter, the very genre Id Software invented. True to form, they have delivered a game with astonishing technical prowess. What is even more satisfying is how the technology works in the service of the game to provide an experience that is decidedly ambitious, contemporary, and distinct. While it’s not perfect, it is exceedingly fun.
How The Dinosaurs Felt
Rage takes place in a post-apocalyptic Earth that has been decimated by an asteroid. Anticipating the end of the world, governments sequestered certain citizens deep under the earth in Arks: cryogenic time capsules set to re-emerge at a later date with the hopes that society can be rebuilt.
You play as one of these chosen ones and start the game with your Ark resurfacing. All of your ark-mates are dead except for yourself, as you emerge to an earth that is by no means uninhabited, but a far cry from civilized. Bandits, mutants, and a technologically advanced autocratic force called the Authority, have laid their claim to a wasteland affectionately called. . .the Wasteland.
Quickly, you find yourself in the service of various human groups that have not allied themselves with any of the factions and expect you, with your novel background, to assist them in their survival and eventually, to help foment revolution.
While much has been commented about the similarities between Rage and recent games such as Borderlands and Fallout 3, the game, as the others do, taps into the greater cultural tradition of the Post-Apocalypse as the reinvention of the western (as is typified by the Mad Max films), detailing an untamed, amoral landscape where a loner attempts to make his existential mark. Rage is in lock step with the tradition; however, Id more than manages to distinguish the game as its own through a unique visual and game design.

Wasteland Nightmare
At its heart, Rage is a shooter in an open environment. The Wasteland -- with its two major hubs Wellspring and Subwaytown -- is where missions and sidequests are initiated, and you get opportunities to trade for weapons and supplies, and to race the cars you acquire throughout the game.
The open world alludes to the RPGs or GTAs of gaming, with vast expanses to explore however you may, but in Rage, the open world primarily serves to create a sense of place, and the benefit to the game is significant. The wasteland is a nightmare version of a Roadrunner cartoon with rocky mesas and destroyed highways lying obsolete under oppressive sunlight; tucked away in a corner is the one natural pool of water which assumes a distressing novelty amidst the blight.
The hubs, especially Wellspring, are even better demonstrations of not only the game’s visual fidelity, but also its fully articulated art direction. Modeled after a western trading post fit for Gary Cooper, the residents of this dusty dirty form a miasma of styles: old west, Asiatic fantasy warrior, survivalist, huckster, grease monkey and bald thug. All of this, against a backdrop of richly detailed grime and detritus that, coupled with the stunningly elegant and fluid animations, create a visual palette that is almost too much to absorb initially and continues to amaze long into the experience.

The End of The World Never Looked So Good
Making the end of the world so alluring is Rage’s signature accomplishment. The game creates a cohesive whole, which gives the action a grounding that many shooters eschew in favor of pell-mell pacing. Rage allows the player to settle into the environment; you discover its oddities and slowly invest in understanding the curious logic that governs this alien world. Such languid unveiling of Rage’s mysteries carries the game through most of its considerable length, until the narrative loses interest in reconciliation, showing its structure to be elliptical rather than organic.
Until Rage’s unfortunate conclusion, the game treats the player to a host of action set pieces that maintain variety, invention, and excitement throughout. Typically, you will be sent to the lair of one of the numerous factions that inhabit the world to retrieve the item, or just to run the nasties out of the place, which means combat -- solid, satisfying head-splooshing combat.

Your Arsenal Awaits
Throughout Rage, you acquire numerous weapons, none of which fall too far outside of the typical implements of death. Many of these weapons have alternate ammo types -- electrical arrows for the crossbow, armor piercing bullets for the assault rifle and so on -- which become increasingly important as the enemy types become more varied and specific in their behavior. More importantly, the weapons feel hefty and important and the combat controls beautifully: aiming is rock solid and hitting your target leaves you feeling like you’re saying something.
In addition, Rage allows the player to create numerous devices and ammo types once a schematic has been acquired and with sufficient ingredients found throughout the game. These range from turrets and sentry bots (with strong AI) to bandages and wingsticks, the 4-pronged boomerangs that can make all the difference in close combat. Of particular note is that these devices can be constructed at any point during the game.
This variety in offensive maneuvering is matched with the enemy types found throughout, which can be classified into three groups: mutant, bandit and Authority. Each plays very differently from one another. The mutants rush in numbers and the Authority plays the most defensively, but within these three types -- especially among the bandits -- are a wide diversity of behaviors that keep every encounter (not just the outfits) fresh. The ghosts are a frighteningly acrobatic group that will swing and leap from bars, Gearheads are armored to the hilt and are more than happy to use advanced devices like the sentry bots, and Jackals have barbaric ingenuity and knowledge of their home base. The AI of these enemies can be remarkably responsive to the environment, not just with their use of cover, but by using alternate routes to flank and group tactics that keep individual moments in the combat sequences vital and invigorating.

