I continue to play RAGE, though slightly adjusted with the following command line options:
+vt_maxPPF 16 +vt_pageImageSizeUnique 8192 +vt_pageImageSizeUniqueDiffuseOnly 8192 +vt_pageImageSizeUniqueDiffuseOnly2 8192 +set com_allowconsole 1 +cvaradd g_fov 15 +set com_skipIntroVideo 1
The loss of the (not so bothering to me) texture reloading was nice, as was the increased FOV, and the removal of the intro videos (I know who made it, thanks) brought it closer to feeling like a PC title. The console is there, because it should be.
I have found myself not compulsively saving during combat. Why? Because if I die, I get to replay the combat segment again. RAGE actually feels that nice to me to run and gun in, I actually enjoy replaying segments and trying other methods. Guns blazing is a grand 'ol time in the land of RAGE, but stealth and ambush are also feasible, as you can crouch-walk in and go for Crossbow and Wingstick kills. However enemies are usually in groups where they can see one another, so it only goes so far, in a satisfyingly limited aspect. (As an aside, it is a fun challenge to see how many I can pick off from a group before they notice, using crossbow headshots on bandits not in line-of-sight of one another, or with their backs to the other).
The vehicle aspects are alright, not great, but not Borderlands bad either and more engendering of a respectful approach as the vehicles do not regenerate, nor do they have infinite ammo. They really are vehicles - methods of travel.
Quests feel fairly natural as part of the game world, you really do follow the role of Have Gun, Will Travel. Most everyone else (wisely) stays put inside the confines of their shelters so you logically become the go to person to resolve any issues beyond the walls of the towns. This simple trait of having strong walls or significant distances turns what feels like in other games an errand boy situation into the sensation of being a unique provider to the people. They also feel less ham-fisted in lieu of any leveling system, skills or experience. Payment is in cash of some sort, a tool, schematic or weapon - usually correlating with your work. I once completed a guarding quest, where I acted as a sniper protecting an engineer outside of the city walls. In order to make me a better defender of the engineer, my sniper rifle was modded to be semi-automatic, and part of my compensation was keeping the rather nice modification.
So of course an id game has great gunplay, but what surprise me was how one session involved almost no gunplay at all. It involved a lot of town walking and NPC talking, with a dash of racing. When I saved and quit the game, I reflected on how much fun I was having, and then I realized I had managed to have a very good time in an id first person shooter, without firing a shot. This in a game where I am happy to replay combat segments because of how satisfying the fighting is, trying different configurations of the weapons because of how significantly different their impacts are - and its an id software title. This fact alone tells me the release of RAGE is ultimately a victory for the studio, and though I am not going to say "id is back" simply because they are such a different studio than they once were in scope, size and people, it is nice to point to a contemporary title that show cases their quality.