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Rage

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The DTOID Show: Conrad Bears His Dark Soul


Oct 06
// Max Scoville
Hey Gang! Here's yesterday's Destructoid Show. For reasons I do not understand, this post didn't go live last night. In any case, here it is now. If you want to catch our episodes when they're fresh outta the video-oven, be ...

Not-Review: RAGE on PC is appalling

Oct 05 // Jim Sterling
RAGE (PC version)Developer: id SoftwarePublisher: BethesdaMSRP: $59.99Released: October 4, 2011Tested On: Intel i7-2600k @3.40 GHz, with 8GB of RAM, GeForce GTX 580 GPU (SLI) Things start off poorly with a menu screen that has random black lines flickering across it. Sometimes they're there when the game boots, sometimes they're not. I wouldn't be able to play with the in-game settings to see if something can be fixed, however, because the in-game menus are pathetic. The only graphical tweaks available within RAGE are screen resolutions and anti-aliasing settings. id Software didn't feel the need to provide anything else.  Right from the very outset, RAGE looks like garbage. The first cutscene is so poorly compressed, it could have been an opening FMV for Dungeon Keeper back in the nineties, and the in-game graphics don't fair much better. Any dark spaces are clouded with artifacts, as if the shadows were actually low quality jpegs.  [Pictured: A dark corner, looking like it was drawn in MS Paint] I can confirm one of the most common complaints -- textures pop in a split-second before you view anything, leading to a distracting environment in which everything appears to twitch. Turning around at any point in the game causes the visuals to "re-focus" which puts the player off completely. Speaking of being put off, the screen-tearing is beyond obscene. Whenever you turn around, you have to deal with obnoxious lines all over the screen and textures shunting themselves in before your very eyes.  The framerate, especially on vehicles, is abysmal as well. This is all after I did as Bethesda recommended and installed the very latest NVIDIA drivers. I noticed a slight framerate increase on-foot, but no improvements anywhere else. Screen still tore, textures still popped in, and the vehicle sections look like they're being watched through a zoetrope.  [Pictured: A corridor I was able to screengrab a moment before the textured popped in] Oh, and you'll want to alter the keyboard controls for vehicles. Someone figured they should control exactly the same as the first-person perspective, which means that you're expected to hit Shift to boost -- which means you'll be taking your finger off "A" and thus can't turn left without enjoying some finger gymnastics (Edit: Or you can be like the FREAKS in the comments who use their pinkies, I guess. How uncomfortable).  Another weird control issue is the fact that the cursor sensitivity ramps up considerably during any in-game menu. Be it the options screen, the mission acceptance screen, or the inventory, the mouse suddenly goes at more than twice the speed, which is incredibly jarring and forces the player's brain and hands to recalibrate every time they go from gameplay to menu browsing. I just have no idea how something so stupid could be allowed to happen, other than to surmise that nobody cared, and nobody tested anything.  [Pictured: Some pre-texture scenery. Character models don't seem so badly affected] All these issues were apparent within the first fifteen minutes of play, leading me to conclude that RAGE is by far among the very worst ports I have seen on any system, from any company, during any year. While the game is good on consoles, and a recommended purchase, I'd say that anybody looking to get it on PC steer well clear, at least until a laundry list of tweaks and the obligatory first five patches have arrived. Right now, there are all sorts of conflicting reports on how to make RAGE run better on PC, but most users will be tearing their hair out and lamenting their wasted cash if they download this and expect to get a good product for their $60.00.  Yes, $60.00. It's ten dollars more expensive than PC games should be, and it's still one of the worst PC versions of any game currently available. That such things are legal truly blows my mind. 
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RAGE's release has been dominated by reports of the game running poorly on PC. Unfortunately, a PC version wasn't provided before we were able to run our review, but I've gotten my hands on a copy via Steam and played through the first mission to see how it stacks up compared to the Xbox 360 version.  I am beginning to count myself lucky that I didn't have to fully play it for the review.

