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RAGE On iOS Shows Promise

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."

102 comments

  1. One change I'd like by BadAnalogyGuy · · Score: 1

    Instead of (or in conjunction with) a d-pad, why not use the internal gyro to sense the user's direction?

    1. Re:One change I'd like by antifoidulus · · Score: 1

      because it rarely works well and is very cumbersome to do with the iPad.

    2. Re:One change I'd like by BadAnalogyGuy · · Score: 1

      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.

    3. Re:One change I'd like by Richard_at_work · · Score: 1

      Accuracy. I haven't yet seen a game where accuracy in the accelerometer hasn't been an issue.

    4. Re:One change I'd like by Bozzio · · Score: 1

      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?

      --
      I just pooped your party.
    5. Re:One change I'd like by BadAnalogyGuy · · Score: 1

      Gyro, not accelerometer.

      Does the iPod/iPad have one? I hadn't considered that possibility.

    6. Re:One change I'd like by gl4ss · · Score: 1

      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 at all, the reason why people are intrested seems to be as simple as id+ipad.

      (also, you could use the camera to deduce movement done to the device, to augment the gyros, if one went that way, but that all is just patching over the fact that ipad lacks good controls for fps)

      now, what I want to know about ipad: can it run ultima underworld in dosbox?

      --
      world was created 5 seconds before this post as it is.
    7. Re:One change I'd like by jo_ham · · Score: 1

      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 softened the controls enormously.

    8. Re:One change I'd like by Anonymous Coward · · Score: 0

      Also, iPad users just lost the ability to lock landscape orientation. Thanks, Steve!

    9. Re:One change I'd like by Richard_at_work · · Score: 1

      Only the iPhone 4 includes an actual gyroscope, on all other iPhones and the iPad, rotational input is handled by the 3-axis accelerometer. So my point stands.

    10. Re:One change I'd like by TheKidWho · · Score: 1

      They're adding gyro support in a future update.

    11. Re:One change I'd like by MosX · · Score: 1

      That's not true at all.

    12. Re:One change I'd like by dogmatixpsych · · Score: 1

      The newest iPod Touch has a gyro too.

      From Apple: http://www.apple.com/ipodtouch/specs.html

      Sensors
      Three-axis gyro
      Accelerometer
      Ambient light sensor

    13. Re:One change I'd like by Paradise+Pete · · Score: 1

      Why doesn't it work well? Shoddy gyro?

      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.

    14. Re:One change I'd like by SimonTheSoundMan · · Score: 1

      Double tap the home button, swipe to left and you'll see the orientation lock button.

    15. Re:One change I'd like by soupforare · · Score: 1

      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.

      --
      --- Do you believe in the day?
    16. Re:One change I'd like by coryking · · Score: 1

      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.

    17. Re:One change I'd like by Anonymous Coward · · Score: 0

      Which only locks portrait orientation. Try it.

    18. Re:One change I'd like by Anonymous Coward · · Score: 0

      OK, how do I lock the display in landscape mode?

    19. Re:One change I'd like by SimonTheSoundMan · · Score: 1

      Locks in any direction for me.

    20. Re:One change I'd like by will_die · · Score: 1

      Got it when it was released and played some on a plane(itouch 4) and it takes a little while to get to us to the control, and you look like you are have some problems while playing.
      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.

  2. Pc version soon too? by IronSight · · Score: 1

    Not that I'm unhappy for the IOS users... but I hope the pc version ships soon. The QuakeCon coverage of it had me drooling. Carmack is pretty excited with mobile development at the moment though, so I understand why he released it on IOS first.

    1. Re:Pc version soon too? by Anonymous Coward · · Score: 0

      Don't hold your breath, this isn't even the real iPhone version, it's a 3 level rails shooter that's basically just a tech demo for the full iPhone game to come. I wouldn't expect a full game until end of 2011 at the earliest.

    2. Re:Pc version soon too? by Eraesr · · Score: 1

      Uh what? There is no "full iPhone game to come". Carmack clearly stated that it wasn't their intention (or even possible) to release the Rage game we'll be seeing on PC/XBox 360/PS3 as iOS game. Also, no other Rage title than this has been announced or spoken of.

