Rage 'Campaign Edition' now available on Mac
Dubbed the "Campaign Edition," the Mac version of Rage includes the entire single-player experience, enhanced with content that was formerly exclusive to the "Anarchy Edition" of the game.
It's taken a few decades, but Mac is finally becoming home to the latest video game tech. The preferred OS of turtleneck-wearing Apple users supports Source Engine, Unreal Engine 3, and now, idTech 5. Aspyr and id Software have announced a Mac version of Rage, and it's available right now.
Dubbed the "Campaign Edition," the Mac version of Rage includes the entire single-player experience, enhanced with content that was formerly exclusive to the "Anarchy Edition" of the game. The Mac version also includes the "Wasteland Sewers Missions."
Unfortunately for Mac gamers, while you'll be able to get your hands on id's latest engine, it won't be licensed to third parties.
"Aspyr has been a great partner, bringing id Software's games to the Mac platform for years," Todd Hollenshead, President of id Software, said in the announcement. "We've worked closely with them again to offer the amazing graphics and intense combat that RAGE is famous for to Mac gamers."
Here are the system requirements for getting it running on your Mac:
- Operating System: 10.7.2 (Lion)
- CPU Processor: Intel Core 2 Duo (Dual-Core)
- CPU Speed: 2.4 GHz
- Memory: 4 GB RAM
- Hard Disk Space: 25 GB
- Video Card (ATI): Radeon HD 3870
- Video Card (NVidia): Geforce 8800
- Video Memory (VRam): 256MB
- Peripherals: Macintosh mouse and keyboard
The game is now available on the App Store for $39.99.
-
Andrew Yoon posted a new article, Rage 'Campaign Edition' now available on Mac.
Dubbed the "Campaign Edition," the Mac version of Rage includes the entire single-player experience, enhanced with content that was formerly exclusive to the "Anarchy Edition" of the game.-
-
-
-
The gunplay was horrible.
There's no zonal hit detection. Shoot someone in the face, it's the same as shooting them in the leg.
Also, the A.I. is atrocious. I could "take cover" behind something and pop them off without them firing a shot, even though they knew I was there. This could be forgiven if there was a great RPG element, but there isn't.
There's zero reason to use many of the items, like bandages, sentries, turrets, etc. They're too slow an inefficient compared to run-n-gun.
And then there's the ending (or lack of one). Some really good missions building up to this perception of a massive, difficult fight, and then....well...nothing. Anti-climatic.
Don't get me wrong, it's was a beautiful looking game, I liked the world it was set in, and generally enjoyed myself. But it could have been much much better with very little effort.
-
-
-
-
-
There's not any "HD textures" patch pending. A patch with a different mode of upsampling and some other tweaks is apparently pending some more driver changes: http://forums.somethingawful.com/showthread.php?threadid=3439897&userid=0&perpage=40&pagenumber=113#post400014102
(I'd imagine they're more gunshy now about getting any such coordination perfectly sorted out...)
In that same thread, the id guy has some other mildly interesting comments about DLC and whatnot.-
-
-
Looks like this is now live on steam:
http://store.steampowered.com/news/7265/ -
-
-
Rage would of been a much bigger hit if they didnt talk up megatexture, and there wasn't a driver screw up in the beginning. The game is actually beautiful, runs great on old hardware, and actually a very fun and solid single player game.
The fact that they did talk up megatexture/virtual texturing aspects of their system created a unrealistically high expectation that wasnt met and hence disappointment-
Earlier in Rage's development, it sounded like they were still trying to sell the engine's features as though they were going to license it out, and then after the Zenimax acquisition, dialed that back after the announcement in 2010 that they were not going to license Id Tech 5 outside of Bethesda-published titles, and then in 2011 that they didn't want to have an engine licensing department at Id.
Some aspects of megatexture are nice; specifically, it's beautiful that there's no rectangular-repeating texture patterns on large environments that would otherwise show a "grid pattern" of a sand texture or something. However, the performance when turning quickly was a major problem that was buried until the game was released. I don't remember seeing those problems in the QuakeCon 2009 demo, but then it was a PC with a 360 controller, and I noticed that the view wasn't turning quickly.
It also doesn't help that some of the best features of megatexture are things that end up being unnoticed because they look natural to the mind. It's not like a whiz-bang graphics feature like colored lighting, curved surfaces, HDR / bloom, normal mapping, or advanced shaders that make most surfaces look glossy.
-
-
-
Yes, there was a patch released in late October to add more graphics features to the PC version's "Video settings" menu page, as well as exposing the "small / large" texture memory clustering option, which helps speed up the texture streaming on video cards with lots of video RAM.
NVidia and AMD also released updated graphics drivers in late October to clean up their respective mess-ups. It didn't help that AMD was releasing Battlefield 3 beta drivers in October that caused problems in Rage, but NVidia's pre-October drivers also had some minor problems.-
Nick Breckon at Bethesda posted details on the new patch, out today: http://www.bethblog.com/2012/02/02/rage-campaign-edition-now-on-mac/
The two most prominent features:
Texture Detail: Enabling Texture Detail will improve up-close texture quality by performing upsampling with adaptive sharpening. This does not update or increase the resolution of the base textures included with the game but improves the perceived resolution and crispness of textures. This is an intensive operation and is only recommended if you have a quad-core CPU or higher...
Transcode Benchmark: A new benchmark has been added that determines how quickly texture data can be translated from the compressed format on your hard drive to a format that can be used by your video card. The higher your score, the faster your PC is able to make higher detail texture data available...
Note that the "transcode benchmark" is only a benchmark of the transcode stage; this will help you decide whether to turn on GPU transcoding option.
Here's a quick screenshot pair showing the "Texture Detail" option:
Off: http://chattypics.com/files/20120202_00001_oxuk9m8uza.jpg
On: http://chattypics.com/files/20120202_00002_oe07sa6pbf.jpg
I wish they chose a less vague name for it; it basically seems to step up the resampling level of textures, so they're not blurry. However, the sample I have of the wall on Mick's Garage looks a bit... speckled, like a Quake 2 palette texture. But at least it doesn't look as blurry as Quake 3 with r_picmip 2.-
Id's graphics engines haven't been up to snuff for a while now. If Beth were to make Rage with Unreal Engine 3 it would have looked much better and the development time would have probably been half of what it was having to use Id's tech 5 and "mega-texture" invention.
I like that Id has enough cash to invest in different ways of making things pretty, but theres an expense to that and it needs to pay off. Well, the experiments didn't pay for themselves.
-
-
-
-