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PC RAGE players should download new drivers 'immediately'


Oct 05
// Jim Sterling
RAGE PC players with AMD/ATI graphics cards can now download the "RAGE Catalyst" drivers in order to fix a number of horrendous issues with the game. As revealed yesterday, the PC port of id's post-apocalyptic shooter has bee...
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Problems with RAGE on PC? Grab these new AMD drivers


Oct 04
// Jordan Devore
We've heard reports that PC users are going up against a number of technical issues with RAGE, which publisher Bethesda Softworks has attributed to driver problems. No matter the cause, it's disappointing to see any game -- e...
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The DTOID Show: Our RAGE Review & Impressions


Oct 04
// Max Scoville
[The Destructoid Show gives a rundown of all the top news from Destructoid.com every Monday, Wednesday, and Friday. Subscribe to us on YouTube, follow us on Twitter, and like us on Facebook....
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RAGE said to be suffering on PC


Oct 04
// Jim Sterling
You'd think that a graphically demanding shooter from id Software -- of all studios -- would be at its peak on PC, but according to a growing number of users, RAGE is a broken mess. Users around the 'net (including NeoGAF) ar...

Review: RAGE

Oct 04 // Jim Sterling
RAGE (PC, PlayStation 3, Xbox 360 [reviewed])Developer: id SoftwarePublisher: Bethesda SoftworksReleased: October 4, 2011MSRP: $59.99 It would be very difficult to discuss RAGE without mentioning both Fallout and Borderlands -- comparisons that are easily justifiable since id Software has merrily stolen from both. Set in a post-apocalyptic world where cryogenically frozen people emerge from "Arks" to find a wasteland ruled by bandits and mutants, everything about RAGE feels familiar.  Borderlands' visual style -- including bold, cartoon-esque outlines -- and Fallout's general premise are blended with a BioShock-inspired loot system to create a game that looks and feels like something we've seen a bit too much of in recent years. The game looks dated, which is strange, considering it is one of the most graphically gorgeous games on the market.  While its art style feels passé, the technology bringing it to life definitely does not. Of particular note are the animations, which are easily the most lively I've seen. Enemies movements' are especially stunning, and I was most impressed by just how varied their behavior can be. Even the simple mutant has a wide range of actions -- they'll roll to avoid fire, grab onto the ceiling, hold themselves elevated in doorways like spiders, and leap to close large distances. Different tribes of bandits have unique behaviors to boot, with Ghost clan members charging wildly and running along walls, or the more pragmatic Shrouded retreating when taking heavy fire and covering each others' escape.  RAGE splits itself into first-person combat and third-person vehicular sections. Taking a rather formulaic structure, general progress consists of heading into town, taking on a mission, driving to a "dungeon" area and killing a lot of things. This pattern repeats itself from beginning to end, in a world that looks quite open but tends to be shockingly small and restricted. There are huge chasms, open mountains and wide fields, but the they are inaccessible and exist only as window dressing. There's a linearity to the game that seems at odds with the world's open appearance. This is a problem that's only compounded when you realize how devoid of exploration that world truly is -- there is one small city area for each half of the game, and the dungeon locations sit at the ends of a meager selection of straightforward paths. One wonders why the illusion of an open world was put in place -- I'm all for linear experiences, but not when they're pretending to be something they're not, and offering the vision of something far larger than it is. Getting from A to B is a pleasant affair, as vehicles are easy to handle with tight, precise controls. Players can take part in races within each city, earning tokens that can be spent on upgrades such as increased boost power and extra weaponry. These upgrades will be essential as the Wasteland becomes increasingly populated with enemy vehicles that spew bullets and rockets with deadly precision. Collecting and upgrading vehicles is a cool part of RAGE, but the overall selection of machines and corresponding enhancements isn't quite deep enough to remain compelling for long.  The combat sections will feel a bit more familiar to id fans, especially those who enjoyed the atmospheric DOOM 3. Like the horror-shooter sequel, RAGE's combat is all about setting up a series of corridors, broken up by rooms full of enemies. Opponents are remarkably aggressive, and rather difficult to hit thanks to their love of rushing, ducking, weaving and taking cover (not to mention the fact that aim assist is either terrible or non-existent on consoles.) There's a nice variety of weapons, ranging from the humble pistol and assault rifle to more delicious arms, such as a crossbow that can fire mind-controlling darts. Each weapon has multiple ammo types, and can extra attachments can be purchased at stores in town. If you die, you have the ability to get back up by taking part in a small QTE-like minigame. However, this "defib" option needs to recharge, so players can't just resurrect indefinitely.  Aside from the fact that erratic enemies are frustratingly difficult to hit, RAGE brings the action in a big way. Combat sequences are fast-paced and intense with enemies that range from savagely aggressive to prudently tactical. As the game progresses, more vicious factions are encountered, each with their own unique weapons, strategies and environments, from the feral Jackal clan to the high-tech, militant Authority. There's a real sense of life in each fight, with opponents communicating to each other about their battle status and commenting on the player's movements. Sometimes the smoke and mirrors of this combat dialog is exposed when enemies that can't see you are still telling their friends what you've done, but the illusion of smart, observant opposition is generally maintained to an effective degree.  