Rage 2 Wants To Live Up To The Promise Of A True Open World Game

Released in 2011, Rage from id Software was the Doom developer’s first foray into open-world gameplay. Focusing on a survivor’s exploits in the middle of a dangerous post-apocalyptic landscape, with bandits and other threats looking to carve out their own stake on the dwindling resources, you’d face off against dangerous factions and trick out your vehicle to stand up against the many dangers of the land. But upon release, Rage didn’t quite hit all the marks it needed to, and it mostly was forgotten after launch–outside of its notoriously abrupt ending. But shortly before E3 2018, Bethesda and id Software revealed plans to give the series another shot with a far more exuberant and visually vibrant approach compared to its more serious predecessor.

Set 30 years after the original, Rage 2 moves far away from the first game’s lackluster climax, opting for a fresh start in a more colorful and appealing post-apocalyptic setting. Co-developed with Avalanche Studios–the team behind the Just Cause series and Mad Max–the sequel will channel the developer’s strengths for open-world thrills and shenanigans, coupled with the punchy action of id Software’s style of gameplay. During QuakeCon, we spoke with id Software studio director Tim Willits about what’s new for Rage 2, collaborating with Avalanche Studios, and the important, if painful lessons they learned from the previous game.

No Caption Provided

Can you talk about how the reception has been thus far for Rage 2? It seemed like people had to overcome their surprise with seeing Rage again before becoming interested in what the sequel has to offer.

Tim Willits: Yeah, the reception really has been great because people can see that Rage 2 will deliver on the promise that we had with Rage 1. With the original game, one of the issues we had was that the technology was preventing us from having a true open world. So you had your levels load in your first person, your levels load in racing, and your levels load into the wasteland. Whereas in Rage 2, it’s just all open. There’s no level loading, you just go. You go to your objectives, your missions, you jump out, and you just play.

So you can get a sense for, “Yeah, this feels like an id game.” We worked really closely with the Avalanche team on that true id-style combat. And with the Avalanche’s Apex engine and working with their team and seeing what their experience really kind of taught me, specifically how to kind of think in a more open world–where the scenarios are much less linear, and the story is more open–you can kind of go anywhere and do anything. So it’s really been nice working with this new open world technology.

When you look at Rage 2, are you constantly thinking that this is what the original game should have been?

Willits: Yes. When we first started on the original Rage, we thought that the magic of Megatexture technology was going to solve all these problems–but it didn’t. So [Rage 2] was always kind of the vision, we were just never able to execute it. And then Avalanche was like, “This is what we do,” and working with them has been great, and they like working in the Rage universe because it has an established kind of fiction and setting, and people kind of understand it, but we’ve also set the game in the future.

You’re a new protagonist, you talk, and we have a better story with better action, more vehicles, characters, and weapons. So we can go anywhere and do anything, creatively, but we also come from a known place. So people can relate to it easier, people can understand it easier, people can be like, “I get what that was, and now I see what you’re doing with it.” So it’s been nice for us at id Software and for Avalanche to work in the Rage universe. You don’t have to play the original because we set it far enough in the future, and that it’s a completely different kind of standalone experience.

So was having Avalanche Studios come on board in development an absolutely vital part in Rage 2 getting the greenlight?

Willits: Yes. Yes. Yes, we definitely wanted to do it, but we knew we needed that open-world technology, and a company with experience. So yes, I would say they were critical. One of the most exciting things about this game is how distracting the world is. Like the guys will call me, and they’ll say, “Hey we put this mission in, can you go check it out?” I’m like, “Yeah, yeah. Hold on. I’ll call you back in like an hour.” And then they’ll call me a couple hours later, “What are you doing?” I was like, “Oh sorry, I got the monster truck, and I was trying to jump this ravine,” and so there’s just a lot of emergent fun gameplay that you can just go and do stuff. Like you run across a band of mutants walking through the desert, and you can run them over, and then do cool stuff like that.

The style and tone in this game feels more like the Mad Max: Fury Road approach to the post-apocalypse, where there’s a lot more color and personality. Was that a particular thing you wanted to change from the original game?

