Rage 2 is a strange case. It’s ID Software IP, but wasn’t developed by ID. It borrows heavily from the Doom reboot’s gameplay oeuvre, but was built on the same engine as Just Cause 4, a title that’s the polar opposite of Doom in terms of hardware optimization. And its colour palette is as far as possible from the “brown shooter” aesthetic ID is infamous for. With Idtech 5 and Rage, John Carmack and co tried to revolutionize the industry with a unique tech—Megatexturing—that ultimately didn’t pan out as intended. A lack of focus elsewhere—in the lighting department, for instance, meant that at launch, Rage was in the peculiar position of looking both better and worse than its AAA counterparts at the same time. Rage 2, in fact, has ditched the Idtech engine entirely, having been built on Avalanche’s Apex engine of Just Cause fame. Why the big change, and especially with an IP ID had developed specifically to showcase a new engine back in 2011? And what makes Rage 2 tick at a technical level?
Let’s find out here. But first, let’s go back in history and have a look at the technical highlights of 2011’s Rage.
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