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E3 2010 Hands-off: Rage

E3 2010 Hands-off: Rage

This year was my first E3 and luckily I was able to obtain an invite to a Rage demonstration session behind closed doors.  My story was posted on my other site (HookedGamers.com) but it was heavily edited due to the editor’s wish to keep preview stories on only three pages.  Needless to say I didn’t agree.

So here, for your reading pleasure, is my full, unedited preview of Rage, Id’s first new IP in almost a decade and, in my opinion (though I hate to use the cliche), a Fallout-killer.

Note: this article is a bit of a double-edged sword.  It is very long but is however probably the most comprehensive depiction of the demo show at E3 2010.

Knee Deep in the Dead
As I sat alongside other journalists and developers alike in the cramp theatre within Bethesda booth I was struck with a bout of both curiosity and anticipation as to the title that would be shown only momentarily.  After all, Bethesda and, by extension, Id Software had been relatively absent from the PR market as of late and if there was ever a best time to strut your stuff then I can think of no better a place than the 2010 Electronic Entertainment Expo.  What I was in for however was something that would ignite a childhood glee that had long since disappeared years ago.  This giddiness appeared culminated in a near squeal, much to my embarrassment, as a crossbow arrow found its mark in the head of an insane mutant.

Rage is something I’ve been looking forward to for years now.  As Id’s new flagship title it also served as the first new intellectual property to be made by Id in ten years.  Given that this was the same developer that ignited my passion for gaming as a child with the Nazi stomping wonder that was Wolfenstein 3D it is needless to say that I do hold some bias toward the Dallas developer.  While Rage did not have an official hands-on experience on the E3 show floor this year, despite having been shown as early as E3 2008, Rage did have a behind closed doors presence within Bethesda’s squared off booth.  Bethesda and ZeniMax were kind enough to allow me to come by Tuesday afternoon and the excitement that I left with after having experienced 30 minutes of the new IP was the perfect end to a rather hectic day.

A New Wasteland
Rage is set apart from the most of the other Id titles in a similar vain to Id’s semi-remake of the 2004 classic Doom 3.  Set in the not too distant future, Apophis, a real life asteroid, is bearing down on Earth with almost no hope of escape for the citizens of the planet.  With all other plans failing, the governments of the planet unite in a last ditch effort to ensure the survival of the human race. Creating the Ark series, a network of automated subterranean vaults, the best candidates from every corner of the globe are selected and placed in them in a state of suspended animation with the hope that, once the smoke has cleared and life is capable of continuing on, these lucky souls will be able to reestablish civilization.  Of course, like any governmental plan, nothing ever goes the way it is planned.

The player character awakens years after Apophis has taken its toll on the planet and long after humanity has begun to rebuild.  Stumbling out of the malfunctioning Ark, the player’s character awakens to find his roommates all dead, never having even seen the light of day.  Leaving the Ark, the player enters a vast wasteland that nature is still trying to fix.  While the overall goal of Rage’s story has yet to be revealed, the player’s actions will help determine the fate of those who live in the wasteland.

The Remains
E3 2010 served as the first time Id Software felt comfortable showing off their latest title, the first major production in six years, and the limited exposure setting of the Bethesda theater was more than enough to whet the appetite of those who have wanted to explore a post-apocalyptic wasteland that did not have Fallout in the name.  Rage’s demo lasted thirty minutes and consisted of four different sections of gameplay and environments to explore, a selection that we were told shows a balanced taste of the Rage experience.  The first area shown was the wasteland proper and the home of Crazy Joe, a drifter whose intelligence was questionable and whose demeanor was not exactly genuine.  Warning us of ravenous mutants, the demonstrator exits the hut only to be attacked by the denizens who had been mentioned only seconds ago.

The mutants, one of several factions present in the world of Rage, are anything but friendly and are far more likely to tear you to shreds than anything else.  These unfortunate souls are the remnants of those who survived the fall of Apophis but became the unfortunate victims of the strong radiation that engulfed the world thereafter.  The mutants are nothing more than dangerous animals now, their humanity long since having left them and they now serve as one of the primary threats to the remaining survivors that litter the wasteland.  While the demonstrator is able to dispatch them with a pistol and assault rifle, he takes his time demonstrating the power of a thrown weapon known as the wingstick, a bladed version of your typical boomerang.  One thing is made clear in this quick combat demonstration: threat of mutants hunting in packs establishes them as a force you don’t want to go against without plenty of ammo.

