That isn't out of bounds - that is the top of the tower before you zipline down after the dude gives you quest that rewards you with the shotgun - it is from those dudes at the oil well where you meant the old woman who gives you a healing bandage recipe (the one with the robo arm).
a terrible meme to bloat space requirements for games to enforce exclusivity on console hardware but publishers discovered that the same effect can be achieved much easier by just shipping uncompressed audio in 20 languages
I replayed not too long ago and it was still enjoyable.
Biggest shame howere is that coolest car in the game is just a destructible armor for the second best car.
>The only reason Romero is sucked off so hard is because le epic civvie and gman thinks he's a messiah of gaming.
what? in english?
nobody cares about daikatana whatsoever when discussing romero's legacy, everyone at the time knew it would be bad, there was literally zero hype
>He made a couple good DOOM levels, so fricking what lol
if you don't understand the historical relevance of doom and quake, that's you
1 year ago
Anonymous
I know the historical relevance of DOOM, not a single fricking person on Ganker doesn't. Romero made good levels for it and that's it. That's the end of his legacy. People like to pretend that id would have "stayed good" if he stuck around but that's not true. Everything he's done since leaving id has been total shit.
1 year ago
Anonymous
>Romero made good levels for it and that's it. That's the end of his legacy.
incorrect, he was heavily involved in design decisions, art direction, music direction and tone. the "metal" feel of doom is primarily attributable to romero, who wrested away creative control from carmack who wanted more deep sci-fi. this happened the same way for quake.
sounds like you dont' know what you're talking about after all.
Megatextures were something really innovative with how levels didn't have to be fricking generic geometric shapes and warehouses anymore but it was too soon.
didn't require high speed SSDs the day they came out.
there was a configuration issue the game shipped with you had to fix, and there was also amd's broken opengl. the textures loaded fine day one on a midrange nvidia card.
Tried it on my modern NVMe drive and still has that shitty pop up.
That said, Wolf TNO uses megatextures in a way modern video game (and it looks better) but still has the same low res textures problems, albeit they are less noticeable
I don't mind the graphics. At far it looks awesome. And if the SDK was released, the textures could have been improved (and added content)
I'm angry for the end fight. Underwhelming as frick
Nobody every talks about it so I felt like I have to bring it up every time, but RAGE really shone in enemy reactivity. Not that reactive enemies in an action game was novel, even 10 years ago, but the fluidity in animations flowing from running into stumbling etc was incredibly impressive. Even nowadays with modern games there are frequently janky animation shifts without any kind of convincing transition. Also their handcrafted facial animations were top tier. First since hl2 to do it that well. Nowadays so much facial animation work is just sanding off mocap work and higher level expressiveness has suffered for it.
i loved when the guys are like FRICK HE'S TAKING US ALL OUT and shit like that, it didn't feel like random lines spat out, they'd say stuff like that if you kill 3 guys in 10 seconds or something
AMD ruined the perception of rage with their broken opengl drivers, which they *just fixed*
they're bragging about 72% opengl performance increase...john carmack stated in 2011 that their drivers were not opengl compliant and rage was broken for half of people because of that.
I think DOOM 2016 and Eternal kept a lot of the animation technology which is really obvious if you watch the imps scurry around, but it's a lot harder to appreciate in id's newest games than in RAGE because of the increased speed and overall chaos.
My problem with Rage 2, besides not having qt girls and other cool looking characters, is that it lacks of content and side characters development.
Plus their shitty idea of getting DLCs through their in-game store with their in-game money (which you had to buy).
Shame because the gunplay is fricking amazing
The only thing I remember from RAGE was how it just abruptly ends. Just, you go down into some future bunker, fight some mutants in power armor you haven't fought before, then it ends, no fanfare, no big plot reveal or even a real final fight, it just ends.
it's zero fun to play, the shooting mechanics are 0/10 tier.
>Nobody remembers how the first game actually plays
uhhhh, people talking about the gunplay repeatedly in the thread
your inability to analyze what is good and bad is sad, i dunno how people fail at this. rage 2 is using the just cause engine and movement and shooting inherently feels totally wrong.
1 year ago
Anonymous
>it's zero fun to play, the shooting mechanics are 0/10 tier.
ooooh now I understand why you've said this. You're wrong but I understand.
