RAGE On iOS Shows Promise 102
Vigile writes "RAGE from id Software for iOS devices is finally available and has been tested over at PC Perspective. The game obviously looks impressive with a nearly 750MB download (and about double that when uncompressed) and not much else can rival it on the platform. The game itself is a rail-based shooter, making the touchscreen interface more intuitive and less cumbersome but it does take away some of the feeling of control in the game. Video of the game running is also included in the short review."
One change I'd like (Score:1)
Instead of (or in conjunction with) a d-pad, why not use the internal gyro to sense the user's direction?
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The demo was on the iPod (or iPhone) which is quite a bit less cumbersome.
Why doesn't it work well? Shoddy gyro? I can't believe that. Not at these prices.
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Disclaimer: I'm not a FPS gamer nor do I own any iThings.
Question: Wouldn't having to constantly move your screen around make aiming difficult? Sure, it might feel more intuitive, but wouldn't accuracy suffer a lot?
rage HD (Score:2)
Moreover... wtf, iD? Why does everything have to be brown again? What the heck is it with iD games and all-brown palettes?
(trivia: Quake 1 was all-brown because of limits with the game engine)
That being said, aren't most shooters these days just guided on rails anyways? Except for stuff like Bioshock & Fallout, most shooters are now just guided corridors where scripted cutscenes
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I agree that the HD in the name is unfortunate since it's usually the name given to iPad software, but there's very little difference in the number of pixels in an iPhone4 (960x640@326dpi) vs an iPad (1024x768@132dpi) so it's not exactly false advertising.
Personally I think the "on rails" comment is comparing it to the tech demo that the Unreal team recently did where you walked around an outdoor castle/town environment with full range of motion. There was no "game" yet, but it was an impressive display of
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Wrong. HD is for iPhone 4, iPhone 3GS, iPhone touch 3rd & 4th gen, and iPad. There is no XL version. Unless you want an ATI Rage XL.
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No, the "on rails" comment refers to the fact that it's a shooter where you can aim and dodge, but movement is controlled by the game. You're moved into position, you shoot everything that moves, and then you're taken to the next position. Repeat as needed. Rinse.
Think of a shoot-em-up video arcade game like Time Crisis or House of the Dead.
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You'd normally have some obviously placed dog-legs in the levels.... a.k.a. a section in the map where you make the player go down a twisty passage from which you can't see the next section of the level (that's being loaded), and can't see the part of the level you just came from (which is being unloaded).
If deus Ex 2 has small levels you'd therefore assume one of
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AFAIK they picked the palette + colors because of limits with the lighting engine. They had to pick certain colors as others were "reserved".
FYI:
http://www.doomworld.com/lordflathead/zaldron.html [doomworld.com]
There were 2 critical drawbacks with this engine. One was the pallete of colors. Most people complained about Quakes dull, brown, gray, blue and beige colors, without knowing that it was the only solution for archieving lighting over surfaces. Since each material needs a wide variety of reserved colors for displaying darkened/brightened portions of the surface, the game was limited to just a few colors and all their respective shades. This was when 8-bit displays (just 256 colors) ruled the Earth, and superior color depths were impossible for the mainstream video equipment.
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Quake didn't have a lighting engine, it only used precompiled lightmaps
Quake could handle dynamic light sources just fine, shoot a rocket through a corridor and things would light up. It had static lightmaps in addition to that. One limitation was that it couldn't handle colored light sources, those came in Quake2.
and any use of a limited set of colours was not a technical limit of the engine.
If you are working with only 256 colors you have to limit your palette, as each logical color needs multiple shades in the palette.
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It's a silly naming convention people call iPad and iPhone4 (with retina support) apps. It's not high-def, just like HD Radio is not high-def (it's "hybrid digital" because it uses subcarriers on the analog FM channel). It is, though "higher definition". Other app developers use "XL" and "for iPad" to differentiate.
There are three standard resolutions to iOS - HVGA (320x480), DVGA (double VGA,
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Part of learning the controls is the accuracy, since the aim point says in the center of the screen you have to move around to kill the target. I would not switch my Keyboard/mouse for this but for a handheld solo player game it works alot better then some FPS on the iOS that have seperate move controls.
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it's usually not fast enough, also it makes playing cumbersome, impossible if sitting in a car, if sitting in a funny position. there's not one big hit game that used it but it's been floated around forever as controlling scheme.
but I don't get the big fuss about RAGE.. sure, it takes good advantage of the hw.. but shows nothing that wasn't known as possible and gameplay is just a rails shooter? and 750mb for a low amount of levels? did they pre-calculate everything? if it were a wii game nobody would care
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The accelerometers are pretty good (for such small units), but actually controlling them by hand is tricky.
There's a game called MB Lander that uses them in exactly the way you'd expect - you tilt and turn the iPhone to power the various thrusters and the main engine on a moon landing craft, with realistic physics affecting the craft. It is pretty difficult to control accurately, since tiny corrections can have a large impact. I can't imagine how hard it would be to control an FPS like this, unless you soft
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They're adding gyro support in a future update.