Willits: Yes. A lot of movies and games set in the post-apocalypse tend to use every shade of grey and brown. So that’s why we wanted to kind of push everything forward, and get away from this post-apocalyptic world, and make it more of a post-post-apocalyptic, and a lot of that has to do with technology again, where we can build forests and swamps, water, and have this vegetation. There’s many different biomes in the game, which brought a lot of richness to the environment, which also helps you identify where you’re going, where you’ve been.

So the more colorful environments led to more colorful characters, weapons, items, and that ultimately led to a more colorful campaign. We have pink, and we just kind of pushed everything. And people really embraced the kind of color in the game. People love it, they love that kind of signature color.

No Caption Provided

What would you say were some of the biggest lessons you took away from working on the original game, which are more apparent now that you have spent time with the new game?

Willits: Don’t try to make an open-world game with the technology that’s not open world. [laughs] That one. But, people love to experience emergent gameplay, and that’s signature Avalanche style. Rage really was too directed, it was too, “go here, now do this.” There’s much more freedom of choice, freedom of your ability to play the way you want, and it’s actually more approachable. And yes, I know that what you played seemed very id style, and it kind of forced you in this building, but when you get the real game, you get there, you can knock out all the guys upfront, drop mortars, shoot them from a distance. You can go halfway in, and come back and finish it later. You can do that. You have a lot more choice and opportunity than in the previous game.

And you’re free to actually move around in any direction in the world you want?

Willits: So you start in a home base, so we can teach you some basic mechanics and stuff, it’s very typical. And then once you leave the island–then yeah, that’s it. You go anywhere you want. You can even go all the way to the end and try to fight the boss–more power to you. We have some key characters that you interact with, that kind of propel the story, and you need to do certain things to kind of move the progression along, but you can skip a lot of that as well, if you want. There is no real golden path, but there [are] some golden things you should do before you go before you go and fight the boss.

No Caption Provided

What was one of the biggest challenges you had to face with this game?

Willits: Convincing everyone to do it, really. It was really opportunity meets preparation. I mean how often do you have Avalanche Studios that wrapped up a game, and most companies today, they lock themselves up for years, and then for us, yeah, the bulk of the team is working on the Doom [sequel], but we have guys working on the other projects. So just the timing of catching them at that moment, when we were ready, and they were ready. But you still have to sell it to people that you work with, “I got this idea, Avalanche and id,” and everyone’s like, “that’s awesome,” but even in the first presentation that we gave to the whole company, the second slide was Avalanche plus id, and most people were like, “That’s cool.” I mean you can’t just call up a studio and say, “Hey, let’s make a game.” It’s all huge things have to shift and move and line up. Like planets, almost.

Cyberpunk 2077 Dev Has A New Studio Working On A Mobile Game

CD Projekt Red, the Polish developer behind The Witcher and Cyberpunk 2077, has acquired a majority stake in another Polish developer, Spokko, that is making a new mobile game.

There is no word on exactly what Spokko is making for CD Projekt Red, but the Witcher studio teased that it is giving Spokko access to at least some of its intellectual properties.

In fact, Spokko came to CD Projekt Red to pitch an idea about one of the studio’s brands. “They approached us with an interesting idea based on one of our brands–an idea we decided to invest in,” CD Projekt boss Adam Kicinski said in a statement (via Gamasutra). “We want to expand our business with innovative concepts and solutions, and the vision presented to us by the Spokko team represents an entirely novel creative angle. The new studio will be largely independent. We intend to provide it with a distinct identity and creative autonomy, in line with the philosophy which has long guided the actions of the CD Projekt Group.”

Spokko co-founder Maciej Weiss said in his own statement that he is “elated” about CD Projekt’s decision to invest in Spokko. He also teased that Spokko’s new game for CD Projekt is “far more advanced and ambitious” as the more casual titles that the team made before. “

“This time around we want to work on a far more advanced and ambitious project, offering new possibilities for gamers,” Weiss said. “It’s a very exciting challenge.”

Spokko, which is based in Warsaw, is currently hiring for a number of positions. Whatever Spokko is making, it won’t be CD Projekt’s first mobile game, as the studio already released Gwent on mobile devices.

In other news about CD Projekt, the studio is expected to make some kind of announcement about Cyberpunk 2077 this week during Gamescom.

