I joke that the original used every shade of brown. They share a lot of the same philosophy on game design. It’s been a ton of fun working with Avalanche. I make a joke that we were at a bar and one person looked at another person and fell in love. They could have done anything, but they were big fans of the franchise and id and Bethesda. We liked their Just Cause games and when they became available, they were looking for projects to work on. How did you get Avalanche involved in Rage 2? Avalanche had made a Mad Max game so it was such a natural fit. I think there’s inspirations going everywhere. Rage came out in 2011 and Fury Road came out afterward and I swear some of those bandits they had in Fury Road were directly taken from. Even back when we were working on the first Rage, doing a postapocalyptic world with vehicles and combat, you immediately start to gravitate toward the movies that had inspired you when you were young. It is very heavily influenced by Mad Max. Are there similarities to that world in Rage 2? Here, id Software studio director Tim Willits explains the fresh coat of paint on the Rage series, how he got Avalanche to handle the sequel (“They could have done anything!”), what the future holds for the franchise, what a hit would mean for Bethesda after the disappointing release of Fallout 76 last year and, of course, the plethora of weaponry at players’ disposal in the new game.Īvalanche worked on 2015’s Mad Max game. Known primarily for the Doom series, id Software saw the potential in a new turn for Rage, a relatively modest hit from earlier this decade.
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