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Because you have to sit still and not shift your weight for long periods of time. Sooner or later you'll some "non-game" move that causes some big blunder in the game.
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It isn't a shoddy gyro, it is just plain momentum. The iPad has a larger footprint than the iPhone and trying to rotate and shift it around to control a game in a precise manner is pretty difficult.
It sounds good in theory, and many apps have tried, but almost none if them work well.
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That's not true at all.
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Double tap the home button, swipe to left and you'll see the orientation lock button.
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Locks in any direction for me.
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Gyro, not accelerometer.
Does the iPod/iPad have one? I hadn't considered that possibility.
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From Apple: http://www.apple.com/ipodtouch/specs.html [apple.com]
Sensors
Three-axis gyro
Accelerometer
Ambient light sensor
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How about bluetooth controller support ffs.
No controller support is the real reason why Nintendo shouldn't worry about iOS competing with their handhelds seriously.
Pc version soon too? (Score:1)
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Also, no other Rage title than this has been announced or spoken of.
Not true. From a Joystiq article:
Now that Rage: Mutant Bash TV has landed on the App Store, id Software's John Carmack is already talking about what's next for the developer on Apple's iOS platform: more Rage. Specifically, a game focusing on the driving aspect of Rage on consoles and PC (shown in the above screenshot).
"I think we have a really good idea of what we can do in this format, and I'm really excited about getting onto the next game, getting onto what we can do with another slice of Rage," C
No (Score:2)
The full games is currently scheduled to be released in September of 2011. Almost a year away assuming the date doesn't slip.
Rail shooter? (Score:1)
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Is there anything gameplay-wise here that we haven't experienced before?
You're missing the point. This is on an iPhone. Think of it from the point of view of an Apple fanboi. It's on an iPhone! Certainly falls into the category "stuff that matters" when you put it that way!
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There have been decent rail-shooters in recent years which have, I think, proved that there's still some life in the genre.
Dead Space: Extraction, originally for the Wii but now with a PS3 (Move-compatible) port coming alongside Dead Space 2 is one of the real neglected gems of the last few years. It's a rail shooter that defies many of the conventions of the genre by requiring a dose of thought. You have to plan your weapons loadout and ammunition consumption quite carefully. It's also quite demanding of y
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I think the wave of motion-control systems for consoles played a big part in it, starting with the Wii. Because the Wiimote could essentially be used quite nicely as a modern lightgun system and was standard issue on all Wii consoles, games like House of the Dead: Overkill or Dead Space: Extraction for the Wii were made as rail shooters and now with the Playstatio
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The lack of colors duke! (Score:3, Insightful)
The game is very impressive from a texture and polygon perspective, but I am getting progressively sicker of this massively dull pallet being used in games. It seems if there aren't magical powers (BioShock, Mass Effect) all the color in the world goes away (Fallout, Gears of War, Rage).
I wasn't always like this, but as time goes on, I like environments to be realistic & attractive. I am sick of wandering around in worlds that are just plain ugly. Impressive, realistic, but ugly.
Suggested fix (Score:2)
Kinda big? (Score:5, Insightful)
Am I the only one who thought, "750mb is kind of large for a phone"? I know you can use a WiFi when you decide to buy/download, but it still seems pretty excessive to me, for a phone.
It seems like everyone is more impressed with the size then thinking it's kind of ridiculous. Maybe I'm getting old..
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No larger than a movie or TV show (Score:2)
I regularly load many movies ranging from 500MB to 1.4GB onto an iPhone (or iPad), this is no different.
Also other apps have been around this size, offline GPS navigators for one thing...
Re:Kinda big? (Score:4, Insightful)
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Grand Theft Auto for the iPad is some 600 megs. It could have been more but they didn't use full motion cut scenes like they do on their bigger console-based cousins. The lady routinely buys these Myst-like games that are around 500mb.
750mb ain't much for a good game provided you play it enough. Plus the trick is to buy them in iTunes on your PC and just sync them up to the I*.
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But she's also quite puzzling.
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Actually an app of that size can only be downloaded over Wifi, you can buy it over the cell network but if over a certain size (last I saw it was 30MB) your download will wait for you to get home or work.
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RAGE Mobile != RAGE (Score:5, Informative)
questions (Score:2)
Can other games that use Rage reuse these already downloaded libraries on iOS? Or is the bulk of this size unique textures and assets exclusive to each game?
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The size is going to be mostly textures, sounds, models, etc. The binary itself cannot be shared across applications, but it's going to be fairly small. Third parties cannot install a 'shared object' or 'DLL' on iOS.
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No, all apps are sandboxed into their own little world.
Take any game you can find on the market, you'll have 20 megs of code if they included your moms kitchen sink and gigs of media such as sound, textures, models, levels and so on that actually make up the game.