Helping out in combat is a range of gadgets that can be built using debris from the environment and corresponding schematics. These range from the invaluable Wingstick -- a deadly bladed boomerang -- to remote-controlled bomb cars, sentry turrets, and spider-like robots that act as autonomous allies. Due to the huge, cluttered menu system, it can be difficult to find or even remember the gadgets on offer, but they're all incredibly useful once you recall they exist.  Speaking of the menu system, it could definitely have used some work. Unnecessary visual effects upon switching tabs makes menu navigation feel laggy and inconvenient, and items are thrown together with monochrome images representing each one. With only four weapons and four gadgets able to be stored in a quick-select slot, the menu is needed often, and it's a pain to use.  RAGE throws a few extra distractions into the mix, just to spice things up. As noted, each city has a collection of vehicle races, and there's also a job board with intermittent sub-quests. There are also minigames, such as a board game in which you "roll" dice to shoot mutants before they kill your avatar, a finger-puncturing knife trick challenge, and a battling card game called RAGE Frenzy. The card game is my personal favorite, using collector cards found in the game world to battle AI opponents in a simple but satisfying game of chance. I'd have loved for RAGE Frenzy to be expanded, as the random element of collecting has been killed off in favor of predetermined cards hidden in predetermined locations, and there are only two people in the entire game who play.  The problem with RAGE Frenzy, however, is the ultimate problem of RAGE as a whole -- it's full of great ideas and it's truly fun to play, but every single idea fails to reach its potential. It would be unfair to call such a polished and enjoyable game unfinished, but the fact that every included element needed further expansion at least suggests an experience that must be deemed incomplete. There are weapon upgrades, but only a mere handful of them. You can enhance your vehicles, but there's a tiny range of auto parts on offer. You can equip new armor ... only once during the whole game. There are gadgets to be built, but no depth to the crafting system. There's the tease of an open world, but it's not open at all. There are hints of role-playing elements, but no attainable new skills or statistics. There's a collectible card game without the fun of collecting and only two people to play it with. There are shops, but you can buy all the new schematics and armor upgrades on your first visit and only need to return for ammo or crafting ingredients. There are cities but only two of them, featuring the same minigames, and they're small. RAGE is a game that promises many things but delivers only a fraction of each. A vastly entertaining fraction, I have to add, but it leaves one aching for more, and imagining what could have been if the experience weren't cut so coldly short.  This is a feeling carried through into the multiplayer, which is amusing but shallow. RAGE's competitive online mode is cribbed from the various vehicular combat sections in the campaign, and feels like a mixture of Twisted Metal and Mario Kart. However, each game can only contain four players on maps that are far too large for such a small number. As a result, matches feel constrained and often consist of three players shooting the rear of whoever is in front, then another swapping its place. At the time of writing, matchmaking doesn't seem to work, either. Bethesda had scheduled matches for reviewers, but nobody was able to find them. There are multiple reviewers still trying to get into a game, but RAGE so far doesn't even attempt to find lobbies, forcing each player to start their own instead. I eventually got to try it by starting a private match and inviting someone else in.  There's a co-op mode that revisits locations from the campaign and gives two players a series of objectives to complete against quite challenging odds. These "Legend" stages have a scoring system in place for some passive competition, and attempt to breathe extra life into RAGE's narrative by theming every stage around a backstory. Ultimately, however, these short little levels feel shallow and the scoring system encourages a more frantic style of play that contradicts the need for players to take their time and work together. All told, the multiplayer simply isn't worth putting that third 360 disc into the machine, and it would have been far better for id Software to remove it completely and work on a fully-fleshed-out solo mode.  For the ten or so hours that it lasts, RAGE has a lot of honest, straightforward, amusing action on offer. However, one can't help but feel that this is little more than a prologue, something id Software put together in order to show the potential of a franchise, rather than realize the potential of a game. As you rush around the world and get brief introductions with major characters, it seems like you're on a quick sightseeing tour of RAGE's universe rather than setting up camp for an extended stay. Everything RAGE does, it does well, but it just doesn't do anything to a conclusive degree. This is hammered home by the rushed ending with an absolutely classless cliffhanger. RAGE is fast food, the kind of fast food that looks much more satisfying on the menu than it does once served. It's tasty, for sure, but you'll be starving almost as soon as you've finished. By no means is RAGE not worth your time -- it looks stunning, the combat on both wheels and foot is fun, and there's a tremendous sense of atmosphere that deserves to be experienced. However, RAGE's quality only makes its lack of ambition more painful in the long run, as it could easily have been better than it is. It's a good game, most definitely, and one that id fans will enjoy ... just don't expect it to do half of what it looks like it can do.
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It's been quite some time since id Software released a brand-new hatchling into the world. DOOM and Quake have kept it relevant through the years, but there's a new four-letter name on the cards, and that name is RAGE.  ...

