The name Id Software rings of nostalgia. Franchises such as "Wolfenstein," "Doom" and "Quake" laid the groundwork for the first-person shooter genre, and their designs still influence many of today's new releases.
Despite the studio's pedigree, it hasn't developed a first-person shooter since 2004's "Doom 3." The genre has changed significantly in the years that followed. Franchises such as "Half-Life" and "Call of Duty" are the genre's trendsetters.
Now, Id Software has made its long-awaited return to the genre with "Rage."
Can the father of first-person shooters re-emerge as the powerhouse it once was, or will it be playing catch-up? The answer is a little of both.
The game's lengthy gestation, nearly six years, has produced one of the most technically sound shooters to date. "Rage" offers sophisticated gunplay and lights up the screen with an incredible level of graphical detail. The game continually impresses with its technology and small touches, such as all onscreen characters having unique animations scripted to each word they utter and an enemy being smart enough to recognize that the quickest path to the player sometimes involves jumping over fences.
The lengthy development cycle also could be responsible for the game's most disappointing component: the story. After a gorgeous introductory scene showing an enormous asteroid crashing to Earth in 2029, producing a post-apocalyptic wasteland, players are introduced to their avatar, a silent protagonist who ends up being the whipping boy of every person with a problem that needs fixing.
He's the perfect accomplice to an uneventful narrative that slogs along with all the excitement of a dehydrated person slowly shuffling his feet in the wasteland's sands. Just when it seems the story might produce a meaty plot thread, the game ends unexpectedly with no major confrontation or sense of victory leading up to it.
The game's most impressive component is its gunplay. This is largely due to the fearless foes. Like the bloodthirsty zombies in "Left 4 Dead," the mutated hostiles of the wasteland sprint toward the player. They crawl out of the woodwork, scamper along walls and create a sense of absolute terror. Shooting a mutant in the side might make it slam into a wall, but its legs never stop moving. The challenge is to put them down quickly, or pray that every close-range shotgun blast hits a large chunk of flesh.