    3. Re:Pc version soon too? by BiggerBoat · · Score: 1

      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," Carmack told Joystiq today, going on to say: "Taking some of the wasteland material and having riding along in the dune buggies, jumping over ravines, that kind of stuff. There's more graphics stuff that we can bring in and add yet another level of improvement and polish to the visuals." If all goes as planned, the game will hit iOS before Rage arrives in stores.

  3. Rail shooter? by MindCheese · · Score: 1

    Gorgeous graphics or not, is anybody actually still interested in rail shooters? I thought they went out of style about 10 years ago. I'll grant you that FPS are rather awkward on these devices when implemented with on-screen controls, but seems to me that there's even less room for innovation in this genre than in FPS. Is there anything gameplay-wise here that we haven't experienced before?

    1. Re:Rail shooter? by SirGarlon · · Score: 0, Flamebait

      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!

      --
      [Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
    2. Re:Rail shooter? by RogueyWon · · Score: 1

      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 your observation skills; the ability to spot enemies while they're lurking in the background, before they make an obvious attack, is a great advantage. It's also a pretty scary game, and one which realises the importance of having "quiet" sections to building atmosphere. Sadly, the game was arguably released on the wrong platform and was a spectacular flop in terms of sales (to the extent that it has become the ultimate "mature games don't sell on the Wii" argument). Additional exposure on the PS3 should hopefully correct this.

      While not quite as good, the Umbrella Chronicles spinoffs to the Resident Evil Franchise, also on the Wii, are by no means bad. They're a bit more manic than Extraction, and lack the tactical aspects, but you can have a lot of fun with them, particularly in co-op. There's a further passable (though not spectacular) PS3 Move rail shooter; The Shoot.

      I think the rail shooter is a genre which suffered due to massive over-exposure at the time of the CD-ROM's entry into the gaming world. When CD drives became common in PCs, and Sega had the Mega-CD fresh on the market, there was an immediate dash to use the storage capabilities of the new medium to do very FMV-intensive games. The nature of FMV-based games means that only a few genres are suitable for adaptation; primarily point and click adventures and rail shooters. So we got a rush of dismally bad FMV-heavy rail shooters (think Sewer Shark and Mad Dog McRee) which damaged the reputation of both rail shooters and FMV cutscenes for years to come.

      Happily, there's been a bit of a rehabilitation of both in recent years. Games like Command & Conquer 3 have shown that, when used in the right place, FMV can be a lot of fun. And with "lightgun" capable control devices being the trendy thing right now (though I suspect this particular bandwagon is almost bust) there's been a desire by developers to take a fresh look at the rail shooter concept.

      To be honest, I have to wonder how different rail shooters are from many modern FPSes. The Call of Duty tendancy is towards games which are essentially rail shooters, but with the ability to control the speed at which you move forwards. Traditional fps gameplay, which combines exploration elements with the shooting, seems to be drifting towards the slightly more highbrow end of the market, in games like the Bioshock and Crysis series.

    3. Re:Rail shooter? by bomanbot · · Score: 1

      Well, they are a niche genre for sure, but if done well, they can still be interesting today and actually are kinda coming back again a little.

      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 Playstation Move rail shooters are now in development for the PS3 as well.

      I am not sure how successful those rail shooters are financially, but since the modern consoles gave them some legitimacy back, I think those are good signs that there is definitely interest in rail shooters now.

    4. Re:Rail shooter? by TurtleBay · · Score: 2, Insightful

      It is a clever way to get around the fact that FPS games are ridiculously clumsy on iOS. Rail shooters were replaced by FPS games about a decade ago with the use of mouselook. No mouselook on iOS means we need to rethink what games are made for the device. Try Nova or EliminatePro for iTouch/Phone/Pad, those FPS games have controls which are much less precise than a console gamepad which is much less precise than mouselook. If you were the developer given a hugely detailed first person environment but were constrained by touch and accelerometer controls, what type of game would you make?