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The Jimquisition: Fighting the 'problem' of used games


Oct 03
// Jim Sterling
For the past two episodes, I have railed against publishers and their war on used games. In the concluding part, I praise those tactics that I do not find obnoxious, and would like to see further encouraged. Rather than puni...
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id Software pushes the importance of franchises


Sep 29
// Jordan Devore
Rage isn't even out, but that's not about to stop id Software's Tim Willits from being hopeful that the game will be successful enough to warrant a sequel, and speaking more generally about the subject to GamesIndustry.biz. "...
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RAGE: Three Xbox 360 discs, 8GB PS3 install


Sep 25
// Jim Sterling
Never has the name RAGE been more appropriate for console gamers, with word that non-computer versions of id Software's upcoming shooter will have some controversial requirements -- whichever machine you pick.  The ...
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New RAGE trailer counts bodies like sheep


Sep 15
// Jim Sterling
What would your Thursday be without some game footage set to A Perfect Circle songs? Rubbish, that's what! Bethesda has sent over a new trailer for the gorgeous looking RAGE, and it features "Counting Bodies Like Sheep To Th...
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Cooperative carnage in Rage's Water Service


Sep 08
// Jordan Devore
As it turns out, Rage has a co-op mode. In this mission, vile fiends have placed bombs throughout Wellspring in an attempt to destroy what's left of the water supply. There's an awful lot of running, gunning, and reloading. ...
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Here are your RAGE PC system requirements


Sep 07
// Jim Sterling
Bethesda has released the minimum and recommended specs for RAGE on PC. It's a gorgeous looking game, designed to showcase the new id Tech 5 engine, so you'll want to make sure your computer's swanky enough to take advantage ...
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Rage's novel tie-in emerges from the Ark today


