Commander Fury Posted August 3, 2011 Report Posted August 3, 2011 Last week, <a href="http://blog.us.playstation.com/author/jrubenstein/">Jeff</a> and I went hands-on with the <a href="http://us.playstation.com/ps3/">PS3</a> version of <a href="http://rage.com/gate/?return=%2F">Rage</a>, <a href="http://www.idsoftware.com/">id Software’s</a> October-bound first-person shooter. All told, we experienced more than two hours of post-apocalyptic action, driving, and exploration in a nuke-shattered world of exquisite visual detail and startling violence. Afterwards, we spoke with id Software President Todd Hollenshead to discuss what made the legendary DOOM developer shift gears to a story-driven, open-world playground -- and to learn more about the mysteries lurking in that sprawling wasteland. <BLOCKQUOTE> Todd Hollenshead, President, id Software: “You have to sort of experience it, it’s very difficult to explain. The megatextures allow us to make the entire world unique. It’s all painted and modeled and because we’re streaming the textures, we’re not really constrained by system memory. We can have completely unique elements throughout the world without costing us performance.†</BLOCKQUOTE> More... Quote
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