Let’s get this out of the way right here and now: Rage is nothing short of gorgeous.  The demonstration we saw that afternoon was running on the Xbox 360 rather than the PC platform for which Id is known for.  The demo ran a smooth at a smooth 60 hertz and never for an instance showed any sign of slowdown.  Upon seeing the game in combat I knew that, no matter what platform you choose to experience Rage on, the result has to be spectacular.

After dispatching the mutants the player character enters a modified dune buggy and drives off through the monument valley-esque environment.  Driving is something very new for an Id title as the limited extent of the previous Id driving experience was limited to a couple monorail trains in Doom 3.  The new driving system seems competent and about as easy to utilize as that of any other driving title out there.  The vehicular combat portion of the Rage driving experience however is something that only a handful of titles have ever been able to successfully create, the most prominent title being the Twisted Metal series.  As the player follows a waypoint on the HUD two others approach and attack, firing off machine guns and rockets.  Luckily however this dune buggy has been modified with semi-automated machinegun turrets and, by centering the screen on a fleeing target and pulling the trigger, the turrets track the targets and unleash a wall of hot lead upon the vehicles, destroying them.  As the formerly intact, now smoking and flaming, buggy reaches the gate to Wellspring, the local population center that pumps water to the surrounding area.

Wellspring is the site of another feature that Id experimented with and is radically expanding: NPC interaction.  NPC interaction has only really been previously done by Id in Doom 3, wherein during the beginning sections of the game prior to the demonic attack on Mars you could interact with some NPCs and do a little exploring.  This time around however Id is making these characters persistent though they are being intentionally vague when it comes to alignments with or against them but it was confirmed that side missions are available to those who repeatedly interact with them.  Id did reveal however that players will be able to purchase and sell weapons and items found throughout the world as well as participate in various gambling minigames.

After having explored the town for a little bit, the player enters a water pumping station where an alarm is going off.  After meeting the engineer assigned to ensure the upkeep of the vital resource the player is informed that a group of bandits known as the Ghost Clan have broken into the tunnel system beneath Wellspring and are ransoming the water supply.  After accepting the mission, the player descends into the tunnels below.

With a Gun at My Side
Within the tunnel system the familiar game design that Id built its reputation comes to the forefront as the long, cramp corridors forebode close encounters with less friendly citizens than what you found above ground.  Lain back against the wall are the bodies of two guards sent to negotiate with the bandits; they never had a chance.  The environment we’ve just entered is stunning in the level of detail present.  As a water pumping station you’d naturally expect to see walls and puddles of water.  The water details shown however are nothing short of beautiful: sheets of it slide down the walls, puddles realistically reflect the light and environment around them, and large maws of it create waves as you wade through it.

As the player progresses through the tunnel we begin hearing the sound of bandits chatting to one another as they pick a corpse clean of valuables.  It is here that we are introduced to a new weapon: the crossbow.  While bows are nothing new to games the power of the weapon in Rage cannot be understated.  As the player sneaks up to the rim of the stairs to peer down on the soon-to-be victims of the new weapon our demonstrator loads up an electric bolt into the crossbow.  The electric bolt works almost exactly like the trap bolts utilized in Bioshock: you shoot it into the water and any enemies that are in it are electrocuted.  As the demonstrator looks over the edge of the stairs, we see the two bandits standing in a pool of water oblivious to our presence.  Taking aim, the player fires the bolt into the pool, electrocuting them instantly.

The bandit threat isn’t over however; just feet away in another room stand another two bandits, these two unaware of the death of their compatriots outside due to the stealthy nature of the crossbow.  It is here that we are introduced to a new aspect of Rage’s gameplay: item creation.

