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INTERVIEW ALL THE RAGE


How two very diff erent developers teamed up to make an open-world shooter with bite


these that make life worth living. So when we heard that the open-world experts at Avalanche Studios (developers of Just Cause and Mad Max) were going to partner with the shooter specialists at id Software (Doom, Quake), we were practically palpitating with anticipation. Rage 2 is the product of that


S


cooperation and together, these two incredible studios are building something greater than either one could manage alone – a vast open- world epic with the molar-rattling gunplay of an id title. Expect pitched fi refi ghts, vehicular carnage, and outlandish superpowers all blended into a bandit-infused cocktail. We caught up with id Software studio director Tim Willits (below) and Avalanche Studios senior game designer Loke Wallmo (right) to fi nd out more.


What made you decide to team up for Rage 2? Tim: We’ve always wanted to have a true open-world shooter but honestly, we needed to focus on Doom and the technology wasn’t there. While we had a lot of great elements in


the fi rst Rage, they were just so disconnected because of the way that technology worked. So we were never really able


to deliver on the promise until we were able to work with the guys at Avalanche, with this technology we have now. And Rage 2, I believe, fi nally delivers on the promise of the original Rage.


imon and Garfunkel. Lennon and McCartney. Hall and Oates. It’s partnerships like


What’s the biggest development challenge you’ve faced so far? Tim: The big fi rst milestone that we needed to get over was the fi rst- person combat. We knew that Avalanche make great open-world games. We’ve played all of them, and we love them, so that was never a question. But delivering that id Software feel into that world was something we wanted to tackle fi rst, and we wanted fans to believe we could do it. So having the game playable at E3, at Gamescom, at QuakeCon, and having people say, “Yeah, this feel like an id game,” was so nice. As for the other aspects of the game, the guys at


Avalanche are pros. So that’s easy.


What lessons did you learn from one another, and how have they aff ected the game?


Loke: I mean, the guys at id are so quality focused, they can identify


something is wrong and zoom in and tweak and get it


perfect. And I think we’ve learned from that mentality. You


know, sometimes we’re concentrating so much


on the idea that everything


should scale, and worrying about the big feeling all the time. So it’s great to have someone say, “Stop! Let’s make this perfect.” Because that can make all the diff erence. Tim: For me, it’s the opposite, because I’m just amazed by how organised the Avalanche folks are. Because they have to think about


everything. For example, we were talking about this mission and I said, “Okay, I want to start here, I want to enter here, I want to go here.” And the guys were like, “Well, Willits, what about if you drive the tank to the back door? Then what are you going to do?” And I was like, “Ahh… I didn’t think of that.” That process has been really educational.


Finally, who would win in a post-apocalyptic punch- up – id or Avalanche? Tim: Well, we’re from Texas, and we like to eat, so we’ve got a lot of big boys. But they’re Swedes and like to exercise, so they’ve got a lot of strong Vikings. So it’s


between the Vikings and the crazy Americans.


Loke: We import Vikings from Scotland nowadays because they have real ones. They play rugby and are terrifying!


| Info


Format PS4, XO, PC Release date 2019 Publisher Bethesda


Developer id Software, Avalanche Studios


Pre-order


Standard Edition From £49.99


Collector's Edition £119.99


40 Winter 2018


GAME.CO.UK


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