This blog is basically just my gaming journal at this point but that serves an important purpose for me: capturing what I felt about a game at a particular time. I couldn’t tell you how many times I’ve thought about a game many years after I’ve played it, figured I had kept the same opinion about it only to then go back to the blog post I wrote to see how differently I actually felt. This has taught me an important lesson about a lot of things, chief among them is that time brings with it new experiences, opinions and it tends to colour our past with its own brush.
I tell you this as with DOOM Eternal, as it has been with many games and genres of late, I felt that I had drifted away from the intense action that I seemingly loved in the original DOOM in 2016. Talking to my mates about it they were all loving it, whilst I was struggling to really find something to enjoy. That changed over the course of my playthrough but even after finishing the game I feel like something fundamental has shifted in my tastes over the past few years and I don’t find myself agreeing with my opinions of the past.
DOOM Eternal takes place 8 months after the original and Earth has been overrun by demonic forces, wiping out two thirds of the planet’s population. What remains of humanity has either fled Earth or have banded together as part of ARC, a resistance movement formed to stop the invasion, but they have all gone into hiding after suffering heavy losses. The Doom Slayer, having previously been betrayed and teleported away by Dr. Samuel Hayden, returns with a satellite fortress controlled by the AI VEGA to quell the demonic invasion by killing the Hell Priests. These priests serve an angelic being known as the Khan Maykr who seeks to sacrifice mankind in order to save her own world from destruction. So continues the saga of a man too angry to die, hellbent on saving humanity no matter the cost.
This DOOM, like many before it, brings with it an update to the id Tech engine, taking it up to version 7. The list of improvements in brings in are mostly focused on the backend for the most part although it does claim to bring with it 10 times more geometric detail and higher texture fidelity than when compared to the previous engine’s iteration. Comparing some of my screenshots against each other the differences are pretty hard to spot, save for things that honestly could just be down to aesthetic choice. The addition of “destructible demons” is definitely noticeable although it’s honestly a bit of a gimmick considering you’re not going to be spending long looking at them. To id’s credit the game runs perfectly well on my now aging hardware, something I didn’t really expect without having to make a few tweaks to it. I’m sure there’d be a more stark contrast between the games if I’d upgraded my rig in the interim. All this being said DOOM Eternal is still a very good looking game, especially some of the later levels like Urdak.
At a fundamental level DOOM Eternal is very similar to its predecessor, copying and pasting all the core elements that made the original as good as it was. The progression system has been revamped significantly though, breaking up various elements into their own systems most of which can be progressed through simply playing the game and doing the usual hunt for secrets. There’s definitely been an investment in quality of life improvements to take the edge of the original’s more frustrating elements, making overall progression a bit more predictable. All this being said that if you liked the original then you’re probably going to like this one as well, that is unless you’re like me.
Fundamentally I think keeping the same combat loop was probably a good thing as it shook up the established formula enough to make things interesting and that hasn’t really changed in the interim. I couldn’t tell you of any other games that have tried to emulate DOOM’s style with most corridor shooters instead keeping true to their namesake. So DOOM Eternal then still feels like a fresh perspective even though it isn’t given that everyone else has stuck true to their roots. However for me I think there’s one key element that made the first 30% or so of my playthrough not as enjoyable as I would’ve liked it to be.
That would be the game’s unrelenting intensity.
I remarked in my review of DOOM 2016 that I couldn’t really play for more than one level at a time due to how exhausting it was to play and nothing has changed in that regard. My first few hours with DOOM Eternal were split between multiple sittings because I was mentally exhausted at the end of them and I didn’t really feel like putting myself through another level until I’d had some time doing other, less intense activities. Perhaps it’s an artefact of the times we’re living in now as it’s far more common for me to be mentally exhausted at the end of the day, what with all the video conferences and calls I have to be on given that we’re now all working remotely. Whatever it was this meant that I struggled to a) spend time with the game which meant that b) I just couldn’t find much about it to like.
This steadily changed as I was able to progress a little more and gain a few more upgrades, things that didn’t make the game that much easier but did make me feel like I had more options available to make up for any mistakes I might make. This got me through the middle third of the game pretty easily and for a good while I figured it was just that I wasn’t used to the real challenge that DOOM Eternal was throwing up when compared to other FPS titles of recent memory. However after a while the addition of certain enemy types (like the Marauder and Doom hunter) and the extended fights which were just more waves of the same enemies made the game a right chore to churn through. The final boss is probably the best example of this, effectively making you repeat the same bullet sponge fight twice over.
