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Friday, October 14, 2011

Game News













I have only played about 8 hours of RAGE until now but I can safely say that the actual shooting in this game is great and manages to bring back fond memories of the time I spend with the various Quake and Doom titles of my youth.


 id Softwqare have always had two big claims to fame: they tended to revolutionize the standard level for graphics quality when they launched something new and they put other developers to shame with the first person shooter gameplay, with smart (for the time) enemies, great selection of guns and nice arenas.

This was true for the first Doom and for the second Quake and it's still very much true for RAGE.

This is the game where enemies are challenging, not necessarily because they have overpowered guns or because they have a lot of health but because they move in patterns that are not easily determined and tend to make the player miss, grow frustrated, miss some more and then become a bloody puddle on the floor, trying to get as much health as possible out of the defibrillator mini-game.

There's also enough variety to keep it all interesting, with melee engagements mixed with ranged ones and some open rooms where creeping around in order to quickly take out a few targets at the beginning of the battle is crucial.

The weaponry that id Software created, while not really innovative, also feels right, hefty, powerful (even the starting pistol is a force to be reckoned with) and it's always satisfying to find some new alternate ammunition to fight with.

The only thing I am missing so far are some fights in really big spaces, allowing for more movement, with some vehicles mixed in for good measure.

There's plenty more to do in RAGE so the moment for big battles might yet come.












The leader of Irrational Games has offered some more information on the political situation on Columbia, the flying fortress, and on how the existence of main character Elizabeth has created a conflict.


 Speaking to CVG Ken Levine, who is the leading developer working on BioShock Infinite, has said, “When you arrive in Columbia, Elizabeth has been trapped in this tower since she was a little girl – and you bust her out. That’s essentially the catalyst that heightens the conflict. You really turn the heat up in a way that it wasn’t before.”

He added, “The Vox Populi believe that the city is corrupt, so they want to demonstrate to the workers and the downtrodden of the world that this symbol of American imperialism has to fall. A prophecy says that if Elizabeth falls then the city falls with her. So they want her dead.”

Traditionally video gamers have been vary of the escort mission, which usually meant the player had to do extra work in order to make up for the failings of the characters who were controlled by the computer.

But while showing BioShock Infinite at both E3 and Gamescom this year the developers at Irrational Games have made it clear that Elizabeth will be a fully fledged character that has a power set that at times is more important than that of the detective the players control.

Levine has also revealed that the relation that Elizabeth has with her mechanical bird like captor, Songbird, is inspired by a real life victim of abuse that the developer had known and who was tempted to return to her abuser.

BioShock Infinite will be launched on the PC, the PlayStation 3 and the Xbox 360 at some point during 2012.

A standalone BioShock project for the PlayStation Vita handheld is also being developed.





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