    5. Re:Rail shooter? by Anonymous Coward · · Score: 0

      To be honest, I have to wonder how different rail shooters are from many modern FPSes. The Call of Duty tendancy is towards games which are essentially rail shooters, but with the ability to control the speed at which you move forwards.

      They really aren't much different at all, until you get to the realistic shooters category, which aren't as popular (for semi-obvious reasons, as well as marketing influence).

    6. Re:Rail shooter? by Anonymous Coward · · Score: 0

      And you've missed another, very telling, point: It's on a phone! Five years ago, most people would have called you insane or worse if you said that Id would have a gorgeous looking shooter (of any sort) on a phone, selling for under two bucks.

      Of course, they would have said the same about the iPad and likely would have though that Vista would be ruling the Earth about now. Say, what is Enderle doing nowadays, anyway?

    7. Re:Rail shooter? by robthebloke · · Score: 1

      Five years ago people would have mocked you for wanting to play games on an N-GAGE.......

    8. Re:Rail shooter? by silverglade00 · · Score: 1

      I wonder if it would work if they use the accelerometer as mouselook and a touch d-pad for aiming crosshairs. As a bonus, when things get intense, you get a good core workout!

  4. Fun fact by Anonymous Coward · · Score: 0

    I've heard that part of the reason why Rage looks so amazing is that many of the same assets used for the "real" game were also used in the iOS version...just scaled down.

    Posted anon for obvious reasons.

  5. The lack of colors duke! by MorpheousMarty · · Score: 2, 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.

    1. Re:The lack of colors duke! by Anonymous Coward · · Score: 0

      How many colours are in your world?

    2. Re:The lack of colors duke! by Anonymous Coward · · Score: 0

      8

      Please tilt your head to the left and you'll get my point. And no, the answer is not "boobs."

  6. rage HD by naz404 · · Score: 1

    What I don't get is why it's called Rage HD being an iPhone game... low-res = HD? Even the iPad's resolution is meh.

    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 trigger at preset points & you can't run around and explore as much anymore.

    I suppose that's also a side effect of what most engines pay these days for such high detail -> Maps tend to be much smaller. Deus Ex 2's maps were waaaay smaller than Deus Ex 1's.

    1. Re:rage HD by Eraesr · · Score: 1

      It's called Rage HD because there is also an SD version, which renders at lower resolutions and has lower res texture assets.

    2. Re:rage HD by samkass · · Score: 1

      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 technology.

      --
      E pluribus unum
    3. Re:rage HD by Anonymous Coward · · Score: 0

      wrong. XL is for iPad. HD is for iPhone 4.

    4. Re:rage HD by Guspaz · · Score: 1

      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.

    5. Re:rage HD by Anonymous Coward · · Score: 0

      Wrong, HD is for iPad, "retina optimised" (or similar) is for iPhone 4.

    6. Re:rage HD by Anonymous Coward · · Score: 0

      Deus Ex 2 maps were small because they had to fit in the 64mb of Xbox 1's ram.

    7. Re:rage HD by Anonymous Coward · · Score: 0

      (trivia: Quake 1 was all-brown because of limits with the game engine)

      As someone who is an experienced mapper with all of the Quake engines, I have to tell you that you don't know what you are talking about. A texture is a texture is a texture. They could have thrown bright cyan and fuchsia textures in Quake 1 with rainbow lighting if they really wanted to. The real reason it was all brown is because John Romero wanted a "gothic" look to the game and it wouldn't make much sense to have bright pastel colours everywhere.

      I suppose that's also a side effect of what most engines pay these days for such high detail -> Maps tend to be much smaller. Deus Ex 2's maps were waaaay smaller than Deus Ex 1's.

      That is only because Deus Ex: Invisible War was designed with the Xbox in mind, first and foremost. The PC version was pretty much a straight port. You can even still find references to the Xbox inside of the configuration files of the PC version.

    8. Re:rage HD by Tr3vin · · Score: 1

      It is just as HD as many "HD" console games.

    9. Re:rage HD by naz404 · · Score: 1
      Perhaps you're talking about latter iterations of Quake 1 & when it went hardware Voodoo or OpenGL.