Mutant Drama Club
What adds the greatest drama to the combat are the animations that sublimate these tableaus of carnage into something exquisite. The loping ferocity of some mutants or the scramble of bandits to favorable positions once you’ve been discovered adds an immediate excitement and focus on the moment. Enemies, when shot, can drag themselves desperately behind cover or raise their torso to fire off dying rounds. These small touches, despite becoming familiar as the game progresses, lift the innate repetitiveness of shooting beyond the rote and into something special and exceptional like few other games.
The level design for the various combat scenarios is similarly detailed and thoughtful, lending each instance its own sensibility and significance. Underground lairs can feel cramped, cluttered, and paranoid; an entirely destroyed city looms with abandoned menace and informs the fighting with an odd sense of hopelessness.

In the game’s most inspired set piece, cliffs and canyons connected by ziplines and rope-bridges convey a primal degradation that compose the game’s most harrowing sequence. As with most of the game, inside these backdrops are carefully composed combat spaces that keep each engagement from feeling like the ones preceding it, maintaining a compulsive momentum that drives the game forward.
The aggregate effect of the meticulously designed components that comprise the action sequences – with the exception of the game’s final level – is not only elegant but distinguishes Rage from contemporary shooters, while incorporating all the aspects that define the current generation. The lasting effect champions fun over endurance and, somehow among the geographic misery, a boyish enthusiasm in the creative. It isn’t very often that I find myself reloading a save because I could have obliterated my foes with far more invention.
Driving For Fun and Profit
Shooting is not the sole activity in Rage. The game has a substantial and satisfying automotive component. Driving gets you from a hub to a mission point, but there are bandits along the way who need to die in their dune buggies and in town, there are races in which you compete. This could have become a tiresome imposition on the player, but Rage avoids the common pitfalls with two simple designs: strong and reliable driving controls and never having to be in a car for too long. The controls are as strong in driving as they are in shooting, and only improve in satisfaction as you earn upgrades for your vehicles. Being behind the wheel provides strong visceral satisfaction that offers a nice respite from the on-foot combat.
Car combat in the Wasteland is simple and fun and over quickly, never proving an obstruction to getting to the good stuff. Racing is equally satisfying and plays like an adult version of Mario Kart. Although diligent upgrades ensures that some races become quite easy in short order, the rally races, where you attempt to continuously collect spawning points on the map, prove more challenging, especially in the later events.

We’ll Be Better Together
Car combat is the sole competitive multiplayer mode in Rage, where up to 4 players can engage in deathmatch or three variants on the Rally format. Due to the strong controls, the car combat is decidedly fun, but will probably be best appreciated when playing with friends. The emergent chaos in the matches should elicit more free-spirited competition than determined success, and the requisite leveling system that opens up new weapons and cars can keep things dynamic while the core gameplay remains relatively simple.
Two-player cooperative, on-foot multiplayer is also available and is most reminiscent of Uncharted 2’s offering. You and another player take on side-stories to the single player campaign, each with certain objectives that prevent the missions from devolving into repetitive slaughter fests. The level design doesn’t approach the complexity of single player but the controls and tone are consistent and make a nice addition to the package.

