This morning we’ve released part four (of six) in our behind-the-scenes look at RAGE. In this latest video, titled The Wasteland, the team at id discuss creating the world of RAGE, its variety of intense missions as well as co-op and multiplayer combat rally racing.
If you missed any of the other video, head to our YouTube channel to watch these
Attention fans of id Software: you will not want to miss QuakeCon 2011!
To mark two decades of gaming excellence, key figures from id are coming together for the “20 Years of id Software” panel, a lively look back at one of the most storied studios in gaming.
John Carmack, Todd Hollenshead, Kevin Cloud and Tim Willits will all be on hand to tell their tales on the main stage, with G4TV’s Morgan Webb hosting the proceedings. Following the hour-long panel, the id guys will stick around for a signing session with fans. It’s all going down at 2:30pm on Friday, August 5 in the Grand Ballroom.
But before the panel even begins, we’re giving you a chance to participate. Are you a collector of id-related materials? Did you have your picture taken with John Carmack once — or did you get your Quake box signed by the dev team? Send in QuakeCon photos, pictures of your id game collections, your favorite screenshots — anything related to id — to “firstname.lastname@example.org” under the subject “id 20th” and you may see your image featured on the big screen during the event. We’ll be giving away id-related posters to the people with our favorite contributions, so good luck!
For more information on QuakeCon, head to the brand-new QuakeCon.org.
Watch the second video in our six-part, behind-the-scenes series for RAGE, titled “The Dawn”. This time around the team at id talk about creating RAGE’s story — discussing the destruction of civilization, as well as the characters and enemies you will encounter in the wasteland.
Recently I had a chance to catch up with RAGE’s art director, Stephan Martiniere, who created this cover for the first Dark Horse comic. The comic is the latest accomplishment in an impressive career that has spanned cartoons, amusement park rides, video games, and even Star Wars.
You created this cover (above) for issue #1 of the RAGE comic series. How was creating a cover for a comic book different from your work on the game?
When you design for a videogame you have to be aware of different visual, narrative and technical aspects. You have to know the context in which your concepts are being used and the importance your design will have in the story and gameplay. It is also important to know what visual impact your design will have and what that design will communicate to the player in terms of emotion. You have also to take into account the game technology and the limitation it might impose on your design. All these different aspects will dictate how you approach a concept or painting and how you execute it.
Doing a painting for a book or comic book cover has obviously less limitation. Its more about self expression, I can explore style and technique without limitation. There is a lot of freedom in it. I can let the process dictate the outcome. You are still communicating with the viewer and are conveying excitement or a sense of wonder but ultimately it’s a personal as well as a stylistic approach, it’s about who you are and how you express yourself as an artist.
We’ve just released the first video in a six-part behind-the-scenes series for RAGE. Part one, “The Legacy of id,” is available for viewing above. In this video, the team at id Software touch on pioneering the first-person shooter with memorable titles like DOOM, QUAKE, and Wolfenstein.
Today marks the 15th birthday of Quake, the game that gave birth to online multiplayer shooters and even won an Emmy. In fact, Quake’s legacy is far too reaching to sum up here, so rather than pontificate ourselves, we got the id guys to say a few words before we blew out the candles.
When asked to recall Quake, id Software president Todd Hollenshead offered this amusing anecdote: “One of my all time best game moments is still grabbing the rune at the end of the first episode and awakening the lava monster! I’m sure that level also inspired the USMC commercial with the Marine fighting the lava demon. Compare the screenie to the video. :)”
Also check out the video above, taken during the QuakeWorld launch event in 1996. The footage illustrates what a monstrous event Quake was in gaming history, and features a short historical Q&A session with John Carmack.
And finally, to cap off our celebration, a note today from the desk of Carmack himself:
“I could write an awful lot about Quake, but since we are in the final crunch for Rage right now, I’ll have to settle for just a few random thoughts.
I have a bit more subdued memory of Quake than many of our other projects, because the development was so tough. It was the first project where I really had to grapple with my personal limitations; I had bitten off a little more than I could chew with all the big steps at once – full 3D world, 3D characters, light maps, PVS calculations, game scripting, client / server networking, etc. No matter how hard I worked, things just weren’t getting done when we wanted them to.
RAGE doesn’t release until October, but beginning today, you can learn more about the game’s universe in issue #1 of Dark Horse’s comic book series. The issue is available in two flavors — with one cover created by renowned artist Glenn Fabry, while the other was created by id Software art director, Stephan Martiniere (shown above).
For more details on the comic, read the release below…
RAGE’s Comic Issue #1 | Now Available
We’re pleased to announce that RAGE’s comic issue #1 is now available in retail stores across North America and the UK.
Based on id Software’s upcoming first-person shooter RAGE, the three-issue comic book series is an original miniseries written by Arvid Nelson, the acclaimed creator of Rex Mundi, and penciled by Andrea Mutti (DMZ). The cover art was created by Glenn Fabry, best known for his work on Hellblazer and Preacher, the comic’s variant cover was created by Stephan Martiniere, the art director on RAGE. Set prior to the events in the game, the comics are an extension of the RAGE universe and provide insights into the game’s storyline.
This comic series, developed with the direct participation of RAGE’s creative director, Tim Willits, presents a new twist on the post-apocalyptic near future as one woman discovers that the survival of humankind doesn’t necessarily mean the survival of humanity. The Earth has been devastated by a collision with an asteroid, with a tiny fraction of the population surviving in life-sustaining Arks buried deep below its surface. Those who survive emerge to find a wasteland controlled by a global military dictatorship called the Authority. But a rescued scientist learns that the Authority has lied to her and the other survivors about how this new world came to be.
RAGE, the highly-anticipated game under development at id Software, is slated for release on October 4th, 2011 on the Xbox 360, PlayStation 3, and PC. For more information on RAGE visit www.RAGE.com.
RAGE’s newest gameplay clip takes you to The Well. The town of Wellspring is being terrorized by a bandit clan threatening to poison the town’s water supply and they need your help. The ransacked well must be infiltrated and the bandit threat of lethal contamination must be stopped.
We’ll have more gameplay videos for RAGE soon. And if you missed them, watch the gameplay videos for Dead City and The Shrouded Clan.
Gamespot recently visited id’s new office for a chance to go hands on with RAGE. During the trip, they saw several areas showcasing the game’s varied gameplay — including a look at the game’s main faction, the Authority.
Read the preview here, and be sure to watch the embedded video featuring design director Matt Hooper, creative director Tim Willits, and plenty of action from the game.