      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

      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.

    10. Re:rage HD by Anonymous Coward · · Score: 0

      (trivia: Quake 1 was all-brown because of limits with the game engine)

      no quake 1 was brown because it was very appropriate for its setting and atmosphere ( dark horror style),

      after all halflife 1 was based on a, albeit heavily modified, quake 1 engine

    11. Re:rage HD by tlhIngan · · Score: 1

      What I don't get is why it's called Rage HD being an iPhone game... low-res = HD? Even the iPad's resolution is meh

      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, iPhone 4 "retina", 640x960), and XGA (1024x768). Since the vast majority of iOS devices out there have HVGA screens, that's treated as "standard def". When the iPad came out, developers had a huge new screen to play with, so they enhanced their art assets to make use of the space, and called them HD, XL, "for iPad" and such. When the iPhone4 came out, everyone stuck with the HD/etc moniker which results in a little confusion over whether it's for iPad or not. (Nonetheless, the iPad can play SD apps just fine either pixel-by-pixel or "2x" (pixel-doubling) mode, and I expect iPhone4 apps work in the larger area automatically).

      As for iPad's "meh" resolution, the sad thing is, a lot of laptops aren't much better - 1366x768 on a 15" screen? When 1024x768 on the iPad's 10" screen looks kinda crummy, 1366x768 on a laptop with a 15" screen is positively lousy. (Laptop manufacturers, in the race to the bottom, skimp on graphics and displays)

    12. Re:rage HD by robthebloke · · Score: 1

      On the xbox titles I worked on, we always synchronously loaded sections of the maps to create seamless worlds. Well, up to a point anyway.

      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 the following reasons:
      1. The dev team was incompetent (highly unlikely)
      2. The dev team ran out of time, and so many planned features and maps got dropped.
      3. It was an intentional choice by the game designers.

    13. Re:rage HD by robthebloke · · Score: 1

      Ooops! Should have said asynchronously....

    14. Re:rage HD by Anonymous Coward · · Score: 0

      Quake didn't have a lighting engine, it only used precompiled lightmaps and any use of a limited set of colours was not a technical limit of the engine. It might have been an artistic choice, but the engine is fully capable of using any number of colours and reducing the display colour depth on the fly (causing more banding), using any colour palette assignment (not restricted to browns or greys) or having lightmaps disabled and relying entirely on ambient light level (allowing a full 256 colour range for all textures in 8-bit display mode).

      I don't know if the guy who wrote that article was purposely oversimplfying for the layman's sake or if he really doesn't know what he's talking about. I've done a lot of level making for all of the Quake engines and I assure you that you can make Quake maps as colourful as you like and even make it look good in 8-bit mode with some forethought.

    15. Re:rage HD by grumbel · · Score: 1

      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.

    16. Re:rage HD by shmlco · · Score: 1

      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.

      --
      Any sect, cult, or religion will legislate its creed into law if it acquires the political power to do so.
    17. Re:rage HD by Anonymous Coward · · Score: 0

      Vertex lighting, not true dynamic lighting. Real dynamic lighting didn't come until Doom 3.

      If you are working with only 256 colors you have to limit your palette, as each logical color needs multiple shades in the palette.

      It would not be due to a technical limit of the engine if you chose to do so.

  7. Kinda big? by iONiUM · · Score: 4, 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..

    1. Re:Kinda big? by dogmatixpsych · · Score: 1

      Not when you have 32 or 64 GB of storage.

    2. Re:Kinda big? by Fahrvergnuugen · · Score: 3, Insightful

      Time to quit thinking of it as a "phone". It's a hand held computer that happens to have a phone app.

      --
      Kiteboarding Gear Mention slashdot and get 10% off!
    3. Re:Kinda big? by coryking · · Score: 1

      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*.

    4. Re:Kinda big? by sexconker · · Score: 0

      The lady routinely buys these Myst-like games

      She's a keeper.