Things Fall Apart
At its heart, Rage is a single-player game and, given Id’s historical status in multiplayer design, a daring one. The accomplishments in Rage are manifold but just don’t carry through to the game’s conclusion. The second act of the game, centered in the Eastern Wasteland with the hub of Subwaytown, comprises far less of the game than one would expect (I’d guess a 70/30 split). Instead of building on the awe from the first act, the game narrows in both scope and geography. The stunning vista of a Babel-inspired city, built precariously on top of itself, viewed when first arriving in the region is acknowledged and never visited.
While you have the option to revisit Wellspring (which requires swapping discs on the 360), the game seems to all but abandon story elements and characters, to say nothing of the geography, that have comprised so much of the players attention and investment up to this point. The luxurious indulgence of getting lost in this remarkable gamespace is quickly supplanted with a nagging sense that the game wants to hurry you to its conclusion and be done with it.

The action sequences are as good as preceding ones – in fact, they’re among the best – but are now contextualized in a narrative space that feels fragmented and unsure of itself, which diminish their resonance in the overall experience. The unsavory “Mayor” of Subwaytown is ripe with potential, but is unceremoniously removed from the game not long after his introduction, never to reappear. Ambient dialogue hints at potential missions in the strange city above that never manifest and in short order the residents of the town are pushing you out the door to your inevitable expiration in the game.
When that expiration comes in the final level of the game, the life and energy that defined the Rage is sucked out of the screen. Short, uninspired, and slipshod, in its final moments, Rage runs away from denouement into an incoherent mess lacking in narrative, challenge or any sense of finality.
No boss battle, no challenge . . .just identical hallways and elevators, pressing buttons and shooting monsters that jump from shiny closets. The shock of how Rage concludes almost reaches the absurd, as it articulates the criticisms that plagued Doom 3. The game ends on a cliffhanger, but after the final 20 minutes, I was numb to any sense of anticipation or curiosity.

Is This A Satisfactory Ending?
I have played and loved many games with undeserved endings, but Rage moves past letdown to a violation of the player’s trust, reframing the mystery and excitement so beautifully unfurled in the preceding hours into something lesser; the carnival barker finally lets you behind the curtain to only belie his bluster.
Rage is an exceptional gaming experience . . . unfortunately, it’s a little too memorable.











