We're trying to go deeper on the story; we're trying to go deeper with the weapons; we have different ammo types--we've never done that before. We've had alternate fire for different games that were built externally for us, but never really the kind of choices we have now in Rage. We also have engineering items, which again leads to a lot of player choices on how you approach combat in these combat environments.
So take that idea of what Rage is about, how we want to push the boundaries; let's use the fiction; let's use the vehicles; let's use that to make an online component people aren't expecting. And that's how we came to this vehicle combat rally mode.
It lends itself to the two-way street we have between single-player and multiplayer. We want to take that opportunity with the fiction from the very beginning of the game when you come out of the arc and you're wondering what your role is in the game--from a player going, "okay, I'm out in this wasteland environment, what am I supposed to do? Well, the game shows you what you're supposed to do. We want you to live this kind of action movie experience and you be the hero. So you have to figure out what you're supposed to do by forging a relationship with all the settlers and NPCs.
So when we were pushing on the story, we thought, "People really love co-op; we love co-op." We don't want them to play the entire campaign with a buddy because you're just playing the same thing again with just another guy. And some people like that; some people are going to ask for that, and when this comes out they're going to say why didn't you make campaign mode completely playable with a co-op buddy? The reason why we did that is because there are nice story pockets for the co-op online experience; we call it Legends of the Wasteland.
This almost came about opportunistically because we knew we wanted to do co-op. So while we're putting this thing together and iterating through it we thought, "We should use these story elements because it's really interesting. It's a tall tale." You're being thrust into this little nugget of the story, and there are set parameters. We know what they did, but it was a legend. So now you're playing that role. You're not playing the story of the single-player campaign but it's something that complimented your success through the single-player campaign. So you're seeing what the other side was like. It's almost like when Valve came out with Blue Shift and you were able to play the police force.
We wanted to give you those little nuggets. You play with a buddy, tie it with the fiction, and it's just fun gameplay. You understand how to use the quick use items and the different weapons but we lay out all the parameters; it's pretty well defined. You go in there, and you play with your co-op buddy and do things that you have to do in a partner-type situation--you can revive your friend. We throw in a few extra things to make the co-op experience really interesting and we hope that when it gets out there it's a compelling piece of content.
Rage Combat Rally online multiplayer
But there's also different ways that they approach the character from a tactical standpoint. There are some, like the wasted, who are not too smart. They don't have a grouping plan; they'll come straight at you with a club knowing that you've got a shotgun in your hands. That's just the way they are; they're in your face. Some guys will take cover and never come out because they're too scared, or when you fight the Authority, they'll have the best tech and most militarized tactics for coming at you. There'll be a guy with a shield, a riot shield, but it's energy-based, and if you throw a rocket launcher on that thing, if it takes a full hit, it may come down a little bit but it's energy-based and supposed to take that hit; that guy's not going to die. You use what we give you--an emp grenade and other electric-based ammo types--to be able to take that down quicker. If he doesn't have a recharge station nearby, then he's now vulnerable.
Bandits pose different threats in Rage