This was made all the worse by the fact that the various progression mechanics don’t feel as effective towards the game’s latter points. Half of the suit upgrades are effectively just quality of life improvements and once you’ve settled on a decent rune combo you likely won’t be changing it at all for the rest of the game. The weapon mastery upgrades are also pretty lacklustre, the initial upgrade points necessary to offset the downsides of the particular mod and the mastery usually just making things a little more convenient to use. At a base level there’s really no way to increase a gun’s overall effectiveness, meaning that every enemy is basically as challenging from the first time you meet it until the last. I get why that’s done from a game design and challenge perspective, but it would’ve been nice to be able to more easily deal with trash monsters rather than them being an continuing annoyance throughout the game.
There were no noticeable bugs or glitches in my playthrough, even in the few times where I was trying to deliberately break things in order to cheese my way through a section. I do have some qualms with some design decisions made about certain interactions (like not being able to dash past certain enemies or terrain of a particular height) but those are obviously intentional so I don’t really count them as a bug. The id Tech 7’s focus on simplifying the codebase seems to be paying off in spades here as I remember the original DOOM needing a little more polish than Eternal does.
Now the story is, to be blunt, completely opaque should you not spend an untold number of hours reading through all the in-game lore pickups. To start off with it’s not made clear at all how you ended up hovering over earth in a spaceship that’s built like a castle and it’s even less clear as to why (or how) the demons are invading earth. To be sure your character’s motivations are made clear enough but there’s no reference I can recall to the 8 month gap between the end of DOOM and the start of Eternal. Towards the end of the game they do a better job of revealing the game’s plot elements without resorting to walls of text but it’s honestly too little too late. Of course you don’t need to understand the story to enjoy the game but it certainly doesn’t help if the game’s narrative is actually detracting from what’s happening on screen.
This puts me in a bit of an odd spot with DOOM Eternal. On the one hand there’s dozens of improvements made to the original DOOM that I think are for the better and the core elements that made it great are still there. On the other though I really struggled to enjoy a good chunk of this game which made those improvements feel less innovative than they really are. Even looking at reviews things are mixed with no real agreeance as to whether or not DOOM Eternal is as good, better or worse than its original. For me I’m definitely in the worse camp, but the things that made that experience worse for me are the same things that I thought were great all those years ago. So honestly I don’t know and all I can really say is that those who enjoyed the original seem enjoy this one too. Objectively I think it has all the hallmarks of a great title, I just didn’t enjoy it as much as the review score might indicate.
DOOM Eternal is available on PC, Xbox One, PlayStation 4 and Nintendo Switch right now for $99.95. Game was played on the PC with around 10 hours of total play time.
It’s been 8 years since id released Rage and I think I speak for most gamers when I say we didn’t expect to see a sequel to it. At the time it was an amazing demonstration of what the new id Tech 5 but the game itself was sorely lacking. What was particularly odd was that, had the game just been a grand marketing exercise, the game would’ve done its job exceptionally well as it demonstrated graphics beyond its time that was accessible to a very large crowd. However it was only ever slated to be used internally and powered a meagre 7 (well, 5 technically) over the course of its lifetime. So when along came Rage 2, co-developed by Avalanche studios and id, I was interested to see where they’d take this IP but didn’t have high hopes for what it might deliver. Much like its predecessor there’s some great things about Rage 2 but the whole package is somewhat lacking, disappointing considering there’s 2 veteran developer houses behind this title.
Rage 2 takes place 30 years after the events of the original and shows a world that’s beginning to rebuild after the Authority was pushed back. It seems that the Authority wasn’t lying fallow and they unleash a devastating attack on your home base. Your settlement is all but wiped out in the resulting clash, saved only at the last second when you don a fallen Ranger’s suit of armour and proceed to wreak havoc with the new powers it grants you. It’s then you learn of a secret plan to destroy the Authority once and for all: Project Dagger. To complete it you’ll need the help of 3 key people in the wasteland and they’re not going to help you for free. So begins your journey into the wild wasteland left behind after the apocalypse brought by 99942 Apophis but how it unfolds is (somewhat) up to you.