Aug 31
// Liam Fisher
Some people are kind of interested in Rage, but only a little bit. For those people, you should know that Rage's novel tie-in is now available. The book follows the adventures of Lieutenant Nick Raine as he emerges from his p...
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Rage gameplay trailer enters the Gearhead Vault


Aug 27
// Liam Fisher
id may be done pushing out their behind the scenes videos, but that doesn't mean the Rage hype train is slowing down any time soon. The new gameplay trailer, Gearhead Vault, shows bits and pieces of on of the games missions ...
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Bethesda is bringing Prey 2, Skyrim, and Rage to PAX


Aug 22
// Jordan Devore
Merely thinking about the lines that will form around Bethesda Softwork's titles at PAX Prime 2011 has my legs aching. Booth #1314 is where you can get your hands on id's Rage and The Elder Scrolls V: Skyrim. For Prey 2, ther...
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Rage iOS all kinds of free for about a week


Aug 18
// Nick Chester
Would you look at that: more than 100,000 people have "liked" Rage on Facebook, and id Software and Bethesda are making good on their word.Because of the love fans have shown, Rage for iOS is now completely free for a week. That's like a two dollar value or something! The game is okay, but when we're talking free it's totally awesome. So go get it while you have the chance!
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An evening with id Software at the Sydney Opera House


Aug 18
// David Rayfield
Unexpectedly, it seems the Sydney Opera House has become the place to be in Australia when it comes to videogames. RAGE creative director Tom Willits will be speaking at the venue on September 14 about the history o...