Comments
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shin0bi272
Now take cr ysis2 for instance...
http://image shack.us/f/684/cr ysis20110214030155061.jpg/
Who has the better ground texture?
Also what part of this review contained "profanity"?
shin0bi272
The world textures were bad at best. Look here
http://media.gamebandits.com /images/2011/08/rage-e13123002 88458.jpg
http://i427.photobucket.com/ albums/pp359/bsmith239/rage201 1-10-0419-40-31-51.png
shin0bi272
Overall though I liked RAGE. Well I should say I would have liked it a lot more if the end of the game was just the beginning and not have to wait for rage2 to continue the fight. Doom, Doom2, Doom3, and all of the quake games (well not quake3), took forever to finish and they had NO RPG elements in them. So why did rage cut off so soon? It was just getting good! There's this feeling when youre in the second town that this game could take a while. Then you get to the third town and do a few missions and boom the game's over. Maybe if the game was harder it would take longer. And with the lame ending it makes you feel like its a battle racing game stuck inside of a cross between fallout 3 and borderlands and MUCH shorter than both.
Overall its a 5 or 6 out of 10... could have been great with about twice as much work but it fails to impress more than as a taste of the possibilities that could have been.
shin0bi272
First people who are on here saying they have this game on a console... please go post on the console version of this review.
I just finished this game a couple of days ago on nightmare difficulty. The models in this game were amazing (a-ma-zing). The sound was usually pretty good but there were times when I could turn a little bit to one side or the other and the sound would disappear. I liked the weapons (though several of them didnt seem very post apocalypticy because they were VERY clean and shiny). The AI of the enemies was better near the middle and end of the game with the mutants jumping off the walls and the sentry bots jumping up and sticking to the ceiling. I liked that I could (and sort of had to) make some of my items for combat. Those explosive bolts and electro bolts were totally awesome... but over powered.
The game is EXTREMELY easy. On the hardest difficulty I only died a handful of times. The weapons were almost too powerful (except the sniper rifle which was good but a few times I shot off a guys face mask and then shot him in the head and he didnt die). I was using the standard pump shotgun in the last level to make it last a little longer. By the end of the game I had made about 90 bandages and didnt need them.
The controls were fine except for the car steering. It was like they inverted the control-ability of the cars. When youre on rock or a paved road you slide but when youre on sand you touch the turn key and the car snaps in that direction. Its almost like whatever the worst possible outcome could be for the car at that moment is what will happen.
portaltester
i liked the game at first it was making me dizzy then the next day was better . i found the inly problem was you have to rely on saving as checkpoints
SteamPunk
I agree entirely. Im glad I didnt finish buying (I perordered). It kind of erased every main character you run into. i was expecting more.
XxONEJAKExX
The ending is kinda like the ending to the sopranos... its like it just stopped.... but the game was good, just, it really makes me want to punch a baby in the face... back to Reach for now
maxalert
I actually really enjoyed the game while I was playing it but was surprised by the ending. Not the simplicity of the ending (which was pretty disappointing) but by the ending coming when it did. There didn't seem to be any indication that this was the ultimate place I was supposed to go so when I got there and the credits rolled I thought something went wrong.
That, along with the fact that I was only on disc 2 out of 3 (installed on XBOX) I was seriously surprised. I had been talking to everyone and doing all the side missions I could but never used the 3rd disc. I tried continuing the game once the credits were done only to put me right back before the final battle. I suppose I could go back to an earlier save and not go to the final battle, but most everyone was forcing me to go that way and many of the options (driving for one) were shut down so they really seemed to want me to finish.
Anyway, I enjoyed it but agree that the ending is weird and I can't imagine wanting to do much downloading if the missions are going to be as short and without any real purpose.
Sailer_Jerry
Once you get to the end of the game, you cant go on to other parts of the game. You have to start over again. With such a teaser ending, ID should of allowed the gamer to roam the wasteland after completing the game ending. You can go to saved areas, but you cant go on from where you left off to finish any undone side quests. The ending was a total setup for a DLC or Rage2. What a teaser let down. All in all it was a fun game, and I will replay the game and try different guns and ammo. FYI...Before completing the last quest make sure you get everything you want to do in the game done. The biggest pain in the game was having to go from disc 1 to disc 2 to get to certain areas of the game.
Peragulator
The absolute worst ending in all of gaming. Even if it's setting you up for RAGE 2 it doesn't matter it's still a complete and EPIC FAIL. The developers of this game should be shot.
mikethetiger
I honestly enjoyed the game but then like Adam (Sessler) said, the ending leaves you thinking, "What the...that's it?!". I was really hoping for more. After games like Crysis 2, Killzone 3, Gears of War 3, and even Resistance 3, one would hope that this was the biggest of the big guns we'd been waiting for...and for how long?
In the end it was a good game but I do wish that there were more in-game missions. Perhaps some DLC is on the way that make up for it? I hope so!
xmichaelx
i love this game!
4Aces