    5. Re:Kinda big? by fjom · · Score: 1

      Word! I've been trying to explain that to my father for the last couple of weeks

    6. Re:Kinda big? by Yvan256 · · Score: 1

      But she's also quite puzzling.

    7. Re:Kinda big? by CODiNE · · Score: 1

      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.

      --
      Cwm, fjord-bank glyphs vext quiz
    8. Re:Kinda big? by Anubis+IV · · Score: 1

      If you compare it to computers from a few years back that were sporting similar hard drive capacities, it doesn't seem that unusual. In fact, looking at some of the games, it seems like a downright bargain. For instance, Myst is currently 533MB on the iPhone (it was 727MB when it was first released), and that game is from 1993. I shudder to think how much it would have taken up, as a percentage of a standard HDD, in that day and age.

  8. No strafing? by Anonymous Coward · · Score: 0

    Watching the video was majorly disappointing for me. Who wants to play a shooter where you have to stand immobile while shooting? They even show a sequence where the player had 2 seconds to sidestep an incoming projectile, but he didn't (more like couldn't).

    Is it even possible to implement strafing without using the gyroscope sensor? I don't think a human could provide three distinct inputs to a tiny multi-touch screen (1 for shooting, 1 for direction and movement, 1 for strafing).

  9. Suggested fix by tygerstripes · · Score: 1

    Decrease gamma, increase contrast, imbibe illicit substances :-P

    --
    Meta will eat itself
  10. RAGE Mobile != RAGE by chris-chittleborough · · Score: 4, Informative

    RAGE Mobile, as id call it, is not a port of RAGE to iOS. It is a much smaller game using the same technology and the same setting. These distinctions matter ...

  11. questions by hansamurai · · Score: 1

    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?

    1. Re:questions by Xtravar · · Score: 1

      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.

      --
      Buckle your ROFL belt, we're in for some LOLs.
    2. Re:questions by BitZtream · · Score: 1

      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 ;)

      --
      Persistent Volume manager for Kubernetes - https://github.com/dwimsey/openshift-pvmanager
    3. Re:questions by Anonymous Coward · · Score: 0

      'DLL'

      Wrong platform.

      In the NeXT-derived world of iOS and Mac OS X, they're called dylibs; frameworks, if you package them in a bundle and optionally throw in the headers.

    4. Re:questions by Anonymous Coward · · Score: 0

      When you put quotes around something, what does it mean, oh wise one?

    5. Re:questions by Anonymous Coward · · Score: 0

      Programmers are very efficient, its the artists who eat up the space ;)

      As if it's the artists' fault that thousands of megapixels of images with 24 and 32 bit color palettes, hours of high fidelity multi-channel audio, and high-resolution full motion video take up more space than a bit of ASCII text. I'm sure you're already aware of the reasons why "its the artists who eat up the space," but there's no need for the condescending tone. Your claim that programmers are very efficient (and the insinuation the artists who create the actual content are not) is utter bullshit. There's no shortage of inefficient programmers who waste system resources and invent overly-complex systems for performing simple tasks. A programmer's efficiency isn't only measured by the footprint of his code or the size of his binaries.

  12. Not much of a game by Legion303 · · Score: 1

    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.

    1. Re:Not much of a game by shadowrat · · Score: 1

      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 attention to the various enemies and prioritize your targets. You achieve a higher score by paying attention and really trying to play. I even went through a level again to better my score.

      To me, those are all hallmarks of a game. Do i have an objective? check. Does skill impact my performance more than luck? check. If i try can i actually do better? check. Is there some means to verify that I am doing better? check. If there was some minimum level requirement to qualify as a game, then asteroids and pac-man wouldn't be games.

      Does it break any new ground in game design? not really. Is it the most compelling game on the platform? probably not, but tastes vary. Is the atmosphere 1990's id cliche that appeals to young adolescent males? yes. Still I would say it's a solid game that stands on it's own. From a certain point of view the whole experience is more polished and cohesive than Doom (definately Quake). Though it's obviously not breaking the new ground that those titles did.

  13. Indicative of id lately by Dan+East · · Score: 4, 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.

    --
    Better known as 318230.
    1. Re:Indicative of id lately by Daniel+Phillips · · Score: 1

      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.

