Weird
#376 posted by FifthElephant on 2012/12/29 05:09:52
I think iD has come really far in terms of game development, and RAGE was potentially (and technically) their best game. The guys at iD let us down in a few areas, lack of boss battles, crap end portion of the game and lack of MP... but generally speaking I enjoyed the hell out of RAGE. Anyone saying it's not worth 10 bucks is a moron.
Fucking Steam
#377 posted by Spirit on 2013/02/08 17:46:26
via Daz:
http://www.bethblog.com/2013/02/08/rage-tool-kit-available-today-on-steam/
Later today on Steam we will be releasing the official tool kit for RAGE � the same tools used to create RAGE and it�s DLC, The Scorchers. From the game�s world building tool, idStudio, to game maps and assets, the kit provides everything you need to get started with modding the first-ever idTech 5 title.
Interested? Before you start downloading the hefty 35+ GB file, the RAGE team has provided some documents to read. As described in the welcome document, these tools provided are complex and aimed towards �technically sophisticated and adventurous� modders.
Welcome to the RAGE Tool Kit: http://cdnstatic.bethsoft.com/bethblog.com/wp-content/uploads/2013/02/RAGE%20Tool%20Kit%20Welcome.pdf
RAGE Tool Kit FAQ and EULA: http://cdnstatic.bethsoft.com/bethblog.com/wp-content/uploads/2013/02/Rage%20Tool%20Kit%20FAQ.pdf
To download the kit itself, be on the lookout for the RAGE Tool Kit in the Tools section of Steam (the same place you�d download Skyrim�s Creation Kit).
On behalf of everyone at id, we look forward to seeing your creations. If you have something to share, shoot us an email or share it with our id Software Facebook and Twitter accounts.
Snippet from the EULA:
If You distribute or otherwise make available New Materials, You automatically grant to Bethesda Softworks the irrevocable, perpetual, royalty free, sublicensable right and license under all applicable copyrights and intellectual property rights laws to use, reproduce, modify, adapt, perform, display, distribute and otherwise exploit and/or dispose of the New Materials (or any part of the New Materials) in any way Bethesda Softworks, or its respective designee(s), sees fit.
All Your Base Are Belong To Us
#378 posted by ijed on 2013/02/08 20:00:26
EULA
#379 posted by anonymous user on 2013/02/09 02:15:54
Well they basically give you all the raw assets to screw around with and modify
#380 posted by Spirit on 2013/02/09 10:16:08
That is the point of modding...
EULA
#381 posted by sock on 2013/02/09 12:51:47
Sorry for the stupid questions but I don't remember any EULA of editing tools being like the this. Anything you create with the editing tools automatically belongs to Id? for free? Why would anyone want to use the editing tools if you are creating content without any personal rights?
Was the previous editor tools (doom3) like this?
isnt blizzard's eula for starcraft2 the same too? normally whenever an editor is relaesed they usually go with a "do whatever as long you sont make money out of it?" - then again i never paid much attention to them :)
and whatever this update did, the game runs really smooth now. update 1.2 [?] made it run like shit. though the 64bit takes like 8+ min to load? it just seem to be stuck there forever whenever i try it, so i always cancel it after a while.
unless i need the sdk to run it? gah?
#383 posted by Spirit on 2013/02/10 09:51:02
from what I know, starcraft mods are pretty much online only with blizzard hosting them so they would need clauses like that.
Doom3 License
#384 posted by anonymous user on 2013/02/10 22:03:40
You shall not rent, sell, lease, lend, offer on a pay-per-play basis, or otherwise commercially exploit or commercially distribute the New Creations. You are permitted to distribute, without any cost or charge, the New Creations only to other end-users [...]
Bethesda lawyers took it a step further.
Friends
#385 posted by I liked Rage on 2013/11/28 19:54:29
Friends, I'm a dude who loves the old style of fpses... doom, quake (played those a shitload), serious sam (second encounter and 3) and I kept the hell away from rage because it was flooded by criticism and I expected some sort of modern tacticool shooter.
I tried it on steam on the free week end and I was really sucked in... obviously the visuals are pretty but the game\gunplay and challenge factor are absolutely top notch despite the health regen mechanic.