Now whilst my rig is old-ish it’s by no means a slouch and so when I booted up Rage 2 to find it blurry I wondered what the heck was going on. Was it finally getting to that time when my system just wasn’t up to snuff? Did the auto-configure take a look at my computer, scoff silently, and set everything to low just to make sure I wasn’t playing a slideshow? Nope, it seems that by default dynamic rendering size is set quite aggressively and even for those rocking the latest cards you could end up with a blurry mess as the game tries to maintain 60fps. Funny thing is once I disabled everything the game ran perfectly well and looked far better to boot. Now this game isn’t running id tech unfortunately, it comes to us via the Apex engine developed by Avalanche studios which has powered other games like Just Cause 4. Comparatively Rage 2 looks a hell of a lot better but it’s far from the graphic marvel that its predecessor was. I must say as someone who’s been a big fan of the id Tech games for a long time I think it was a bit of a misstep not to use it here but I guess Avalanche must’ve been doing most of the heavy lifting on this project.
Whilst Rage 2 retains the spirit of the original’s mechanical stylings it’s a very different game to its predecessor. It’s still an open world/FPS hybrid but they’ve thrown in all the usual open world trappings we’ve come to expect and numerous RPG inspired upgrade systems just for good measure. Cars are once again a central theme with their own upgrade paths, missions and special mechanics but it’s largely a part of the game you can ignore if you so wish. There’s a heavier focus on crafting although it’s mostly rudimentary, just enabling you to craft some of consumables you’ll be blowing through routinely. It definitely feels like a more well rounded game than its predecessor does but many of these systems are quite shallow in their implementation. Indeed in the almost 9 hours I spent with it I maxed pretty much everything out, leaving little more for me to do. Given that the original, which I swore I originally gave up on finishing but apparently stuck through to the end, clocked in at 12 with much less going on you can get a sense of what I’m alluding to.
Combat is one of the standout features of Rage 2, feeling very DOOM like in its implementation. The main mechanic is overcharge which fills up as you kill enemies. The more you chain together the higher the multiplier ticks up which, when it’s maxed out at 10x, can fully charge your meter in 2-ish kills. This encourages aggressive gun play which I thoroughly enjoy although early on you won’t have the upgrades required to sustain that indefinitely. I didn’t go hunting around for the arks so I didn’t get all the weapons but I was perfectly fine standardising on the assault rifle and shotgun to get things done. The added abilities, whilst incredibly awkward to use, do help to break up the monotony of killing wave after wave of dudes, especially when you get some of the more interesting upgrades. Unfortunately the game gets pretty stagnant quickly as the enemy variety is quite low, especially with the boss fights which are all just carbon copies of each other (save for the final one). Indeed most of the game suffers from heavy asset reuse with many of the places in the open world being effectively identical to each other with just a few things changed.
The cars also feel like this thing that should mean a lot more than they do given the amount of driving you’ll have to do. I’m not sure if I’m not getting this or something but as far as I can tell there’s only one car you can upgrade, the first one you get, with all the others being set at whatever they come with. Your car is also the only one that comes with limited ammunition which is rare as hen’s teeth in the open world, necessitating regular trips back to base to make sure that you’re fully stocked up. That being said the default car, even without upgrades, is perfectly sufficient for everything you need to do in the game. Sure the upgrades make some things easier (like taking on sentry turrets) but there are usually even easier ways of doing those things than using your car. The one exception to this is doing the convoy raids which were honestly pretty damn fun, mostly because there was a lot of variety between them. Again this seems to follow the thread for the entire game: one standout thing mashed in with a whole bunch of other mediocre nonsense.
The numerous upgrade systems (there 4 total) are a bit overwhelming to start off with but thankfully most of them can be progressed by simply playing the game how you wish. Of course figuring out how to spend your various resources on things is a bit of a balancing act to start off with as there’s a smattering of things that will accelerate your progress but they’ll come at the cost of quality of life features. Now you might be thinking that’s a smart game design choice but I don’t think it’s deliberate. More I think it’s that they wanted to cram as much stuff in there so that there was a motivation to drive you to do all the things in the open world. If you’re 100%ing this game then sure, you’re going to have to do a lot of things, but for most of us mere mortals I think we’re going to get away with doing the bare minimum amount of grinding required. Towards the end of my playthrough I was just dumping points in randomly whenever I felt like it so I don’t think anyone will be wanting for upgrades.