      --
      Have you got your LWN subscription yet?
    2. Re:Indicative of id lately by Taulin · · Score: 1

      That's what Raven was for. They are the crew that always took the latest id engine and made a real game out of it (Hexen, etc).

    3. Re:Indicative of id lately by RyuuzakiTetsuya · · Score: 1

      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.

      --
      Non impediti ratione cogitationus.
    4. Re:Indicative of id lately by pak9rabid · · Score: 1

      I think id needs a developer matching Carmack's talent and drive but in game design.

      They're called Splash Damage. 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.

    5. Re:Indicative of id lately by dunezone · · Score: 1

      No it was the visuals. There was no plot to Doom except what the manual stated on the first page. The game was simply the best looking game on the market and you ran around shooting monsters, that was it. You know what game came out 7 days before Doom that had a plot but more cartoonist style graphics? Blake Stone from Apogee and it was destroyed by Doom. Even when Doom 2 came out it was still the same game but with about 10 new enemies and one new gun but it was still the best looking game out there.

      What happened with FPS games is that Half-Life came out. Not only did we have a beautiful game for its time but we had a plot, we had a character with a background, we had a setting that had a story behind it, we had a common foe to the main character, we had interaction with characters. All these elements were around but Half-Life put them together into a nice package. Half-Life changed what the FPS market was, as consumers we expected both good graphics and a great story that pulls us a long after Half-Life showed us it was possible. Doom survived because we didn't expect the great story, we had a game that looked light years ahead of the competition. Go forward 5 years and everyone has good looking graphics, but not everyone had a great plot to go along with these stories.

      In my opinion graphics are no longer a selling point to a game. Every FPS out there can look amazing but can the plot really pull you in? Can that plot draw you to play the game a second time? Can that plot continue on into a sequel?

    6. Re:Indicative of id lately by pak9rabid · · Score: 1

      Raven is a joke (Quake 4 anyone?). Splash Damage ftw. ET:QW was way more fun than anything Raven's ever developed, and the upcoming Brink game looks to be even more fun.

    7. Re:Indicative of id lately by Anonymous Coward · · Score: 0

      You might like the book, Masters of Doom.

    8. Re:Indicative of id lately by aaaantoine · · Score: 1

      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 peripheral advantage, but things far enough off in the distance will be cut entirely out of view. If you want to mimic first-person visibility from a top-down angle, you would have to zoom out until you can see the farthest corner of the room... But doing that would make the objects nearest to you tiny.

      Yes, even in primitive games such as Wolfenstein 3D, first person perspective is justified.

    9. Re:Indicative of id lately by Anonymous Coward · · Score: 0

      No, Descent I was a true 3D experience with six degrees of freedom and it was released a full year before Quake I.

    10. Re:Indicative of id lately by Moridineas · · Score: 1

      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 and say that the only reason Doom "survived" (which is an absolutely ludicrous way to phrase it) is because of graphics. The graphics were very important, but there was so much more!

      Remember Unreal? Remember Unreal Tournament? Which has been more successful? Which had a better plot? Counterstrike?

      In my opinion graphics are no longer a selling point to a game. Every FPS out there can look amazing but can the plot really pull you in? Can that plot draw you to play the game a second time? Can that plot continue on into a sequel?

      I agree and disagree with this. I would agree that there was a period of time when graphics were perhaps the foremost factor in desirability of games. It's a little less so now, but I think you're deluding yourself if you believe people don't look at games like Fallout or Dragon Age or whatever FPS of the day is popular and say "oh wow that looks amazing." Sure more games now have good graphics, and sure plot can be a large factor too (see Fallout and Dragon Age as examples), but it's more complicated than you make it out to be. Obviously, to some genres of FPS, plot is foremost. To others, it's just about the strategy and shooting things!

    11. Re:Indicative of id lately by indiechild · · Score: 1

      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.

  14. No larger than a movie or TV show by SuperKendall · · Score: 1

    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...