No. The reason regular textures are still the industry-standard is because they are easy, cheap, and when done properly, the player doesn't detect undesired tiling or texture re-use.
"Megatextures" claims to be two things - an innovative technology (this is true), and a useful technology (this is false). People will try to retcon this and claim "it was too advanced for their time", or "the industry doesn't like innovation", but these are bullshit takes.
Much like voxels, megatextures is simply a technology that isn't very useful or practical, so there's no reason to do it. Eventually, there will be a groundbreaking advancement that combines materials, three-dimensional volumes, and surface visualizations into one technology.
At that point, creators will "paint" materials and rely much less on polygonal architecture, flat surfaces, and 2d texturing, but "megatextures" is not that, it is a dinosaur with an iPhone - more advanced than the other dinosaurs around it, still fricking ancient and worthy of extinction.
>Much like voxels, megatextures is simply a technology that isn't very useful or practical, so there's no reason to do it. Eventually, there will be a groundbreaking advancement that combines materials, three-dimensional volumes, and surface visualizations into one technology. >At that point, creators will "paint" materials and rely much less on polygonal architecture, flat surfaces, and 2d texturing,
The best bit about RAGE is the lesson it learnt from doom 3 - that when the player gets hit the screen needs to violently shake and blur so the player can't react and can easily get hit again.
>how did it get a sequel greenlit?
I wonder if it's something like Prey 2017 where Bethesda had to slap the name "Rage" on a new product in order to hold such a generic trademark.
The actual shooting and movement feels better than Quake 2 or Doom 3, even with the ADS and sprint tacked on. Enemies are well-designed and every on-foot shootout is cathartic.
That being said, people shit on RAGE because everything wrapping together those brief moments of FPS perfection suck, including the barren open world, the moronic crafting systems, the nonsense plot, the tacked-on quest system, and the obligatory races though I admit driving the Mad Max cars around the world is pretty fun for a short bit
Thanks guys, really liking the sound of that. Watching some gameplay now and I think I could even enjoy the vehicle combat. We'll see about the rest loo Gunplay's looking good at least
>Plays like an early version of Doom16's combat, mostly due to the impressive enemy animations+movements.
Definitely, the animation was ahead of his time. >See enemy coming towards you >Shoot him in the kneecap, falls over face first
Pick 1 >gets up and starts shooting >drops his gun, gets up and starts trying to melee >gets up and limps instead of running (bonus points if he drops his gun, gets up and starts limping towards you trying to melee) >lays on the floor and starts shooting >starts rolling on the floor holding his leg and screaming >sits up and starts dragging himself away from you shooting and screaming >stays down (dead) >stays down, plays dead/stunned and gets up when you're looking away
Talk about planning for everything!
The actual shooting and movement feels better than Quake 2 or Doom 3, even with the ADS and sprint tacked on. Enemies are well-designed and every on-foot shootout is cathartic.
That being said, people shit on RAGE because everything wrapping together those brief moments of FPS perfection suck, including the barren open world, the moronic crafting systems, the nonsense plot, the tacked-on quest system, and the obligatory races though I admit driving the Mad Max cars around the world is pretty fun for a short bit
It isn't - it is standing on the balcony of one of the apartments in the dead city. If you see the zipline on the left that is the next room over where you descend. I don't know why you seem to think screenshots from high locations are out of bounds.
because you don't get that high in the game, you don't get to those exact perspectives. people tried to faslely shit on this game enough during its brief life, i have a heavy distaste for it. sorry if i'm wrong.
when the game came out though if you were here you remember everyone clipping OOB all day and then finding the most compressed, darkest, lowest detail area they could find and pretending that was the game
the game deserved SOME respect and TRYING to do revolutionary things deserves SOME respect.
it is my opinion that rage still looked better than every game to come out for 1-2 years, in terms of full scenes. easily.
>because you don't get that high in the game, you don't get to those exact perspectives
You do, hence where the screenshots came from. Go back and actually play the game before talking nonsense.
[...]
Yeah
Still I don't know why that much effort in a place that the player supposedly won't see. Makes me think if they planned to make the player to go arround those places
what are you talking about, you use that zipline and can see the whole area
Yeah
Still I don't know why that much effort in a place that the player supposedly won't see. Makes me think if they planned to make the player to go arround those places
Rage was like a hand made jalopy made from dustbin lids and tin foil that inexplicably had a indestructable frame and a ftl hyper drive. Whilst it runs fantastic with incredible performance and stability, with a kicking top speed to boot, it doesn't distract from the fact that it has no ac, no radio, no roof and no heater, and all the furniture is made from old tires. It's fun to drive once in a while for the experience, but you wouldn't want to live with it every day.
very good combat/gunplay, looks nice, but story is meh and most of your time is spent just exploring the open world, clearing bases.
