Abandon4093 said:
Have you even played this game?
http://www.videogamesblogger.com/2011/04/07/rage-single-player-campaign-length-revealed.htm
That was the pre estimate from id just before the game came out.
http://greyviper.com/7401/rages-campaign-typically-15-hours-20-25-hours-sidequests.html
id said:
?Our goal is to create a lengthy campaign, probably about 15 hours. But for a shooter, that time count is significant because most shooters are eight hours or less. If you do the game?s side quests, that adds up to 20 to 25 hours.?
http://www.gametrailers.com/video/review-rage/721725
Gametrailers also listed it as having a 12 hour campaign.
Yeah, but they said 10-12 depending on how many sidequests you do. That's fully half of what id claimed it would be, and still less than their lowball estimate.
Abandon4093 said:
And that's neglecting the hours of extra content there is such as mini games within the story (spent a good few hours on the card game myself) and multiplayer.
Not from what I saw. Gametrailers estimated 10-12 hours, depending on player interest in side missions.
Abandon4093 said:
Sorry, are we needing citations for common knowledge now?
id said:
?Our goal is to create a lengthy campaign, probably about 15 hours. But for a shooter, that time count is significant because most shooters are eight hours or less. If you do the game?s side quests, that adds up to 20 to 25 hours.?
I'm skeptical of that number for the same reason that I'd be if I was told that the word of a defense attorney was all I needed to determine if a person on trial was innocent or guilty.
Abandon4093 said:
Damned if you do, damned if you don't. If they'd have recycled the same enemies for the entire game your argument would have been that there was no variety.
...wait, what? I don't want them to have
less variety. I just wanted to see enemies that I thought were cool for more than one or two missions. Keep the current variety, just...show more of it.
The Ghost Clan, for instance. They were played up as though they'd be the enemy of choice throughout the game, for all the times they were featured in trailers and demonstrations. They were, in a word, awesome. I was fighting a clan of freerunning cannibals...and then they vanished. It was baffling.
Abandon4093 said:
I thought the enemy progression was good, they got distinctly more difficult as the game progressed. In both the amount of damage they could take, tactics they used and animations they employed when attacking you.
True. But I found that the ideas bucket for variety was running low for a few factions. The Shrouded felt like the Gearheads with the addition of RC bombs, the Scorchers drove cars, and the Wasted were basically just Ghosts without the freerunning and a few more guys with armor.
Abandon4093 said:
Sure it would have been nice to see some more Ghosts appearing later in the game, I liked the Ghosts, and the Brrrts too.
The who now? I'm guessing that's just a typo, because right now it looks like the onomatopoeia for a fart.
Abandon4093 said:
But I think the game had a good difficulty curve because of the distinct difference in enemy types.
True, it got more difficult, but to be frank, it got to be the
wrong kind of difficult. The Authority simply wasn't very much fun to fight compared to everyone else. Their major trait was being bulletsponges with heavy firepower. And worse, they rendered half my guns and ammo types worthless. I liked the AK-47 analogue (it actually had kick to it, if that means anything), but I may as well have been hugging them to death for all the damage it did.
Abandon4093 said:
You honestly got a good 8 hours of solid combat and you're complaining because they didn't use the same enemies enough?
Pretty much, yeah. I would've loved to get more involved with some of the more interesting groups (whether by side-quests leading to combat or actual conversation with their leaders), but they always got whisked away when I was getting pulled it.
Abandon4093 said:
Go try the coop mode. That was essentially a horde mode were you fought all the games enemies in waves.
A good point. I suppose I usually classify games as those intended to be played online and those that are not, even if it technically has multiplayer. Stuff like
Darkness 2 really shouldn't have had multiplayer, but it did anyway.
Abandon4093 said:
Totally agreed, the final echo squads were undoubtedly harder than any of the others, but that kind threw the whole creativity aspect for a loop. Because I just ended up stocking up on the shotguns charge ammo and spamming that.
Blarg. I'm starting to think that the Authority reminded me too much of Final Echo: enemies that swapped out the fun variety that had characterized most of the game for bigger healthbars and an added need for me to hide behind walls every few seconds for my own health to regenerate.
Abandon4093 said:
Well yea, I do see where you're coming from, I just think the gameplay more than made up for what it lacked. The very basic story was told well enough that you didn't get bored and it lead seamlessly to each new set-piece and shooting arena. I just loved it.
Fair enough. I love stories that show rather than telling, but there was enough story being put on display that the blatant railroading of it got to me. I was being constantly mocked by the leader of the Gearheads, but I could never reply. I was being sent on errands by the Resistance, but I never actually felt like the Authority was a force worth fighting against when they seemed to be the only ones staving off the destruction of civilization in spite of the best efforts of bandit clans and insurgents.
Abandon4093 said:
Cool, I hope you have fun with it. I'm enjoying my second play-through. Probably more than my first because I know the best tactics etc.
I think it'll help that I know what I'm getting into, unlike my first playthrough. The story won't be disappointment if I'm ignoring it, and I'll just keep subtitles off so I don't have to pay attention to boss monologues.
But damnit, man. I still remember the Stroggification sequence from
Quake 4. I
know that id can make a villain feel evil. I even came up with the theory post-Rage that the Authority ends up being forced off-planet by the Resistance and their new Ark allies, eventually being forced to turn to more and more mechanization to compensate for their disadvantages, transforming them into the Strogg from the
Quake series. It actually fits pretty well, too: the cyborg-mutants at the end of the game look a helluva lot like Strogg, and the armor you wear is basically the same design as the armor worn by Marines in
Quake 4.
Do I smell a franchise crossover?