Plenty of cool weapons and enemies who behave in interesting ways... what sets the game apart are the reactive, varied and convincing animations (you need to play it to realize it). I think there is some truly impressive technology and IA* behind that
Really fun game with very pretty visuals, I don't care much about the flaws (well I hate health regen but the game on ultra nightmare manages to be challenging still I would love a return to the medkit). The bad rep this game has is undeserved, and I would love a sequel expanding on the gameplay (maybe adding more types of monsters)
Oh and yes the scorcher dlc is hard as balls (at least on ultra nightmare) and I think you should play it after the main campaign
Umda?
#386 posted by Spiney on 2013/11/29 00:35:13
Flawed but very enjoyable regardless. Like women!
My main gripes were uninspired map layouts and chest high cover / wack a mole style gunplay made worse by the health regen. Tier 2 weapons completely deprecated tier 1 in the good old Id tradition of simplifying/streamlining everywhere except the parts where it matters, bwahaha. Though it was still better than Dewm 3 despite even those flaws, imho. Then again, spawning imps behind you in glowing pentagrams for 123456789 times totally doesn't get predictable ever, if it did, they would've noticed somewhere in those 5 years, logic man. Just wish Rage was a bit more... you know, Quake1-ish gameplay on the whole? I really enjoyed the racing parts as well, that was one of the best aspects of the vidyagame . Tho I wish I could put gold rims on my fuzzy dice with the pimping thing.n Apart from that, the story reads like it was written by a 13 year old. Which really hurt the believability of an otherwise very lovingly crafted (aha) world. Also, an ending would have been... nice? You know, like Romero or robot Hitler.. Visually one of the best games ever imo (rly), even despite the low texel density.
Oh btw, if any Id employees read this, please let us kill Tim Willits at the end of the next game.
You know, it's too easy being a critic.
And I feel a bit drunk..
Then
#387 posted by ijed on 2013/11/29 00:50:22
You haven't drank enough.
#388 posted by Spiney on 2013/11/29 00:58:51
I prefer not waking up without pants.
Then again, pants are overrated.
Spiney
#389 posted by I liked Rage on 2013/11/29 08:46:07
spiney I agree with your insane and rambling drunk criticism, for the most part.
Uninspired level layouts? YES I AGREE STRONGLY
Whack a mole gun play? Well not necessarily, at least I personally played it very aggressively on nightmare\ultra nightmare (the game doesn't have an exaggerated spread like other modern fpses), also there are some parts swarming with ultra fast and mobile mutants and you are basically forced to move around a lot (on ultra nightmare of course)
"Just wish Rage was a bit more... you know, Quake1-ish gameplay on the whole?" everybody wishes that of course but we can't have too much nice things on this planet
"Apart from that, the story reads like it was written by a 13 year old." Yes. I don't mind it that much in a shooter if the action is good\decent but they could improve it. IN a sequel I would like less combine soldiers and more satanist bandits\ monsters\ general post apocalyptic stuff
"Also, an ending would have been... nice? You know, like Romero or robot Hitler.." Yes pretty weird way to end a game
Anyway thanks for your reply and your rambling\drunk way of writing criticism while still maintaining coherency.
Played A Bit
#390 posted by necros on 2013/12/01 05:32:36
not bad
don't agree with the cover comment. you can freely charge in and blast things.
massive sound compression on id software logo video... wtf?
beautiful open world look... with invisible walls everywhere. depressing.
terrain makes my jaw drop
Rage Was A Very Pretty Game
but ultimately felt unfinished. Imagine if it had just a couple more encounters with bigger bad guys and it had a proper boss battle at the end. That could have propelled the game from being a 6 or 7 to a full 10/10 IMO.
Was the game too grandiose for id to make properly? They are still not a large enough developer for such a project IMO.
#392 posted by Spiney on 2013/12/01 15:36:42
You can charge freely but you'll need to dodge all the waist high cover that's littered everywhere. And the smarter enemies use it a lot.
And if you get hit by something your screen turns annoyingly red. Maybe it's because I played on the higher difficulty, dunno... just feels more pop and stop than it should be at times, it's different with the mutants tho. Maybe i'm too noobish? That's always a possiblity
#393 posted by necros on 2013/12/01 19:05:34
i usually just jump over the waist high cover. i do use it sometimes though.
mind you, i'm only playing on hard and haven't gotten far into the game so maybe when it becomes more difficult, i'll need to hide more or something.