I think I enjoyed it more than the first game though.
People complain about it being woke, but since I've chose to play as a guy, I've spent a lot of time blowing up bandit women because there are a lot of them.
I doubt that killing a woman while being a guy is something woke
-unfinished maps
-unfinished towns
-unfinished quest system
-unfinished story
-unfinished racing with literal empty unused race tracks
needed 1 more year of development and it would have been great
you can tell they had a solid rpg/fps idea, but rushed to realease and nothing outside of empty towns and quest dialogue that leads to no quests thats left
as it is, 6/10
>it feels absolutely terrible as a shooter
this is complete bullshit, it's the one thing RAGE 2 does really well thanks to id being behind that part of the game.
it's a solid 6/10 game. If you have gamepass, and you liked nuDOOM combat, then yeah try it out. It's fun for a few hours to just blast enemies in cool ways.
show me a modern game that can match the sharpness and unique texturing of this screenshot
Bet you feel silly right now
there isn't any because everything is taa semen smeared shit with le click to texture in a shitfrick editor so the moronic affirmative action talentless trannies can operate
glass houses, RAGE is the first big example of implementing a harsh in-engine sharpening filter to mitigate the effect of a detail destroying graphical feature
1 year ago
Anonymous
>sharpening filter
rage literally uses prebaked lighting and MSAA
there's no TAA blurshit or sharpening
I never said it didn't look like shit moron. I'm talking about the technology used to elevate the creation of unique handpainted textures which did look good from far away like
Bet you feel silly right now
if rage had high resolution textures and actually looked good all around it would be probably the best looking games to this day.
i really liked this game. there was zero story, but the environmets were very nice and so was the gunplay. the tech issues were the only real downside.
wish it had been longer, or more interesting design-wise.
brown.... home
But what about green?
But it's sand brown, which is fine.
It's better than the modern game approach of using tonemaps with 200% saturation and contrast for muh vibrance
so what the frick were mega textures?
waiting mega long for textures to load after you spin 360° and walk away
you'd be facing the exact same direction shit for brains
newbie
newbie
lol baited. im aware of the Michael Jackson meme losers lmao
newbie
A art
he didnt say that
every surface is a unique texture
One big texture stretched across the entire map. Artists can uniquely art up every surface. Prevents repetition and tiling.
>One big texture stretched across the entire map.
what
Megatextures!
It went nowhere.
>bro it looks so bad if you clip into these non accessible areas
lel
That isn't out of bounds - that is the top of the tower before you zipline down after the dude gives you quest that rewards you with the shotgun - it is from those dudes at the oil well where you meant the old woman who gives you a healing bandage recipe (the one with the robo arm).
using one big texture means artists can make every level bespoke with its own artwork instead of repeating common assets
pay attention to all the detail in the walls on pic related. there's no repetition or tiling it's just one unique scene
how the frick do you make changes to the map?
that's the neat part, you don't!
i see some blatant tiling on the windows in the upper left corner
one giant 50k 1tb texture to map a whole environment
>prevents shit that no one actually cares about during gameplay but improves marketing slightly
Epic
i care
extremely advanced tech for its time.
carmack its literally a genius.
a terrible meme to bloat space requirements for games to enforce exclusivity on console hardware but publishers discovered that the same effect can be achieved much easier by just shipping uncompressed audio in 20 languages
There's a reason this game could consistently hold 60 FPS on console (minus shit PS3). It's because megatextures.
the prototype for modern sparse textures which are implemnted in graphics APIs instead of in games
why does it look like fricking shit
i have detail textures turned off because it makes the game stutter
>asteroid strike wrecks the surface
>but somehow doesn't topple the skyscrapers
>doesn't even break their windows
That's not how a meteor causes devastation.
Because it was the equivalent of shoving an experimental rocket engine into a Yugo.
it had some impressive stuff to it. like enemies reacting to damage to areas and shit. but everything is brown like a lot of stuff from those days
I like this game a little bit. One day I'll finish, I'm sure of it!
why
I replayed not too long ago and it was still enjoyable.