Beyond the graphical issues there’s still a few rough edges on Rage 2, some which I didn’t really expect in this day and age. There’s a lot of interactions that require you to hold down a key in order for it to complete, pretty standard way of avoiding accidental interactions, however for some reason Rage 2’s key press detection is super janky. It’s not just one screen or a certain kind of interaction either, all things that require you to hold down a key just don’t register smoothly, if at all. Vehicles also feel a little mushy and, given that there’s no way to upgrade the handling on them, that makes driving a bit more of a chore than it needs to be. There’s also numerous issues with event triggers which most often manifests as characters simply not talking to you for 5 minutes, delaying quest completion. These sorts of things are a symptom of the larger issue of just trying to stuff to many things into the game, leaving precious little time to polish up the little greviances that are sure to dog every player’s experience.
The game seems to think that you’ll remember most of the story elements from the previous game, even though it’s been 8 long years since it was released. That’s the only reason I can come up with for the drastic pace of the first hour of the game where a bunch of stuff happens and dozens of plot threads get setup without the requisite time needed to develop them fully. From there it’s pretty light on from a story perspective with most of the characters really not given much time to develop. Maybe if I did more of the side missions there was more in there but given that the main story line didn’t even flesh out the main bad guy’s story much makes me think that I didn’t miss much of anything. I mean, I wasn’t expecting miracles here, but I would’ve thought that the writers would’ve known that most people wouldn’t really remember much about the previous game and would’ve spent some time building everything up a little more.
Rage 2 has some great stand out features but all of them are lost in the wash of the numerous mediocre pieces that come along with it. The combat feels great, giving you that same kind of visceral enjoyment that DOOM managed to bring back. The convoy events are great fun, doing a better job of car combat than even the Mad Max game did. But alongside all of this is a repetitive set of enemies, massive asset reuse, too many pointless upgrade systems and a story that’s mediocre and far from engaging. Compared to its predecessor it’s a better game but only just and that’s saying something when it’s been 8 years between drinks for this IP.
Rage 2 is available on PC, PlayStation 4 and Xbox One right now for $99.95. Game was played on the PC for approximately 9 hours.
When it comes to the FPS genre they simply don’t make them like they used to. Now I’m not saying this because I lust for the past as many of the characteristics of old school FPS games were born out of limitations more than anything else. Indeed many of the changes that your bog standard FPS has today were done specifically to address the deficiencies in the genre. However, as with all change, sometimes things are lost in the transition. The 2016 reboot of Doom looks to recapture the essence of the original, now 2 decades old, game play whilst amping it up with a modern embellishments.
You awake on top of a stone table, surrounded by candles and gore. Before you have time to think you’re set upon by other worldly demons, hell bent on your destruction. Beside you is a gun, your only means of making it out of here alive. Seconds later the room is strewn with the corpses of your enemies, devastated by your rage. It’s a scene that will play out time and time again as you battle your way through the facility you find yourself in. All of this because humanity needed to solve its energy needs by tapping directly into hell, indifferent to the risks that doing so might pose. You must stop them but as to why? Well, there’s only one way to find out.
Doom is the first game to be released on the id Tech 6 engine which, whilst designed by the venerable John Carmack, was principally developed by Tiago Sousa previously of CryTek fame. The main improvement comes via the reintroduction of dynamic lighting, something which helps alleviate the bland, lifeless feeling that id Tech 5 games had. Visually it’s quite impressive, even if the vast majority of it takes place in corridors or boxed in areas. What is most impressive however is how id Tech 6 is able to deliver consistent, smooth as glass performance even when there’s all sorts of mayhem going on. Hopefully id chooses to license the engine more widely this time around as I’m sure there’s a lot of developers out there who’d be keen to make use of this engine’s performance.
Unsurprisingly Doom takes its inspiration from its predecessors, bringing back the core FPS game play of yesteryear. Weapons don’t need to be reloaded, have alternate fire modes and you can carry each weapon with you, changing them as you see fit. There’s no regenerating health, instead you’ll be scouring the environment for health, armour and picking up slivers of health from downed enemies. There’s an upgrade system for both yourself and the weapons you carry with the required points coming to you via completing challenges, killing stuff and exploring the map to find collectibles. Other than that Doom plays out pretty much exactly how you’d expect it to, being the definition of a corridor shooter.