Rage is a swift departure from the Id norm in many ways as hinted at by the game design mentioned above but nowhere else is this more present than in the game’s experience system.  Just like that found in many modern RPGs, Rage allows players to learn new skills and create new weapons and abilities based on their interaction within the environment.  For example, utilizing tools and items found in the environment, the player was able to construct an RC car with bombs attached to it using a blueprint found earlier in the game.  Driving it into the room, the bandits have no more time to react than the ensuing explosion sees them explode into a fountain of blood and sinew.  These new items and tools can be constructed at any time meaning no need to go looking for a special room or a work bench: if you need it and have the prerequisite tools necessary then you are good to go.

As the player progresses through the tunnel system, taking out a dozen more enemies he becomes trapped next to a treatment processor.  As the Ghost Clan horde approaches the demonstrator deploy another device: an automated turret.  This turret in particular is a lower end version that can be enhanced further after finding more blueprints.  As such the turret only fires in bursts and take a little bit to reload.  The help is invaluable however as they player constantly has to turn and take out enemies that approach from seemingly every direction.  As the horde finally stops attacking, we’re given a short breather before moving on to the next level.

The Ways of War
From the tunnels of the water pumping station we are whisked away to another level a little later in the game.  We have been sent to an auto shop to retrieve some car parts necessary for making a new dune buggy.  The building however is infested with bandits, these ones more advanced than the Ghost Clan and having no qualms about carrying fire arms.

The ensuing level play out like any other shooter on the market: moving from room to room, taking out enemies along the way.  The AI in Rage is definitely smart: I’ll give it that.  As we enter one of the rooms we are attacked from behind by an enemy that had flanked our position.  After taking them out we proceed further into the area.  Given that this building was above ground when Apophis hit it is in a state of decay.  Case in point the demonstrator is able to kill an enemy with a well placed headshot thanks to a hole in the sheetrock of a decaying wall.  His hidden buddy takes notice of this though and blows open the door only to be dispatched by a burst of assault rifle fire.

Proceeding further into the building the numbers of enemies are increasing.  Luckily, the demonstrator has another tool at his disposal.  The player deploys an advanced version of the automated turret seen in the previous level.  This version however fires faster and is mobile.  The design of the turret is almost exactly like the lifesaving spider sentry bot from Doom 3.  As the player and his robotic companion head into the next areas, taking enemies out all along the way, the robot is destroyed upon entering the final room where cars are in various states of disrepair.  As the player presses forward a trap is sprung and an enemy armored car charges at us.  The demonstrator takes cover and is able to take out the gunner and the other remaining bandits.  Pushing past the car, the player retrieves the necessary auto parts, ending the level.

While the level was relatively short compared to the other two the final level Id was to show off was something entirely different.

Citizens of the Ruins
The final level Id was to take us to is currently called Dead City and, as you’d expect, the name is pretty descriptive of the overall feel of the level.  Located a good distance from Wellspring, Dead City is a former major urban center from which no visitor has ever returned alive.  We were about to find out why.

As the demonstrator trekked forward through some jagged terrain we came across the remains of a former cityscape.  Ruined buildings dotted the skyline and dozens lay collapsed upon one another covered in dirt and rust.  The feeling of silence is ominous yet the player strides forward and jumps off the large rock barrier and enters the streets.  As he does so a ravenous howl splits the air: the mutants are coming.

Taking up arms, the player begins a desperate stand against the horde, upwards of half a dozen surrounding him at a time.  As he holds out a wall of debris bursts out from which appears a far larger mutant than the rest.  Easily ten feet tall, this behemoth wields a grenade launcher which is squarely pointed at the player.  While the player continues to take pot shots at the larger creature while trying to fend off the smaller ones.  The larger one fires erratically, some of his shots just whishing by the player while other accidently killing his compatriots.  The player is eventually able to kill that larger mutant and the scene dies down.  The battle over, the room takes a collective breath of relief, if only for a second.

