This month's Thing is up! Or at least, a draft of it is - it's kinda lumpy, and I'm not sure whether to spend another week chopping away at the script and reworking this to be a little bit leaner and more lithe or to just run with it even though it's a bit repetitive and drags in the middle.
EITHER WAY: Let's talk about how game feel is both a totally real, cool thing and also something that can maybe override our brains a little bit and make us thing interactive systems are cooler than they really are? And let's also talk about RAGE 2 itself, a game that has a lot of problems that I (perhaps irresponsibly) would argue signify some sort of troubled development. I have no idea what kind of troubled development that would be (too aggressive a release schedule? Difficulty with tech and tools? Creative leads changing direction mid-stream? Reworked narrative when user testing or executive reviews didn't pan out? Simply running out of time/money and having to Release The Damned Thing? Who knows! I don't!). But it's clear *something* went wrong here, and I think the game's emphasis on telling rather than showing is perhaps the biggest indication of that. The scant few cutscenes it do have imply a more cohesive narrative than what is actually present, and several beats come out of nowhere. It's a tonal mess, its economy makes no sense, and it's open world is vestigial (as is its care combat). It's... a bad game. And yet I couldn't stop playing it. Why? Well, watch the video!
Darron Perry Jr
2019-08-01 20:01:08 +0000 UTCMelissa Proffitt
2019-08-01 18:37:59 +0000 UTCMarty Crenlon
2019-08-01 17:23:25 +0000 UTCNeil Polenske
2019-08-01 07:12:38 +0000 UTCReade Bramer
2019-08-01 06:42:49 +0000 UTC