Biggest shame howere is that coolest car in the game is just a destructible armor for the second best car.
>gee Ivan, 2 rear sights?
kino game, just ends abruptly because its nothing more than a glorifed tech demo
it was made just to show off their tech. generic game otherwise
i made all my money by figuring out how those gambling games worked lmao
>tech demo (Doom, Quake, Quake 2, Doom 3)
>le good
>tech demo (Rage)
>le bad
why are gamers like this?
>>tech demo (Doom, Quake)
They are not tech demos, they are really good game, despite their time
>>tech demo (Quake 2, Doom 3, Rage)
>>le bad
Correct
Quake 2 > Quake 1
Doom 3 (and 2 for that matter) > Doom 1
Sorry not sorry
Black person
>slow movement
Is this what strafelets believe?
>t. absolute state of zoom
SAVE ME, ROMERO
Romero is a fricking hack and I don't care how much zoomers will try to rewrite history just because he designed le hekkin Sigil
>Posts a game that's more fun than every post-Quake 1 Carmack tech demo """"game"""
Ok?
ironic post
Daikatana has quake 1 bunny hopping and momentum so it automatically wins.
The only reason Romero is sucked off so hard is because le epic civvie and gman thinks he's a messiah of gaming.
Daikatana and every game he's worked on since has been shit. He made a couple good DOOM levels, so fricking what lol
>The only reason Romero is sucked off so hard is because le epic civvie and gman thinks he's a messiah of gaming.
what? in english?
nobody cares about daikatana whatsoever when discussing romero's legacy, everyone at the time knew it would be bad, there was literally zero hype
>He made a couple good DOOM levels, so fricking what lol
if you don't understand the historical relevance of doom and quake, that's you
I know the historical relevance of DOOM, not a single fricking person on Ganker doesn't. Romero made good levels for it and that's it. That's the end of his legacy. People like to pretend that id would have "stayed good" if he stuck around but that's not true. Everything he's done since leaving id has been total shit.
>Romero made good levels for it and that's it. That's the end of his legacy.
incorrect, he was heavily involved in design decisions, art direction, music direction and tone. the "metal" feel of doom is primarily attributable to romero, who wrested away creative control from carmack who wanted more deep sci-fi. this happened the same way for quake.
sounds like you dont' know what you're talking about after all.
>civvie
i don't know about gman since i don't watch him. but civvie only memes about him and doesn't hold him in high regards exactly
>Quake II
>bad
when did this meme start. the game is one of my absolute all time favorites
It's not a meme
>new tech demo can't even properly replicate the ancient tech demo
oldgays at the time became cynical and hyper-critical of children's entertainment.
Because the other tech demos were somewhat good.
carmack didnt opensource this one
underrated to this day
>Dogshit shooter with health regen, pointless driving and fricked up textures is... le underrated
Just the result of the downfall started by Carmack with Doom 3
Id really got saved by nuDoom
Megatextures were something really innovative with how levels didn't have to be fricking generic geometric shapes and warehouses anymore but it was too soon.
Needs dusting off now we have high-speed SSDs as the default.
didn't require high speed SSDs the day they came out.
there was a configuration issue the game shipped with you had to fix, and there was also amd's broken opengl. the textures loaded fine day one on a midrange nvidia card.
proof from my own channel
Tried it on my modern NVMe drive and still has that shitty pop up.
That said, Wolf TNO uses megatextures in a way modern video game (and it looks better) but still has the same low res textures problems, albeit they are less noticeable
reminds me of metro exodus
Brage
I remember being mad at this game because the sewers/underground was a DLC. Were those any fun or I didn't miss shit?
You're asking if the sewer level was fun?
Yes
I'm going to reply with a cute girl.
I feel like Rage art direction was inspired by 80s sci-fi comics.
look what they did to your little girl Dan
Is that captain janeway?
Even after this people won't stop sucking Carmacks dick.
MEGA
TEXTURES
If mwgatextures are so great, how is there is no gigatextures?
I don't mind the graphics. At far it looks awesome. And if the SDK was released, the textures could have been improved (and added content)
I'm angry for the end fight. Underwhelming as frick
This game had really fun gunplay but everything else was so lacking. Could have been much better if they put more effort into it.