Interview: Talking Rage with Tim Willits

Aug 14 // Allistair Pinsof
What’s your current role on Rage? I’m the creative director. It’s very similar to what we did to Doom 3. Matt Hooper is the design director so I work with him. We basically built Doom 3 together -- remember it was only 33 people. That’s the great thing about id: it’s a small group of guys. Me and the other guys rolled right into Rage. I do a lot of similar things, but Matt does a lot of the heavy lifting. Much like Doom 3, one of the most impressive things about the game is the animation. Enemies have elaborate animations where they fall down and shoot you or jump from cover to cover -- can you explain how that came about? Where the game shines is in both our combat animations and AI system and how well they work together. When you were playing, you might have shot a guy and he grabs himself like this [Willits grabs chest] or you shoot them in the back and they do this [reaches for back], or you see them fall down. You think they are dead, but they slowly crawl to cover or shoot you from the ground. That’s awesome. It adds a whole layer to the system. Then all the characters you meet are keyframed which is amazing because keyframing is a lot of work these days. It adds over-the-top animation that draws a lot of character into those NPCs [non-playable characters]. So it’s a mix between great keyframing for our main characters and good AI and animation for the enemies. What was the thought process behind letting enemies jump from cover to cover, while the player cannot? We started with one cover system that was interactive. You went up there, hit a button and went into cover. Then you hit another button and got out of cover. That kind of slowed the game down. Then we added an automatic cover system where you would go to flagged points and you’d lock-in to cover, but it really slowed the pace. You can think about in your mind and go, “How is that going to really slow the pace down,” but we actually had it in and the pacing just didn’t feel right for us. So, we had two systems in that were fully functional and then poof. Gone! Same thing with getting into vehicles. You’d go up to your buggy and it’d trigger this animation where you climb in. It was really cool about the first three times you saw it, but then you just want to get in and go. So we got rid of that. Same thing with the Wing Stick; we originally had a complex animation for that but it slowed it down. It just wasn’t fast and responsive. That’s the great thing about id. We put stuff in, try it, test it out and if it doesn’t work -- great, we throw it out! One of the things that most impressed me about the time I spent with Rage was the cinematic score. What is the story behind that and who is the composer? Christian Antkow is our sound and music director and he works with a number of guys. What Christian did was he worked with the programmers to create multiple layers of music based on what you are doing. So, if the combat intensifies, the music intensifies. If you combat in vehicles, you hear the combat vehicle music. We don’t have a soundtrack that triggers based on maps or anything like that. We have context-aware music tracks. What are PC players going to get that they wouldn’t be able to do on a console? The great thing about Rage is that all the assets that the guys at id create are all the same, regardless of the platform you play on. But, on PC what you can do is crank up the resolution, anti-aliasing, and increase the texture bumpers to get higher-res textures farther out. Then, you can take your cores and apply them to to transcoding, so those textures come in fast. Then, after we ship, you can download the SDK, but you need to have 64-bit. You guys never built a full world like this before. The intro of Doom 3 had something going on, but not like this. Where did you start with Rage? Historically, our games start here and end here, but with Rage we wanted to setup a world where you can feel things happened before you got there and things will happen after you leave. We went as far as to do a three-part comic book series with Dark Horse. The book’s story takes place ten years before you even show up; it’s all about Elizabeth and Cavassier who you meet in the game. We also have the novelization of Rage, if you want to read more about the game’s backstory. It’s been a very conscious effort for us to make this world more than a single game experience, which really sets us up for anything we may want to do. Has Bethesda consulted id, while you guys were making this world? The great thing about the executive leadership at Zenimax and Bethesda is that they are letting us make this game. Todd Howard works a lot like we do. They said, 'You guys been making games for a long time -- keep doing that! We will support you, we will let you build the new Doom team and we’ll help sell the games. You guys just do what you do best.' So, it’s really worked out great. Do you see Rage being a game that people play at QuakeCon? The vehicle combat in multiplayer is quite fun. I like it a lot. So, hopefully we’ll see it being played. Is there any sort of fast travel you unlock in Rage? No, but if you are in the wasteland and your car gets stuck or destroyed you’ll have to call the tow truck.  But, it’s expensive. If you want to get back to the town faster you can call the tow truck but it ain’t cheap. What voice actors are involved in the game? John Goodman. He’s the first guy you meet and he’s perfect. If you can have one actor that is perfect for a post-apocalyptic world, of course you have to pick John Goodman.  He kind of looks a lot like Dan. There is some very good voice talent and a lot of guys we worked with in the past. We also have a lot of guys who had major roles in other games like Cain from Diablo, Drake from Uncharted -- it’s fun to play and go, “Hey, that’s Drake and that’s Cain!” Are there any missions or areas you can miss on your first playthrough? Yes, sewers are definitely one of them. I bet you missed them when you played them. I bet you drove past all three [He’s right!] That’s three levels you missed and then there are the post-it jobs, the Stanley Express missions ... there’s a lot of stuff. If you look around and listen to what the NPCs say and go out and find stuff, you’ll be rewarded. Id has always been innovative in its enemy design, but how do you keep that intact when all the enemies are human? [Lost a bit of the recording here: Willits describes the various clans leading up to ...] The Uncharted clan are not afraid of anything, they will hold their ground. One guy will drop a shield and another guy will step-up behind him and use him as cover. Then of course with mutants, skinny mutants and giant mutants they all have their very unique attacks. Rage is a long game but you won’t grow bored with fighting. Does it feel weird to show off a single-player game at QuakeCon? No, because the QuakeCon fans all love good games. If they didn’t like good games, they wouldn’t be at QuakeCon. I am excited about our multiplayer offering in Rage. It’s different. It’s not the cookie-cutter formula again -- well, the formula we invented. Besides, people at QuakeCon just want to see good games. Now that you have Hi-Rez showing off Tribes and all the Bethesda games here, QuakeCon feels a bit more like an expo. Does it feel different to you? Well, we’ve always had different games being shown here. Valve showed Left 4 Dead here, originally for the first time, and that was awesome. We’ve had various strategy games shown before. It’s always exciting to see great games come to the show. Are there any other games we’ll be seeing with the id Tech 5 engine, any time soon? Well, the id Tech 5 engine is exclusive to the Bethesda family. There are other studios who are working with it but – everybody knows Doom is using it. Further down the road, I really can’t say. When you were making Rage, you must’ve still hit some limits of what the hardware is capable of doing. Have you looked into what could be possible five years from now? One of the great things about id Tech 5 is that it’s very scalable. John Carmack believes as we look to the future, we’ll be able to reutilize this engine and its capabilities. We push the 360 and the PS3 right to their limit. We encourage gamers to install the game to their hard drive. There’s a lot of legs to this tech and you’ll see it around for a long time. I know you got your start as part of the Doom modding community. I was wondering if you’ve seen any of the crazy things people have done with the Doom engine the last couple years? Yes, there are some very neat Doom mods out there that are very advanced. Modding games is still the best way to get into the industry. Pick an engine you like and make something cool with it.
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My interview with longtime id Software member Tim Willits began with my pitch for a Destructoid crossover-promotion with id and the Hilton that houses QuakeCon. It’s called “GET RAGED!” The rules are whoe...