Programers are very efficient, its the artists who eat up the space ;)
Not much of a game (Score:2)
On the iPad it's a stunning tech demo. But at 3 short levels, I wouldn't go so far as to call it a game.
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On the iPad it's a stunning tech demo. But at 3 short levels, I wouldn't go so far as to call it a game.
Why not? My first experience with the game left me feeling that it's pretty shallow. I even noted how for all it's graphic splendor it's nowhere near as compelling as angry birds or cut the rope.
I still think that's true, but when i played it again i found i actually did kind of like it. There is a bit of strategy to selecting the right gun. I realized i wasn't good at getting the ammo pickups and it would be beneficial to picking off as many easy guys as possible with the handgun. It helps to pay attenti
Indicative of id lately (Score:5, Insightful)
Carmack's primary interest in game development has always been graphics related. And that is perfectly fine as far as an individual developer is concerned. After all, that is what set Wolf3D and Doom apart were the visuals. In actuality they are pure 2D games, and can be played purely from a 2D top-down perspective as there aren't any vertical aiming or other height elements. Yet all that mattered in that day and age were the visuals, so the games were stunning successes.
Quake brought the rest of the game engine totally up to par, in that it was a true 3D experience with 6 degrees of freedom.
What seems to be happening with id on iOS is a more extreme version of what Wolf3D and Doom were, which is primarily a visual experience. It's a shame that id cannot figure out how to couple the graphical side with some decent game play. I seem to hear gamers often lamenting that gameplay elements have staled for many years now, which is perhaps why the Wii (and likely Kinect) are such a success - they bring new gameplay elements (and ironically, Wii is a step backwards visually, yet it was still a huge success).
I think id needs a developer matching Carmack's talent and drive but in game design. Then instead of to trying to render a first person 3D scene as realistically as possible, and then after the fact retrofit it into a game, it can be developed from the ground up so the rendering and gameplay complement one another.
Did you play it? (Score:2)
At $2.99 I doubt it is intended to stand as a landmark title.
I had fun playing it - I'd expect to pay more for something better, really.
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It's $1.99 for the HD version and $0.99 for the other one.
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all that mattered in that day and age were the visuals, so the games were stunning successes
It was fun too, but after five more generations of "things jumping at your face" it got old, very old. Hence Id got absorbed by a company with more of an clue how to involve the player.
Look at even the best Rage screenshots. It's Quake with a sky box instead of a ceiling.
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That is what they are doing, and it's bad (Score:2)
The iOS game is obviously just a tech demo, probably something to keep Carmack busy. But RAGE itself is nothing like that.
It has been seven years since Doom 3 was released. The RAGE engine was pretty much finished 3 years ago, and they still don't plan to ship until September of next year. RAGE has had a much longer development cycle than any other id game simply because they are spending so much time on content. They are taking gameplay seriously this time around, and they are sacrificing their core capabi
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I don't think so.
What set Doom apart wasn't just the visuals, it was how immersive the world was. There were other Doom engine based games that came out after Doom that were NOT nearly as good(Heretic was pretty damn close though).
Serious Sam was good because it aped the Doom gameplay style.
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Wha
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I don't understand your point -- to a game like Doom, what does plot matter? That's like berating Tetris for its lack of plot, or saying that the newest TD game just didn't motivate you, or that Minecraft lacked good characters. Ultimately, they're just games. Some games benefit from a great plot, some games do better with no plot at all!
Doom was a great game because it had good controls (for the time), great gameplay, humor, environment, and yes, great graphics for its time. You can't just boil that down a
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I think id needs a developer matching Carmack's talent and drive but in game design.
They're called Splash Damage [wikipedia.org]. Check out Enemy Territory: Quake Wars. Incredibly awesome gameplay combined with Carmack's Tech 4 engine. Also, be on the lookup for Brink, which is Splash Damage's upcoming new game.
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In actuality they are pure 2D games, and can be played purely from a 2D top-down perspective as there aren't any vertical aiming or other height elements.
While it's true that there is no vertical aiming/looking, Doom and Wolfenstein 3D simply would not be the same games if played from a top-down perspective.
The thing about the first-person perspective is that it's an entirely different angle from top-down. It's not prettier or uglier, nor better or worse; it's just different.
From a first-person point of view, you can see "infinitely" in one direction. Take the same scene and look at it from top-down. Your field of view changes drastically. You gain a per
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You obviously haven't played Rage on iOS. Otherwise you'd realise that it's every bit as good a game as any Wii title. Now, I do think that games like Wolfenstein and Doom have aged ungracefully and I really hated Doom 3 and found it monotonous and tiresome, but Rage for iOS is actually a pretty fun and well thought-out mini game.
Pleasantly surprising (Score:1)
I've always been extremely skeptical about first person games being playable on the iPhone, but I think id totally nailed this one. It works well not because they found a good way for you to control your movement and view, but because they took movement out of the equation. The "on rails" style like the old arcade shooters with the pla
Epic's 3D demo (Score:1)
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