Nobody every talks about it so I felt like I have to bring it up every time, but RAGE really shone in enemy reactivity. Not that reactive enemies in an action game was novel, even 10 years ago, but the fluidity in animations flowing from running into stumbling etc was incredibly impressive. Even nowadays with modern games there are frequently janky animation shifts without any kind of convincing transition. Also their handcrafted facial animations were top tier. First since hl2 to do it that well. Nowadays so much facial animation work is just sanding off mocap work and higher level expressiveness has suffered for it.
i loved when the guys are like FRICK HE'S TAKING US ALL OUT and shit like that, it didn't feel like random lines spat out, they'd say stuff like that if you kill 3 guys in 10 seconds or something
AMD ruined the perception of rage with their broken opengl drivers, which they *just fixed*
they're bragging about 72% opengl performance increase...john carmack stated in 2011 that their drivers were not opengl compliant and rage was broken for half of people because of that.
I've seen a video when it came out that their mayor focus was on the enemies movements and reactions.
I think DOOM 2016 and Eternal kept a lot of the animation technology which is really obvious if you watch the imps scurry around, but it's a lot harder to appreciate in id's newest games than in RAGE because of the increased speed and overall chaos.
Rage 2 is frustrating because the gunplay is fun but the world tone has become shit
My problem with Rage 2, besides not having qt girls and other cool looking characters, is that it lacks of content and side characters development.
Plus their shitty idea of getting DLCs through their in-game store with their in-game money (which you had to buy).
Shame because the gunplay is fricking amazing
Rage 2 (2019)
damn, games were already awful 11 years ago. what a time to be alive ;_;
Rage thread? Excellent! Lets see how good the game looks
>FRICK MY EYES
Too much Soul, I know.
The only thing I remember from RAGE was how it just abruptly ends. Just, you go down into some future bunker, fight some mutants in power armor you haven't fought before, then it ends, no fanfare, no big plot reveal or even a real final fight, it just ends.
so, like every single other id software game to that point?
No other game left me with such blueballs like this one.
Don't forget they patched in a new ending to rage 2 since that also just ends once wasteland mecha hitler dies.
rage 2 isnt made by id software
product never should have existed, purely suit and tie decision making there
It however is more fun to play. Nobody remembers how the first game actually plays, just the technology behind it.
it's zero fun to play, the shooting mechanics are 0/10 tier.
>Nobody remembers how the first game actually plays
uhhhh, people talking about the gunplay repeatedly in the thread
your inability to analyze what is good and bad is sad, i dunno how people fail at this. rage 2 is using the just cause engine and movement and shooting inherently feels totally wrong.
>it's zero fun to play, the shooting mechanics are 0/10 tier.
ooooh now I understand why you've said this. You're wrong but I understand.
did the megatextures thing ever take off or is rage the only game with it?
name another game with megatextures™. that should give you your answer
Doesn't the Wolfenstein games use the same engine?
Only RAGE, ETQW and W: TNO
And I think that D3 and Q4 uses then in some places
No. The reason regular textures are still the industry-standard is because they are easy, cheap, and when done properly, the player doesn't detect undesired tiling or texture re-use.
"Megatextures" claims to be two things - an innovative technology (this is true), and a useful technology (this is false). People will try to retcon this and claim "it was too advanced for their time", or "the industry doesn't like innovation", but these are bullshit takes.
Much like voxels, megatextures is simply a technology that isn't very useful or practical, so there's no reason to do it. Eventually, there will be a groundbreaking advancement that combines materials, three-dimensional volumes, and surface visualizations into one technology.
At that point, creators will "paint" materials and rely much less on polygonal architecture, flat surfaces, and 2d texturing, but "megatextures" is not that, it is a dinosaur with an iPhone - more advanced than the other dinosaurs around it, still fricking ancient and worthy of extinction.
>Much like voxels, megatextures is simply a technology that isn't very useful or practical, so there's no reason to do it. Eventually, there will be a groundbreaking advancement that combines materials, three-dimensional volumes, and surface visualizations into one technology.
>At that point, creators will "paint" materials and rely much less on polygonal architecture, flat surfaces, and 2d texturing,
unreal engine 5 does all that.
Pretty sure Doom 2016 used them too.
Doom is the last game to use it iirc (don't think the wolfenstein games came out later but I could be wrong).