That’s when we notice the ground starting to shake.  The pounding on the ground is loud and it is with such force that dust and small bits of debris fall off the remains of the building next to the player.  Something is approaching, something even bigger than the large mutant dispatched moments before.  The camera pans around in an almost nervous fashion, scanning the horizon for enemies, the assault rifle fully restocked on rounds and ready to fire.  Inside I can’t help but feel the same apprehension I did as a child watching the glass of water ripple with each footfall of the Tyrannosaurus Rex as it arrived on screen for the first time in Jurassic Park.  As the camera pans around to a street corner a giant hand broaches the edge of another building.  The mutant is easily five or six stories tall and is easily one of the most imposing creatures Id has ever created.  As it turns to the corner, it turns its head and notices the player.  With a mighty roar, it begins the attack only for the demo to end.

No One Will Hear You Scream
Our short time with Rage was nothing short of wonderful and is easily my number two experience at E3 2010.  While we were only given a small taste of the overall Rage experience Id Software’s Matt Hooper, the man who narrated our thirty minute demo, said that in the coming months we would be given more information on even more parts of the game to be revealed such as the racing portion you can do with your buggy, the various side quests, and the inevitable multiplayer segment.  He did say that details regarding the multiplayer are forthcoming, giving this writer the opinion that, should you want to get a taste of Rage yourself, you need to come to this year’s Quakecon in Dallas.

Overall though Rage seems to be shaping up quite nicely and looks to provide a fantastic alternative to Bethesda’s already incredible Fallout series for those who want a more focused, semi-linear experience.  Rage doesn’t release until sometime next year so let us all keep our fingers crossed that that time is sooner rather than later.

Alan Wake Review and Spoiler Alert

Alan Wake Review and Spoiler Alert

It’s been a busy past few weeks for me but now that I’m settled into my brand new apartment away from the madness of the old house I’ve finally found the time to sit down and start work on some more reviews.  Unfortunately I wasn’t able to be on the show last week due to a severe lack of interwebs at the new place so I felt obligated to provide you all with an in-depth review of a game that I didn’t know I really wanted until just a handful of months ago.

Here ya go!  Oh, and check out my latest episode of Spoiler Alert at the bottom of the page.  Thanks, and enjoy!

A Writer’s Journey

Remedy Entertainment has never really been on my radar as a developer of triple-A titles.  While they’ve only released four games since their inception into the industry back in 1995 I haven’t found their catalog to be all that enticing despite very strong reviews of the two Max Payne titles that came out during the last generation of console titles.  However, despite my lack of attention to their previous efforts my interest was struck five years ago at E3 2005 when the first trailer for Alan Wake was shown and though there wasn’t much to be seen I have since then made the occasional glance in its direction hoping for news.  As the years rolled on though I simply brushed it aside thinking that it would be forever known as vaporware much like what Duke Nukem Forever and Starcraft Ghost had dissolved into.  It wasn’t until the game’s first demonstration last year at E3 2009 did I really begin to have more than a passing fancy about the game.  Witnessing those few minutes of gameplay left me, well, giddy thinking about the possibilities of a survival horror game that actually used light and dark mechanics effectively.

Now that Alan Wake has finally arrived after five years of development though, is it as good a game as its development time should indicate?

Consumed by the Pages

There’s something to be said of a writer getting engulfed by their work in the novel-to-be.  Unfortunately for Alan Wake this is a far too correct statement.  Alan Wake’s story, or rather, the story of his story, takes place in the Pacific Northwest town of Bright Falls, a small mountain community in the shadow of a dormant volcano.  Alan and his wife Alice arrive via ferry at her insistence in the hopes that the vacation will allow Alan enough time to relax and begin writing again, something he hasn’t done in two years.  While in town Alan visits a few of the locals (including a waitress obsessed with his novels and two former rock musicians) and picks up the keys to the cabin they will be staying in at Cauldron Lake, located in the mouth of the volcano.  The couple drives up there and begin to settle in before Alice reveals her ulterior motive for bringing her husband to Bright Falls.  Alan storms out of the cabin in protest but when he hears Alice scream he runs back frantically only to find a broken railing on the balcony and a fleeting glimpse of her sinking into the water below.  Taking a deep breath, he plunges into the water below.

