Our host network/site, Atomic Gamer, recently interviewed id Software’s John Carmack about their upcoming first-person shooter RAGE, and the ways it departs from the traditional aspects of id’s library to date:
AG: Rage is being marketed as an FPS, but you guys have a lot more gameplay elements in there.
JC: We actually had to make a pretty strong correction on that because when we first started talking about Rage, it was getting reported as a driving game. We did not want it to be labeled as a driving game. It’s an action game, so maybe we over-corrected a little bit as pushing it as an FPS, but we wanted to make sure nobody just said, “I don’t care about a driving game,” and neglected to look at Rage.
If there’s a familiarity to spending a mission scoping through cramped, crumbling indoor spaces and shooting pop-up monsters, it’s offset by being able, to some extent, pick which mission and when you play it, and by a far greater emphasis on resource management. Ammo is on the scarce side, and must be looted from bodies or occasional pick-ups; speciality ammo such as electrified shotgun shells is even scarcer.
These are probably the most substantive comments on the game I’ve seen to date, as I had missed seeing RAGE myself at the last QuakeCon.