The PC version gets a 6.3 / 10 from me (currently - after patch 1), though I expect the console version is much more enjoyable. The low-poly environments, combined with both engine seams and texture seams (poor UVW unwrapping) really should have been addressed before the PC release instead of sometime in the future (maybe). The poor keyboard controls, lack of logic, and no consistency with the FPS side of the game, all detracts from the value of racing/car combat. If you want a silly, 3'rd Person Racing Game (3PRG) with power-ups that is fine, you will enjoy this racing. If you would have like the racing aspect to be optional instead of forced, and designed to take up half the advertised 20 hours of game time. If you would like the 3PGR to be and at least similar to the FPS experience, then you are like me, and completely out of luck. You are encouraged to fall an infinite distance (ram the eyebots) in a car and you take little no damage even though the car lands upside down on sharp rocks. But jump down a 1m ledge on foot and you are instantly dead! You might also find yourself asking that if my car can have shields, why can't I? That is when the Authority (or fan-fans) show up and tell you to "Move along".
The AI might seem like something off the short bus, but about 50% of the way through the game they designers actually allowed it to be turned on, and the challenge of bandits is improved considerably. So there is something to look forward to, though it does jump the shark with the gearheads. There are other issues, like poor sound localization (take a step and suddenly people are yelling in your ear), and design issues (combat is much too easy), but overall it would be much closer to an 8 if they just let you purchase racing coupons, and fixed the PC graphics: Polys, Low-Res Textures (20% are High, 20% are Med., and 60% are Low for the PC) and UVW seams, and Engine (seams) in that order.
Most of the PC graphics could be fixed in the future between patches and mods. Since id is still dragging their heels on the release of the x64 executable (which was supposed to be ready on release day) which is required to mod at all, there is not going to be much modding done in Epictober (or Skyvember).
I would suggest PC users wait for a sale, as it will be on one soon considering they competition that is coming its way. In a few weeks some of these aspects should be fixed, and if they are not, then at least you did not pre-buy the PC version, as all we have right now is a console 'port. PC users should also know that although the graphical issues were blamed on poor ATI drivers, the official patch (driver free) fixed 99% of them. It also messed up a lot of the CFG controls, but that is another review...
If anyone at X4 is going to review the PC version, please pay attention to the warped and melted geometry (square pipes, melted valve handles, warped vehicle engines), or the flat planes with a texture pasted on top of it (the one in Dan's garage is the easiest to find, but there are more). This might be fine for console games, but this is something that should be addressed (aka patched) for the PC version.
ahighmanberpig
@BloodthrOe and all the other people who obviously don't believe in letting anyone have an opinion that differs from theirs. Look just because your old and used to crappy graphics doesn't mean everyome is as ancient as you. (Blood) People nowadays are used to good graphics and in this day and age were there are consoles that can create those graphics theres no excuse. Theres a difference between paying 60 dollars for a game compared to putting a quarter in a machine, the bar has been raised old timer. And that's not my only issues with this game... here's the quest design... go grab these groceries! Now go back here and press this button! Now kill this many people! The AI's stay in one spot.. not moving whatsoever. The game was short even after beating every sidequest it had. Not to mention the developers lied to us from the getgo. And the whole map wasnt even as big as borderlands, and it was linear! I have been excited for this game all year, and went into it not trying to over hype it for myself, i gave it every chance i could but i just ended up with forgetful shallow gameplay. So really quit going around to everyones comment and leaving some little snibe remark. Let people have their opinion, you had your turn. Now shut up. Thumb down me too, cause I care so much you may make me cry.
nikolijobes
One day soon, games will invest 1/10th of their tech budget on writers. That day, my friends, will be a glorious day.
Dear iD software,
WHO WANTS TO PLAY A 5 HOUR LONG TECH DEMO THAT COSTS $60?
Thanks,
A broke-ass consumer who's waiting for a narrative... any narrative.
XxLockePSBxX
That's funny I could've swore id's last game was Quake 4 and not Doom 3...
reaperlord66
this game end in a way to make second one so 2014 or 2016 we will see rage 2
setsuken
Very great and well articulated review. I was really on the fence for getting this game, and actually after reading the review, and being told of all the faults,I decided to pick it up regardless.
As an Art student focusing on 3D Modelling and animation, I just really wanted to see what technical marvel ID had created this time.
I was shocked, almost baffled, to find that my copy on the PS3 had the worst texture pop in I've ever seen. From a game in this day and age, this is totally... unacceptable. I'm also surprised that none of the gaming media, including the fine folks at G4 have failed to mention this issue.
I own and X360, a PS3 and a PC, but am slightly partial to the PS3, and hence got the game for that system. Had I known how horrible the optimization for the game was on that system, I would've gotten it for my X360 instead.
I know reviewing games is a very tough and time sensitive process, but I think it would help a lot of readers who actually take your reviews and opinions seriously to know about what is a hugely experience breaking issue.
I can honestly say that the drawing point for the game, the realistic and very immersive world, is just broken by the texture pop in. I do agree with how fun the game is, especially the shooting segments, but when the game is constantly doing 3 passes to add detail every time you move the camera a bit, any sense of fun or immersion is lost.
After 10 years... I'm beyond shocked and disappointed in Id Games for this horribly coded and unoptimized version. I though that if nothing else, the one thing that Id had was technical prowess.
I am definitely not getting another game from Id. After Doom 3 and now this, I'm just shocked and disappointed beyond measure.
the29bman
it reminds me of a game i played late 80's and early 90's called auto duel which was really fun. it was car combat with rpg elements this game reminds me of that. nuff said
vileavatar
I don't understand what you people are complaing about. I have this game on the PS3 and it's running great. I think it's running as smooth as silk. I'm not having any problems with the graphics or anything. Please explain to me these problems everyone else seems to be having.
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