This is where the story truly beings.  Alan wakes up in the remains of his wrecked car perched precariously on the edge of a cliff.  As he wanders down the road to a gas station seeking help he is attacked by a Taken, a former denizen of Bright Falls who has fallen victim to a supernatural presence.  From there Alan fights his way to the gas station and, after noticing an advertisement, realizes it has been six days since the incident at the cabin and that he has no memory of the time between now and then.  Stalked by the paranormal entity, Alan begins the search for his wife and hopefully an answer to the riddle of his week long absence.

One of the key plot points of the game is the way the story is delivered and how the player chooses to interpret it.  As you progress throughout the course of the game you find pages of a manuscript entitled Departure, a novel that Alan had been writing while entranced by the dark presence during those lost six days.  These manuscript pages not only tell you what has been going on over the course of your progress but also what is to come further down the line.  For players looking to not have plot elements spoiled for them (like me) you should choose not to read them.  The temptation however can be a little overwhelming due to the intense nature of some of the combat so you might be compelled to read it.  The pages are also found and presented to you in an out of order sequence so one should consider secrets to be completely spoiled as soon as you press the back button.  The inclusion of these pages however definitely helps solidify the events happening throughout the course of the game and will fill in a few macguffins you’ll encounter along the way.

The story of Alan Wake is one of intrigue that doesn’t come along very often in an action adventure game, let alone any title that has been released this past console generation.  What makes the large story consumable to the average player is its division into six individual episodes in almost the exact same way last year’s failed revival of Alone in the Dark attempted.  While these episodes are by no means bite size, as each of the six episodes can take anywhere from two to three hours to complete, what they do accomplish is make the game manageable and easier for more casual players to complete.  Each episode has a prologue as well which gives players who have not played the game continuously a quick refresher about the events that happened previously ala most serial television shows.

Overall, while not delivered in a manner that is totally successful the story overall has quite a bit of potential to it and the ending more than enough warrants a sequel.  With new DLC episodes coming down the pike it’s hard not to want to jump on the Alan Wake train.

Light and Dark

Alan Wake’s gameplay is a consortium of different devices that, usually, do not work together without weakening the other in some way.  What Remedy has accomplished here however is a blending of proper survival horror mechanics with action adventure elements that are usually reserved for third person shooters.  And when I say survival horror games I don’t mean recent attempts at horror games like Resident Evil 5, FEAR 2, and Condemned 2; no, we’re talking about titles that will do a little more than jump out at you during a pre-scripted sequence.  Alan Wake is, while not entirely scary, will definitely keep you on the edge of your seat throughout most of your time with the game.  However, when you are wandering through a dark forest at night with the wind making the trees shake and creak it is hard not to feel uneasy, especially given that your only source of light is a flashlight that you will have on hand for the majority of your playtime.

This is where the light and dark mechanic of the game comes into play.  The dark presence of Cauldron Lake that stalks you during the game is none too pleased with you for reasons I won’t spoil here and will send minions after you called the Taken, citizens of Bright Falls that have succumbed to the power of the darkness.  These former citizens are shielded by the darkness and the only way to make them vulnerable is to hit them with a beam of light until the darkness is completely eroded away.   At that time they are vulnerable enough to be killed by a gun or any of the other weapons in your inventory.  The Taken rarely appear alone and usually only do so at the beginning of the game so it is wise to keep an eye or ear out at all times for enemies lurking in the bushes: basically, if you see one of them, expect two more.  The Taken will not cross into pillars of light such as that of a street light or a lit room.  Given the survival-oriented direction of the game you are often outnumbered so it is advisable to know when it is best to run for it rather than face the enemy.  Luckily pillars of light both serve as a checkpoint and are not too far from one another so frustration is minimal in this department.

Alan’s generous selection of weapons, which includes a standard revolver with optional rifles and shotguns that can be found along your way, is generous in its ammo count and these items can be found in abundance when played on the normal difficulty level.  You’ll also find several handy items to use such as flares and batteries which power your flashlight.  By far the most powerful weapon in the game is the flare gun which serves as an area-of-effect rocket launcher against the Taken, disintegrating them upon impact.  Players will also come across flashbang grenades as they continue on into later portions of the game which can easily turn the tide of battle should you be outnumbered with nowhere to go.