It didn't go nowhere
It was basically a prototype for virtual textures which is in Unreal Engine 5
Carmack was just too ahead of the time
The character models are good though.
Megasextures!
Cutest girls in iD's catalog
More midriffs than a metal album.
Those are men
>you save Sam
>she hangs out in your trophy room all the time
heh
It's like the apocalypse happened in the middle of a rave
Sounds good to me.
I would sex all of them. The one leaning against the wall is the only cute one.
Games used to be based
Games just weren't ashamed at being aimed at males in the 16 to 30 year old rage.
I miss the 2000s
The best bit about RAGE is the lesson it learnt from doom 3 - that when the player gets hit the screen needs to violently shake and blur so the player can't react and can easily get hit again.
Rage (2011)
Tummy
Settler pistol is one of the few satisfying starter guns
In static screenshots like that looks awesome, until you start to see the details
you mean until you run up and cram your face against rock surfaces for no reason in an extremely fast paced action game?
Rage is hardly fast paced.
it's not fast paced if you play it like a homosexual. a good player can absolutely facerape many situations
oh shit, we've got real Rage pros over here. Every special ammo and gadget is one hit kill, what are you bragging about
Literally just look at the buildings and pipes for more than a second in that pic to notice how blurry and ugly shit is.
>how blurry and ugly shit is
lmao looks better than literally every game from the same year
Two textures at the right side are stretched as frick. And the screenshot isn't taken right next to it.
>Two textures at the right side are stretched as frick.
fov is over 90, small child
Keep crying homie, in every screenshot there's a stretche and/or low res texture.
Also
>Using 90 fov as an excuse in a 4k screenshot
lmao
looked like shit
played like shit
how did it get a sequel greenlit?
>how did it get a sequel greenlit?
I wonder if it's something like Prey 2017 where Bethesda had to slap the name "Rage" on a new product in order to hold such a generic trademark.
Bethshitsa works in mysterious ways
Quality aside, did this play similarly to id's renowned shooters, or was this their attempt at the samey ass 2000s shooters?
it clearly plays like an id game. you can even ramp jump, circlejump and strafejump.
Thanks anon, gonna give it a try now
Plays like an early version of Doom16's combat, mostly due to the impressive enemy animations+movements.
Thanks guys, really liking the sound of that. Watching some gameplay now and I think I could even enjoy the vehicle combat. We'll see about the rest loo Gunplay's looking good at least
>Plays like an early version of Doom16's combat, mostly due to the impressive enemy animations+movements.
Definitely, the animation was ahead of his time.
>See enemy coming towards you
>Shoot him in the kneecap, falls over face first
Pick 1
>gets up and starts shooting
>drops his gun, gets up and starts trying to melee
>gets up and limps instead of running (bonus points if he drops his gun, gets up and starts limping towards you trying to melee)
>lays on the floor and starts shooting
>starts rolling on the floor holding his leg and screaming
>sits up and starts dragging himself away from you shooting and screaming
>stays down (dead)
>stays down, plays dead/stunned and gets up when you're looking away
Talk about planning for everything!
The actual shooting and movement feels better than Quake 2 or Doom 3, even with the ADS and sprint tacked on. Enemies are well-designed and every on-foot shootout is cathartic.
That being said, people shit on RAGE because everything wrapping together those brief moments of FPS perfection suck, including the barren open world, the moronic crafting systems, the nonsense plot, the tacked-on quest system, and the obligatory races though I admit driving the Mad Max cars around the world is pretty fun for a short bit
The boomerangs were pretty cool
looks good. inaccessible area btw.
It isn't - it is standing on the balcony of one of the apartments in the dead city. If you see the zipline on the left that is the next room over where you descend. I don't know why you seem to think screenshots from high locations are out of bounds.
because you don't get that high in the game, you don't get to those exact perspectives. people tried to faslely shit on this game enough during its brief life, i have a heavy distaste for it. sorry if i'm wrong.
when the game came out though if you were here you remember everyone clipping OOB all day and then finding the most compressed, darkest, lowest detail area they could find and pretending that was the game
the game deserved SOME respect and TRYING to do revolutionary things deserves SOME respect.
it is my opinion that rage still looked better than every game to come out for 1-2 years, in terms of full scenes. easily.