Rage
#394 posted by I liked Rage on 2013/12/01 21:31:09
"Was the game too grandiose for id to make properly? They are still not a large enough developer for such a project IMO. "
I think that's why they should have expanded rage with a sequel instead of starting from scratch again with doom 4.
"it's because I played on the higher difficulty, dunno... just feels more pop and stop than it should be at times"
On the highest difficulty enemies are extremely precise. I still managed to rush the majority of the fights. You can still pull out your rocket lawn chair to quickly resolve stand stills, even while jumping around.
On hard you can run strafe bullets at least at the beginning
Lovehatelovehatelovehatelovehatelovehatelovehate...
#395 posted by timescale001 on 2013/12/05 22:46:26
Rage is one of those games that I just can't help but sigh in disappointment, while at the same time, can't stop but return and play it because damn, the gameplay feel so satisfying. I agree with some of the previous commenters here, playing through it (for the third time), while the gameplay fundamentals feels refined (aiming, shooting, movement) the whole design feels incoherent and incomplete.
Vast expanse of land, cool, but then again, nothing much to do but only to go from objective to objective. Shame that they didn't even consider making those points of interests have respawning enemies on revisit. The concept of megatexture, wow. I really like the amount of texture detail per surface, rarely spotting an absolute repeating texture. But, meh, concrete, rocks and debris, looking at it as a whole...
I'm not bothered by the gratuitous texture pop-ins as it means the game, in return, just chugs on for me at a consistent 60+fps. The screen tears a bit too much though. Also, seriously love the fact that there's almost nonexistent amount of depth-of-field, blur, bloom. Keeps the whole game clear. And makes me appreciate the surface textures even more.
Some may not like it, but I love the over-animated npcs. Makes them feel cartoony and I like it that way. Kinda fits with the not-really-photorealistic visual design. The enemy movements are commendable too.
The vehicle feels great, but then again, finite amount of bad guys so later ends in just driving in vastness of nothing.
The arena and the racing I like too, but without much variety (on replay the mutant-bash only has, like, two variations?) it get stale pretty quickly.
The weapon feel-idsoftware grade of refinement. The weapon and ammo variety, is indeed varied, but-with the exception of the shotgun and pistol-ammunition and money are pretty finite, so unless you are a fan of the shotgun and pistol, other folks preferring other weapons would feel shortchange for the experience of the other weapons.
In the end, the only REAL downer for me for the game is the fact that, for a game that really works aces on the shooting department, you will-in such a big, semi-open landscape-run out of things to shoot. Which makes the post-campaign freeroam on the DLC/patch pointless.
But still, like it way better than Doom 3.
Replaying Rage
#396 posted by Jago on 2014/01/24 13:04:44
I have previously played about 2/3 through the game on a PC and right now I am replaying it on a PS3 with all the DLC. Why did the game fail to do well financially? Was it all about the backlash to initial driver problems? The game itself is really REALLY good. Sure, there is some filler and the story is forgettable, but the 2 important things: actual combat/gunplay and environment design are phenomenal.
Rago
#397 posted by Kinn on 2014/01/24 13:46:05
but the 2 important things: actual combat/gunplay and environment design are phenomenal.
I have to make a couple of points here:
1) If by "environment design" you mean the visual art side of it, then I agree it is phenomenal, but that is not one of the two most important things in a game.
2) if by "environment design" you mean "level design", then I agree it is one of the two most important things in a game, but in Rage, the level design is not phenomenal - it is very linear, simplistic and dull.
Kinn
#398 posted by Jago on 2014/01/24 14:11:28
For an FPS, in the age of COD and games-trying-to-be-COD, Rage level design is very much non-linear, but yes, I did mostly mean the visual art side of things.
#399 posted by Spirit on 2014/01/24 15:08:32
Because it is a fucking idiotic mix of a racing game and a mediocre FPS with an awful GUI/UX (on PC), shallow story, lifeless world, boring missions, stupid gimmicks, invisible walls, shit gameplay but really really fancy static environments.
Waitwat
#400 posted by Spirit on 2014/01/24 15:10:59
Where are RAGE levels non-linear?
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