The flares and pillars of light however offer a very interesting, if sometimes temporary, safe haven mechanic to utilize against the Taken.  Since the Taken won’t cross into a field of light they can be utilized to herd them in certain directions or at the very least keep them at bay for a few precious seconds.  This is often immensely helpful when enemies come from multiple directions with segmented approaches, allowing you to focus on one group while keeping you safe from behind.  This scenario plays out commonly throughout several urban environments all over Alan Wake so it is wise to save a few flares in preparation for a coming Alamo-esque sequence.

By far some of the best parts of Alan Wake are the scenes where you are not alone in facing the dark presence.  At several instances during the story you will find yourself with an AI partner who fights alongside you as you proceed toward an objective.  Not only is the AI competent in its ability to combat the darkness (something that seems to be lacking from more games lately) but it also is well aware of both your and its surroundings.  These sequences are easily the most fun of the game and they absolutely scream at the notion that Alan Wake deserves to have a full cooperative play feature.  Some of the later levels of the game have you fighting alongside an AI for upwards of half an hour or more so a future Alan Wake title not having a co-op feature just sounds like a tragedy.

Writer’s Block is the Least of His Worries

Alan Wake’s five year development period (with origins leading back to the beginning of Max Payne 1’s pre-production time) almost demands that it have at the very least par visuals and a strong audio performance and thankfully Remedy was able to deliver.  The visual design of the game is in many ways spectacular and really lends itself to feeling like an authentic setting.  Throughout the entire course of the game I fully believed that I was playing in and around a small town in the Pacific Northwest.  The forests however are the coup de grace of the entire experience.  Being in the middle of the forest with the moon overhead was phenomenal and absolutely sells in trying to convince you that you are lost in the middle of a nighttime forest.  When the wind picks up and the trees and bushes begin to sway it is hard not to get a little spooked, especially when a pick axe from a Taken goes whizzing by your head.

That’s not to say that Alan Wake is a pinnacle of game design; far from it.  It is unfortunate that while the environments and particle effects are stellar the facial animations and the frame rate can suffer at times depending on what’s going on around you.  The facial animations can be downright abysmal to look at simply due to the fact that both the in-game and cinematic ones can be very stiff and usually result in the characters simply opening and closing their mouths, nothing more.  The cinematic animations in particular are almost abysmal and either look like a puppet act or at its best moment looking like last generation animations.  The frame rate on the other hand can slow to a crawl at certain scenes throughout the game: one instance in the fifth episode results in the game dropping to an abysmal ten or so frames per second.

One problem that I have to address is the mixed delivery of the character dialogue.  While some of the delivery comes off quite well it has to be said that there are many instances in Alan Wake that feel like B-movie deliveries or, worse, filler lines that were never updated from their original writing.  The main character’s film noir-esque narration, something that has been a staple of Remedy’s Max Payne titles, is present at all times and that’s regrettable for the player.  While we do want to know what’s going on in Alan’s head what we get is often him making a monotone delivery from a script that is usually a commentary on a current or upcoming event.  You are not spared this either when you go to read a page from the manuscript as it’s read in an almost lifeless voice by the main character.  Seriously, it would be far nicer if Alan had a little more emotion in his voice as you journey on with him beyond the occasional frustrated edge or an angry yell.

Blinded By the Light

Despite having some large flaws in the final presentation Alan Wake is still a great game that’s well worth the five year development period we’ve had to endure.  While the game lacks replay appeal save for item collection for achievements the promise of future DLC and inevitable sequels are going to have me coming back for season two of this series.

Final Review Score: 8/10

And now, your Spoiler Alert:

Gamerscag Nation Show #4

Gamerscag Nation Show #4

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Gamerscag Nation Show #3

Gamerscag Nation Show #3

Lots of fun news……….

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Gamerscag Nation Show #2

Gamerscag Nation Show #2

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Gamerscag Nation Show #1

Gamerscag Nation Show #1

That’s right, ladies and germs….a big one to start it off right.  They all won’t be this long….promise.

Gamerscag Nation Show 1

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