Edge writes: "While the smattering of trailers have teased us with the prospect of speeding through sprawling, dusty canyons and gunning down mutants, id has been pretty tight on details about its upcoming title, Rage. CEO Todd Hollenshead and creative director Tim Willits have cautiously highlighted a few details about the game – its post-apocalyptic environments are larger and its gameplay more freeform than in previous id games, and the additional driving component is an obvious departure. We sat down with the pair to ask if the classic id run-and-gun action can still cut it.
Q: So, the new franchise, the greater choice, larger worlds, driving and so on – is this a sign that the shooter has moved on since the early days of id?
Todd Hollenshead: What makes a great FPS game isn't the same as it once was, but it has the same basic concept today: the FPS combat experience has to feel good. The weapons have to feel unique and when you use them they have to feel powerful, and you need enemies to be threatening and act in believable ways. Of course, to build a whole game around it requires more than just that core step, but if you don't execute on that then I don't think you'll have a very good game."