>because you don't get that high in the game, you don't get to those exact perspectives
You do, hence where the screenshots came from. Go back and actually play the game before talking nonsense.
what are you talking about, you use that zipline and can see the whole area
Yeah
Still I don't know why that much effort in a place that the player supposedly won't see. Makes me think if they planned to make the player to go arround those places
Daisy dukes
they dont make girls like that no more
They sure don't
Rage was like a hand made jalopy made from dustbin lids and tin foil that inexplicably had a indestructable frame and a ftl hyper drive. Whilst it runs fantastic with incredible performance and stability, with a kicking top speed to boot, it doesn't distract from the fact that it has no ac, no radio, no roof and no heater, and all the furniture is made from old tires. It's fun to drive once in a while for the experience, but you wouldn't want to live with it every day.
now that the dust has settled, whats the actual verdict?
very good combat/gunplay, looks nice, but story is meh and most of your time is spent just exploring the open world, clearing bases.
I think I enjoyed it more than the first game though.
People complain about it being woke, but since I've chose to play as a guy, I've spent a lot of time blowing up bandit women because there are a lot of them.
I doubt that killing a woman while being a guy is something woke
Frustratingly almost good
-unfinished maps
-unfinished towns
-unfinished quest system
-unfinished story
-unfinished racing with literal empty unused race tracks
needed 1 more year of development and it would have been great
you can tell they had a solid rpg/fps idea, but rushed to realease and nothing outside of empty towns and quest dialogue that leads to no quests thats left
as it is, 6/10
I never really heard the issues with this game, I just remember playing it over the course of a weekend
Mad we didn't get a helmet
I'm still mad we didn't get the SMG from 1, it was added to the files with one of the last updates before dropping support.
>That completely flat texture on the side of the AK
lol
Pro Rage when Civvie?
>super shotgun was pre-order dlc
Cancerous times
Is Rage 2 worth playing..AT ALL? It's on Gamepass so all I'd be wasting is time.
No, it feels absolutely terrible as a shooter and is infested every way with nu-design-decisions, from the art to the UI
>it feels absolutely terrible as a shooter
this is complete bullshit, it's the one thing RAGE 2 does really well thanks to id being behind that part of the game.
It's okay
Look up a YT vid of the combat and if it tickles you go for it.
yes
If it has giblets then it is good to me
Every FPS should mandatorily have giblets because it is a genre staple
it's a solid 6/10 game. If you have gamepass, and you liked nuDOOM combat, then yeah try it out. It's fun for a few hours to just blast enemies in cool ways.
>Ganker will fricking shill rage but hate on doom eternal
you people are actually beyond saving
doomie turtle hehe
zoomers that grew up with Gears of War and MW are now nostalgic for the brown shooter era
They also happen to be this board's main userbase
Old game good
Jaded balding millennials who think get 7 was "soul" are the majority now here
I've tried getting playing through this a couple of times but the controls and camera are just absolute dog shit.
Game looks great, just a shame it handles like crap.
rage was literally like a real-time painting. one of the last games where painted textures were taken to steroids levels.
now the industry doesn't even paint textures, it's all just automated crap which is why everything looks soulless.
rage looked like fricking rancid cat shit the day it released. jesus frick i hate this place so much
Bet you feel silly right now
looks like my toilet after eating mexican food
pls be girl
show me a modern game that can match the sharpness and unique texturing of this screenshot
there isn't any because everything is taa semen smeared shit with le click to texture in a shitfrick editor so the moronic affirmative action talentless trannies can operate
glass houses, RAGE is the first big example of implementing a harsh in-engine sharpening filter to mitigate the effect of a detail destroying graphical feature
>sharpening filter
rage literally uses prebaked lighting and MSAA
there's no TAA blurshit or sharpening
I never said it didn't look like shit moron. I'm talking about the technology used to elevate the creation of unique handpainted textures which did look good from far away like
if rage had high resolution textures and actually looked good all around it would be probably the best looking games to this day.
Is it true that the whole level is only one texture?
Rage is what fallouts gunplay should be but they never implement it.
F4 sorta plays like it.
>Hey anon, wanna get on Mumble and talk about Rustle art?
Behold, the only piece of RAGE fanart in existence.
How were megatextures at all an improvement
i really liked this game. there was zero story, but the environmets were very nice and so was the gunplay. the tech issues were the only real downside.
wish it had been longer, or more interesting design-wise.
Every left-handed person should be hanged.
What is he eating?
But MSAA is a shitty solution too.