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
  15. Pleasantly surprising by JorenDahn · · Score: 1

    I grabbed this for my iPhone recently. The size may be excessive, but they're using some very high quality art assets, and have a variety of levels (I'm not sure how many).

    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 plastic guns may be antiquated on other platforms, but it works great on the iPhone as a quick and fun, but also very high quality, game. The controls felt almost immediately natural and I was able to focus on learning to better avoid injury and manage my ammo. The graphics are also fantastic, better than I expected, even after trying out Epic Citadel earlier.

    For anyone wondering how this relates to the Rage game for PC that's still on the way, this is basically a mini-game. You are a contestant who is sent in to a location full of mutants with the task of clearing it out and surviving. (Think FPS Madworld on rails, complete with an announcer.) Along the way your character passes by ammo, health, and money pick-ups, and some you have to be quite fast to grab. Each level also has 50 bulls-eye targets scattered everywhere that you can shoot for bonus points, though even on Easy it's difficult to hit them all. There are even some cinematics (which appear to be rendered in real-time despite their high quality - it's hard to tell though, might be pre-rendered) featuring the grotesque man in charge of this show, who also provides a running commentary on your skills. Completing levels unlocks new ones, though all the levels I've seen so far are very similar in color palette so this doesn't feel like a big deal.

    It's actually quite a fun little game, despite being a little disappointed that there aren't really any story elements in it. But well worth it for anyone who at least occasionally plays games on their iPhone or just wants to see the surprising potential in high-end iPhone games.

    --
    Blatant self-promotion: Jerek.net
  16. Did you play it? by ph0rk · · Score: 1

    For what it is (a mobile game, best played on something like an ipad), it is pretty good. The description screamed "action game" and it delivered.

    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.

    --
    semantics are everything!
    1. Re:Did you play it? by Narishma · · Score: 1

      It's $1.99 for the HD version and $0.99 for the other one.

      --
      Mada mada dane.
  17. Epic's 3D demo by revlayle · · Score: 1

    Epic Games has a pretty impressive 3D demo on the app store (free i believe). I only tried it on the the iPad but I think you can get it on other platforms. I heard they are making a game based on the sample world the demo has, which I think can certainly rival Rage (on iOS, anyways)

    1. Re:Epic's 3D demo by Trarman · · Score: 1

      It's called Epic Citadel, and yes it's free. Screenshots look cool. Downloading it now! :)

  18. That is what they are doing, and it's bad by pavon · · Score: 1

    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 capabilities to do it. idTech 5 was very impressive when it was demoed at E3 in 2007/2008. By the time RAGE actually releases, it won't be nearly interesting.

    Doom and Quake were fun games. Not all games need in-depth characters or plot to have good gameplay. A simple game with satisfying mechanics and high re-playability can be very entertaining, and id used to be great a creating these sort of games. However, considering how Doom 3 turned out, I don't have high hopes about games where id decides to take themselves seriously rather than just doing what their good at.

    If they really wanted to experiment with focusing on content, they should have made RAGE episodic, so that the engine could have been released while it was fresh, and content creators would have time to fill things out without delaying the game so long.

  19. No by pavon · · Score: 1

    The full games is currently scheduled to be released in September of 2011. Almost a year away assuming the date doesn't slip.

  20. what about pc gamers :( by Anonymous Coward · · Score: 0

    Dammit Carmack, Forget low powered mobile devices PC games NEED YOU!
    Some of us are tired of rehashed COD games.

  21. Pc gaming need carmack Back! by Anonymous Coward · · Score: 0

    Carmack needs to stop focusing on mobile media devices and focus on pc gaming.
    The current crop of bad ports and rehash titles (cod:15 mw3 anyone?) for pc makes you sick when you think about all the great titles that the mighty PC gave birth too in years past.
    We need more innovates for PC, If not Carmack when who?. Who will save us from this current delirium of developers pocketing side money just to release their games on consoles first.
    And yes their are still a handful of dev teams putting PC users first and I tip my hat greatly to them. It almost feels like we should but them on the endangered animal list.

    Come back John Carmack, We all miss you ;)