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Buy RAGE used, miss out on extra content forever


Aug 12
// Jim Sterling
RAGE will not be instituting an online pass, but it will feature codes for brand new buyers that will provide extra content. id Software's solution happens to be a great idea and an example of the sort of thing companies shou...
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Rage behind the scenes: The sound and art


Aug 11
// Liam Fisher
Hey guys, heads up: The world of Rage isn't a place you'd want to take your parents on vacation. I know it's tempting with the game's myriad mutants and bandits, but you must resist. Meanwhile, in their newest behind the sce...
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The DTOID Show: Kim Jong-il and the Army of Cyberhackers


Aug 08
// Tara Long
Good evening, and welcome to the 160th episode of The Destructoid Show! You'd think after 160 episodes we would've run out of introductions for our show posts, and you'd be right. I'm terrible at these things. Let's talk som...
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Bethesda promises that RAGE runs fine on PS3


Aug 08
// Jim Sterling
There has been some buzz around the Internet concerning the PS3 version of RAGE, with reports that the Blu-ray's latent loading is contributing to an inferior product. We contacted Bethesda to see if there was a real issue at...
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Carmack 'frustrated' that 360, PS3 are weaker than PC


Aug 08
// Jim Sterling
We all know that computers are more powerful than consoles, but id Software's John Carmack is sick of it. Citing the struggle to get RAGE running on PS3 and Xbox 360, Carmack has admitted to being "extremely frustrated" by ha...
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Rage Xbox 360 install is 22GB


Aug 08
// Jim Sterling
If you're looking to buy Rage on the Xbox 360 and you like to install your games, you're going to need to do a sh*tload of deletion first. id Software's John Carmack has stated that you'll need to shove 22GB of information do...
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Interview: id President Todd Hollenshead vents his Rage!


Aug 05
// Max Scoville
Last week, I got some hands-on time with the first three hours of id Software's new post-apocalyptic first-person shooter Rage. Afterwards, I got to interview Todd Hollenshead, id's president, who was kind enough to tell me ...
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Clothe your Xbox avatar in some pretty sweet Rage apparel


Aug 04
// Liam Fisher
In a not so surprising turn of events, it seems people are really excited about id's open-world FPS Rage. So excited, in fact, that a set of Xbox Live avatar items has been released to the wilds of the Marketplace. Now your a...
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Latest Rage trailer is serious... serious about action!


Aug 04
// Nick Chester
"The fiend in his own shape is less hideous than when he rages in the beast of man."What's this? A trailer for an id Software game that starts off with a quote from the Nathaniel Hawthorne's short story, "Young Goodman Brown...
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If Rage gets 100,000 Facebook likes, iOS game goes free


Aug 04
// Nick Chester
id Software's Rage Mutant Bash TV for iOS is pretty good. Not great, not bad, and at the very least a great example of what Apple's hardware can do in the right hands. If you want it for free, fire up those Facebook accounts ...
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The DTOID Show: Borderlands 2 and hands-on with Rage!


Aug 03
// Tara Long
[The Destructoid Show gives a rundown of all the top news from Destructoid.com every Monday, Wednesday, and Friday. Subscribe to us on YouTube, follow us on Twitter, and like us on Facebook.] Hey, guys and g...

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