Rage: 'We're doing things other companies can't'

id Software talks about pushing the boundaries of technology and design...

id Software is considered by many as the daddy of the FPS, which probably goes some way towards explaining why there's a fair amount of anticipation for the studio's latest, Rage.

But, so far, Rage doesn't look like the product of a company that's resting on any kind of laurels.

With glistening graphics, a world full of character and the knowledge that any shooting mechanics are being cradled in id's safe hands, it wouldn't surprise us if Rage introduced itself as a top shooter.

But these days you have to do more than match the best to really make an impact.


We sat down with senior producer at id Software Jason Kim to talk about what Rage is doing differently, the power of id Tech 5 and just how much the studio is pushing the current generation.

Tell us what the idea is behind Rage and what you hope it's going to contribute to the market that's not already there.

Obviously we hope that it goes out on the market and fans really love it and that it's able to compete with all the best shooters out there. Some of the new things we're doing with vehicles, we've never done that before, being able to drive around in the wasteland... We have limited upgradable parts on vehicles that are different from what you would find on a racing game.

It hits some of the cool things that we want to do in Rage; have some big armour and a lot of weapons. So we have a progression in the vehicles for that.

Another thing that we're bringing to the table that's new and different is we're really going deeper with the story and creating fun and colourful characters that you interact with and forge a relationship with in the game.

So hopefully all those elements, combined along with having some really cool weapons, different ammo types which are certainly new for us as well: With the pistol you have standard bullets but you have three other different ammo types that you get along your progression and you're able to use in different ways.

The engineering types are also really new and different and allow the player to take the combat situation and really turn it on its face. Now it's no longer just about the weapon in your hand and shooting a gun, now you can actually put something down - an automated turret, a century bot - that will actually seek out enemies for you. That allows you to go around and flank the combatants that you're fighting in any given combat situation.

There are so many different things that it's kind of all coming out in this disorganised fashion but we hope that people do see all of the new things and say that there are things that are different.


We have a backdrop to the game. It's kind of post-apocalyptic because a big rock from outer space came and hit the earth and then everything went to hell. That's a backdrop, it's not what Rage is about but it's where Rage happens.

Sometimes people tend to focus on the backdrop more than what Rage is about. If people can understand that once they start playing it and talk about all these different things that I just said, that would make me proud and hopefully that allows them to say in the end "Wow this game really is a good game."

And it's going to be the first game to use the id Tech 5 engine, how important is it for Rage to be an impact piece to really show off what the engine can do?

It seems like there's a lot of pressure there but there but we've always had a new technology to work with when we develop a new game, especially from the very beginning with John Carmack building a new technology and then building a game around that. So this is actually no different from what we've done in the past.

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