The Walking Dead Star Lauren Cohan Talks Maggie’s Open-Ended Exit From The Show

With Lauren Cohan set to exit The Walking Dead this season, alongside original star Andrew Lincoln, the actress has been careful to note this isn’t necessarily the last fans of her will see on the show. Instead, she says Maggie’s story is left “open-ended.” That’s a massive change of course, given that most departing characters on The Walking Dead wind up dead or turning into zombies.

Now, after wrapping her final scenes on the series, for now, Cohan opened up to GameSpot about saying goodbye to The Walking Dead. “I’ve been really busy, so I’ve been definitely distracted from getting too much into my thoughts about it,” she tells GameSpot while promoting her new film Mile 22. “But I had a lot of time to think about it before I came back to Walking Dead this season. And what the show means to me, what my family there means to me, what my time there has meant, and how this role has impacted my life which is immeasurable.”

As for the decision to keep Maggie’s fate on the series open-ended, she’s quick to note it doesn’t mean she’ll return to the show, though that is certainly a possibility. Instead, Cohan feels like this is the proper way to say goodbye to Maggie, as the show reaches the end of her story at this point.

No Caption Provided

“It feels like the greatest way to honor it is to keep it open-ended because whether it’s about me going back as Maggie or whether it’s about me just taking in, absorbing, and honoring everything I’ve learned there,” she says. “It never leaves me. It will never, ever leave me. And that is I think the greatest compliment you can give to anything and to any group of people because we all came together to make something that we didn’t know was going to have this success that it did.”

In many ways, she also grew up as an actor on the show. “It taught me to trust in such an important, creative way,” she explains. “I don’t think I can ever shake that. Once you have an experience like that, it really dictates the measure of how you want to connect with people going forward in my work.”

Now, as she looks to life after the zombie apocalypse, Cohan is stretching her acting wings. Whether it’s the espionage drama Whiskey Cavalier she’s starring in on ABC or her new action movie Mile 22, in which she stars alongside Mark Wahlberg and Ronda Rousey, she’s taking on projects a far cry from characters simply trying to survive in a dying world.

“I feel so honored that [director Peter Berg] wanted me to be involved in Mile 22 and that Mark wanted me to be involved in Mile 22,” she says. “It was a quick casting process. I made my tape and then I had a little bit of feedback that Pete liked it and wanted to meet me. And when I sat down to meet with him, he told me there on the spot that I had the part. I was so overwhelmed with pride that he wanted me to be involved in one of his projects. And somebody that I respect so much, I was just pinching myself.”

Mile 22 is in theaters on August 17.

Cyberpunk 2077 News Coming At Gamescom This Week

New details on The Witcher developer CD Projekt Red’s ambitious RPG Cyberpunk 2077 will be shared during Gamescom on Tuesday, August 21, the studio has announced.

This will be the first big update on the game since it was finally shown off in more detail at E3 2018 back in June. Gamescom is one of the biggest gaming shows on the planet, so it’s no surprise that Cyberpunk 2077 will have a presence there.

It’s not clear what time exactly the new information will be released, but keep checking back with GameSpot for the latest. As of yet, we don’t know the news will be.

At E3, CD Projekt Red showed a CG trailer for Cyberpunk 2077 during Microsoft’s briefing. The company then showed off gameplay behind closed doors; GameSpot was impressed by it.

Cyberpunk 2077 is in development for PlayStation 4, Xbox One, and PC, but it doesn’t have a release date yet. For more, check out all of GameSpot’s previous coverage here.

Ubisoft Announces New Settlers Game

Ubisoft Blue Byte has announced the eighth game in the Settlers series, simply titled ‘The Settlers’.

Made with Ubisoft’s Snowdrop engine, the game will be released in Fall 2019. Barring a cinematic trailer, nothing is known of the game’s features.

Ubisoft also announced The Settlers: History Collection, a compilation of all 7 games in the Settlers series, modernised for today’s PCs.

The Settlers 1 is available on the Uplay store today, with the entire Settlers: History Collection will be released for PC on November 15.

Joe Skrebels is IGN’s UK News Editor, and he was so bad at one of the Settlers games when he was young that he never played the series again. Follow him on Twitter.

Continue reading…