The combat is fast paced, intense and unforgiving. Most encounters occur in rooms (both large and small) and you’ll be fighting wave after wave of enemies before you’re allowed to progress to the next section. As you progress through the game the number and variety of enemies increases linearly, meaning you’ll need to be quick to adapt in order to make it through each challenge. You’ll never be a one weapon wonder as most enemies have their way of making a good chunk of your arsenal useless against them. For instance the Hell Knights love to get up close and personal, making any of the longer ranged weapons largely ineffective. Thankfully nearly all of the guns have a good amount of utility in them save for possibly the super shotgun which just seemed horrendously useless.
It bears mention that when I say “intense” I really mean it. Playing Doom for extended stretches is quite the exhausting mental experience, enough so that I’m sure the “Save and Exit” button shown to you at the end of each chapter was put there deliberately. Whilst throwing wave after wave of enemies at a player isn’t exactly a novel concept Doom makes it anything but boring. Indeed even in repeating the same encounter it’s not likely going to play out in much the same way, even if you know when and where everything is going to spawn. So unlike many other FPS games, which I tend to play for hours at a time, I couldn’t really do much more than a single chapter in Doom without needing a break. You’d think that would be a negative however, in this modern age of FPS games, it’s actually quite refreshing as few games (even ones like Dark Souls) have tired me out that quickly mentally.
The upgrade system is a nice touch, allowing you to mould the experience a little more to your liking. The map makes it easy to get all the tokens, trials and collectibles and most of the challenges are relatively easy to accomplish. Indeed I didn’t do every level to perfection and had pretty much everything at max about 2 hours before the end of the game, meaning you won’t be wanting for progression for long. Min/maxing the various stats that matter to you won’t make the game that much easier however it will give you more leeway in how encounters play out. The only upgrade that made a noticeable difference to my game play were the early upgrades to the amount of ammo I could carry as they meant I could use my weapon du’jour for that much longer.
Doom is a mostly polished experience however there were a few rough edges that caught me out every so often. One particular section of the game seemed to randomly crash to desktop on me every 5 minutes or so. There was no error message or anything and it was gone after half an hour so I didn’t bother investigating further. Additionally some of the enemies with physics based abilities (like punting you across the map) can sometimes cause the inevitable stuck in the wall or falling through the level glitches. I did notice a patch that came out just after I finished my play through however so it’s likely that some of these issues have been smoothed out. For a first release on a new engine though it’s commendable that there were so few issues.
Now FPS games aren’t exactly renown for their deep stories and Doom isn’t much of an exception to this. Sure there’s a treasure trove of background locked away in the data files you can pick up but, for the most part, it’s just your stereotypical action movie-esque tropes. Realistically you’re not playing Doom for the plot, you’re doing it for the action, so the amount of effort put into the story is above what I’ve typically come to expect. They do lose a few points for screaming sequel right at the end however, a sin from which no game can ever be forgiven. Overall it’s above average but not something I’d recommend playing Doom for.
Doom is an homage to the FPS games of old, dragging them kicking and screaming into the present day. The id Tech 6 engine shines with its debut title, showing that id can still produce exemplary technology even in John Carmack’s absence. The game is a fast paced, ultra-intense slugfest that’s sure to delight FPS gamers both young and old. It might not be a perfect experience but those slight foibles are easily forgotten. The story is above average for its class but not a feature that I think many will come to care about. Overall Doom does exactly what it set out to do: to bring FPS gaming back to its roots whilst paying tribute to the two decades of time that have passed since.
DOOM is available on PC, PlayStation 4 and Xbox One right now for $59.99, $80 and $80 respectively. Game was played on the PC with 10 hours of total play time and 58% of the achievements unlocked.
It’s hard to believe that it’s been a good 7 years since we saw a release from the famous id Software developers. For a company that had regular releases every 2 to 3 years for almost 2 decades prior the silence from them was rather unusual, sparking rumours that they were in a Duke Nukem Forever situation. Still their tech demos of the new id Tech 5 engine that was powering their next game showed that they were making progress and that has culminated in their next game release: Rage. After a good 12 hours or so with it over the past couple weeks I’m in two minds about id’s latest game, or more aptly their latest engine.
Rage puts you about 130 odd years into the future into a post apocalyptic world that’s been ravaged by the 99942 Apophis. Now the space nerds amongst us will recognise that that is a very real asteroid and whilst we’ve since eliminated the prospect of it hitting earth in 2029 as the game predicts it was none the less a gripping hook to get me into the story. You play as Daniel Tosh, one of the chosen few to be buried in a capsule with other survivors in cryogenic suspension, only to wake a century after the impact has occured in order to rebuild humanity. When you wake however you find that the pod malfunctioned and you’re the only survivor out of your particular ark and the world that you’ve come out in is a desolate wasteland.
Now Rage has copped a lot of flak for the absurdly broken release that it had on PC and when I first played it I was no exception. There was massive amounts of tearing, models glitching in and out of sight and textures not rendering properly or at the incorrect level of detail. The first patch plus a new round of ATI drivers fixed most of those problems making the game playable but it wasn’t until a friend of mine linked me to this post on the steam forums that Rage actually began to shine. After applying the new config the game was absolutely beautiful, both visually and performance wise with my computer running everything at absolute maximum settings I never had an performance problems. Rage still didn’t like to be alt-tabbed however as that would bring back tearing with mad vengeance. Such problems did not plague the console release however, so their launch day experience was probably much better.
Rage is very much like Borderlands in that it fuses RPG elements with FPS game play. The main story line is driven via quests given to you by various NPC characters and there’s a multitude of side quests that won’t further the plot but will get you things to help you along your journey. There’s no skill trees or levels per say but you will acquire various upgrades that will help to make the game easier. Most of the weapons have some form of upgrade but they’re usually not that useful, especially once you pick up certain weapons like the sniper rifle or the Authority Machine Gun. There’s also a crafting system that allows you to concoct all sorts of interesting things and, thankfully, there’s no limit on the amount of stuff you can carry so you can always have what you need when you need it.
The game play in Rage is divided into 2 distinct categories: the vehicle sections and then your typical FPS run and gun. The vehicle sections, as pictured above, serve as being a break between quests where you’ll be accosted by bandits in the wasteland. There’s also a series of jump challenges scattered around the place for you to attempt, but since they give no reward apart from possibly an achievement there’s no real incentive to go for them. Your vehicle can also be upgraded with “Race Certificates” won from races or given as rewards to quests. Some of these races are fun (like the rocket races, where you get to blow your opponents up) where as others just feel like a chore. I only spent the bare minimum amount of time on the races however as once you’ve got the few key upgrades there’s no incentive to keep doing them.
The FPS component of Rage is a pretty typical affair, being a somewhat cover based shooter with the added advantage of you being able to heal and also revive yourself should you end up being overwhelmed. For the most part its quite servicable as you can choose to either strut out into the open and keep yourself healed with bandages (of which you can make an almost unlimited amount of) or pick people off from behind cover. The additional secondary weapons like the wingsticks (basically a bladed boomerang) and sentry bots help to keep the combat interesting and can be the difference between making it through alive or reloading your save for the nth time.
There are however a couple glitches in the combat system that need mentioning. If you’re say unloading shell after shell into an enemy whilst they’re doing a particular animation there’s no indication as to whether you’ve killed them or not. This becomes rather irritating when the death animations for some NPCs closely resemble that of them stumbling after taking a big hit, leading you to waste countless rounds in order to just make sure that they’re down. There’s also the fact that headshots, even with the sniper rifle, don’t usually one shot enemies like they usually do. This isn’t a glitch per say more of an annoyance as that one carefully lined up shot has to be two carefully lined up shots which you don’t usually have the luxury of taking.
The story that had such a gripping hook at the start is unfortunately quite thin on the ground with your character’s motivations for doing what he’s doing coming from other people telling him what to do constantly. Although the world is meant to feel open ended the story, and all of the missions, are completely linear with no real options for going at something another way. Rage’s storyline also suffers from major pacing problems as well, especially towards the end when you’re suddenly plonked onto the final mission with little more notice than the title of the mission indicating that it might be a one way trip. The end boss fight, if you could call it that, also pales in comparison to some of the other boss fights in the game leaving you feel like you’ve missed something along the way. Ultimately the intial hook that got me in was the pinnacle of the storytelling in Rage and that’s very disappointing.
Rage has its moments as a game but ultimately it feels more like a 12 hour tech demo than it does a fully fledged game that took 7 years to build. I would usually let id off the hook on this one since they’d be licensing their engine (which is a technical marvel) and thus the game wasn’t their main focus but outside of Zenimax companies (id’s parent company) the id Tech 5 engine won’t be available for licensing. Thus for the foreseeable future the only 2 games that will use this engine will be Rage and Doom 4, which is a shame because once it’s set up right it’s quite spectacular. Rage then as a game is a FPS/RPG hybrid that manages to deliver sometimes but suffers from multiple problems that detract from the technical beauty that it contains.
Rage is available on PC, Xbox360 and PlayStation 3 right now for $108, $108 and $88 respectively. Game was played entirely on the PC with around 12 hours of total play time and 46% of the achievements unlocked.
The last thing you want as a developer is your code to go out into the wild before its ready. When that happens people start to build expectations on a product that’s not yet complete and will form assumptions that, for better or worse, don’t align with the vision you had so carefully constructed. Most often this happens as a result of management pressure and there’s been many a time in my career where I’ve seen systems moved up into production long before they’re ready for prime time. However the damage done there pales in comparison to that can be done to a game that’s released before its ready and I’m almost ashamed to admit that I’ve delved into this dark world of game leaks before.
The key word there is, of course, almost.
I remember my first steps into this world quite well. It was late 2002 and news began to make the rounds that someone had leaked an early alpha build of Doom 3, the next installment in the series in almost a decade. I was incredibly intrigued and began my search for the ill-gotten booty scouring the vast recesses of e-Donkey and Direct Connect, looking for someone who had the magical files. Not long after I was downloading the 380MB file over my dial up connection and I sat back whilst I waited for it to come down.
After it finished downloading I unzipped the package and waited whilst the crazy compression program they had used did its work, feverishly reassembling the code so that I could play it. This took almost an hour and the eventual result was close to double the size of the file I downloaded, something I was quite thankful for. After a few tension filled seconds of staring at the screen I double clicked the executable and I was greeted with the not yet released version of Doom 3. The game ran extremely poorly on my little box but even then I was awe struck, soaking up every second until it crashed on me. Satisfied I sank back into my chair and hopped onto Trillian to talk to my friends about what I had just seen.
It wasn’t long until I jumped back into this world again. Just under a year later rumors started to make the rounds that none other than Valve had been subjected to a sophisticated attack and the current version of Half Life 2 copied. The gaming community’s reaction was mixed as we had been promised that the game was ready to be released this year but as far as everyone could tell the current build was no where near ready. Instead of jumping straight in this time however I sat back and considered my position. Whilst I was extremely eager to see Valve’s latest offering I had seen the damage that had been done with Doom 3’s premature release and my respect for Valve gave me much trepidation when considering taking the plunge once again. Seeing the files on someone’s computer at a LAN I couldn’t let the opportunity go by and I snagged myself a copy.
The game I played back then, whilst by no means a full game, still left a long lasting impression on me. The graphics and environments were beautiful and the only level I got to work properly (I believe it was the beach level) was made all the more fun by the inclusion of the makeshift jeep. I couldn’t bring myself to play it for long though as whilst I knew that the code leak wasn’t the sole reason Valve delayed Half Life 2 I knew it wasn’t going to bring the game to me any faster. This time around I deleted my copy of the leaked game and waited patiently for its final release.
Most recently it came to my attention that the Crysis 2 source, which apparently includes the full game and a whole host of other goodies, made its way on most popular BitTorrent sites. This time around however I haven’t even bothered to go and download the game, even just for curiosity’s sake. There’s less than a month to go until the official release and really I’d rather wait that long to play it legitimately than diving back into that dark world I had left behind so long ago. The temptation was definitely there though, especially considering how much fun I had in the original Crysis, but a month isn’t a long time to wait especially with the other games I’ve got on my current backlog.
If there’s one common theme I’ve seen when these leaks come out it’s the passion that the community has for these game development companies and their flagship titles. Sure its misplaced but the fever pitch that was reached in each of these leaks shows just how much people care about these games. Whilst it might damage the project initially many of them go on to be quite successful, as both Half Life 2 and Doom 3 did. Crysis 2 should be no different but I can still understand the heartache that those developers must be going through, I don’t know what I’d do if someone nicked off with the source code to Lobaco.
Will I ever download a leaked copy of a game before it’s release? I can’t be sure in all honesty. Although I tend to avoid the hype these days I still do get really excited when I hear about some titles (Deus Ex: Human Revolution for example) and that could easily overwhelm my sensibility circuits forcing me to download the game. I do make good on purchasing the games when they’re released however and since I’m a bit of a collector’s edition nut I believe I’ve paid my penance for delving into the darker side of the gaming world. I can completely understand if game developers don’t see eye to eye with me on this issue but I hope they recognize passion, however misplaced, when they see it.