Abnormal Ammo: Almost every gun has special types of ammo aside from its standard type, with a variety of effects. It can be as simple as armor-piercing rounds, or as outlandish as dynamite-rigged crossbow bolts.
Action Girl: Sarah, the new bounty hunter ally introduced in the Rage: the Scorchers DLC.
Anti-Frustration Features: When you find the rocket launcher, a boss fight will start and the boss will only be harmed by rockets in a certain spot at a certain time. If you run out of rockets during the fight, rockets will spawn in a chute near where you found it.
Apocalypse How: In the backstory Earth suffered Planetary/Societal Collapse due to an asteroid impact.
Ascended Extra: Loosum Hagar, who in the game is found solely in the beginning and only has a few lines, is given a much larger role in the novelization, sort of being the not-quite love interest.
Attack Drone: You can build and use Sentry Bots to aid you in battle. The Gearheads gang also use them.
Attack of the 50-Foot Whatever: The massive mutant that appears during the dead city level. The only way to kill it is with the nearby rocket launcher.
Artificial Limbs: Many of the people in the game have these, though they never really get any focus. Then again, if the bandit clans that appear can make attack drones and turrets out of junk and scrap its probably a safe bet that this sort of advanced technology is commonplace in most settlements.
Art Shift: The final mission forgoes the game's Borderlands meets Fallout aesthetic for a sci-fi futuristic look. This is compounded by the mission's being littered with ammo for the BFG and Authority MG's AV 9 X rounds, both of which have a blue muzzle flare and "pew pew" type noises instead of the more traditional gunshots.
Authority Equals Asskicking: The Gearhead Boss is equipped with a grenade launcher and can take more damage than even a Giant Mook, requiring more than 160 basic assault rifle rounds to put down. A handful of advanced wingsticks to the face will do him in pretty quickly, though.
Two Turrets can mow down mutants like no tomorrow, not to mention heavily damage some bigger foes, and they'll do it far more cost-efficiently than if you'd been using your own ammo. Not only that, but you can salvage a few parts from them when you're done.
Sentry bots are even more useful: they follow you, can easily climb over cover and debris, and pack a fair bit of firepower for their size. And they have a strong melee attack. Like Turrets, they're cheap to build and easy to replace. And, unlike Turrets, they don't degrade as they fire: they're with you until they die or you scrap them.
The Wingstick is awesome because it can be used during reloads, can decapitate multiple opponents and then flies back to you so you can use it again. Having a large stock of Advanced Wingsticks is a really deadly arsenal.
Some other weapons, particularly the ones that shoot explosive ammunitions.The Pop Rocket shotgun and the crossbow with exploding darts are awesome for their Gorn and their large damage.
The shotgun especially, this must be an id thing. Buck shot makes short work of any unarmored enemy, especially mutants. Pulse rounds are there in case you need EMP based weaponry. And Pop Rockets are great for groups or armored targets (and are surprisingly cheap to make).
Axe Crazy: There's a lot of this going around amongst the various bandit clans, particularly the Wasted, Ghosts, and Jackals. The Scorchers in the DLC take this Up to Eleven.
Brick Joke: An unsettling one. In the beginning, Dan Hagar rescues you and drives past some Ghost Clan bandits who are busy menacing some other Wastelanders. Dan, outgunned as he is, does not intervene. On your second trip through the Ghost Clan hideout, you can see the woman they were capturing dead and strung up by her arms.
Car Fu: Highly effective, and made more so by ramming plate upgrades on some cars.
Casting Gag: Id has gone on record of saying that they hired John Goodman due to Dan Hagar's visual similarities to Walter Sobchak.
Collectible Card Game: In hidden corners throughout the towns and dungeons, you can find cards to be used during a betting card game.
Cool Airship: The Scorcher's have one. It serves as the final boss of their DLC.
Cool Car: Your buggy, which can be outfitted with all manners of parts and weapons, both for racing and cruising around the wasteland.
Cozy Catastrophe: Despite the Earth having been hit by a giant meteor, people still have power, drinking water, and apparently tons of gas. Really life seems almost unchanged aside from everything apparently being desert, mutants running around, the Authority, and bandits.
Co-Op Multiplayer: The only on-foot multiplayer mode is Co-Op. Given id's long history of competitive deathmatch modes, this took many fans by surprise. There is competitive death racing, however.
Daylight Horror: The hospital in the "Dead City" level. Entire rooms covered in blood and organic matter. Its like Dead Space meets Fallout with that eerie light shining through all the broken windows.
Deadly Game: Mutant Bash TV, run by J. K. Stiles. The Wasteland Races also count, even if the player can only actually die in the former.
Death by Adaptation: In the novelization, Kvasir is killed by the Authority for assisting the protagonist, while Loosum Hagar is last seen fighting in a Last Stand situation near the end of the book in order to save the protagonist and Captain Marshall from the Authority: her death isn't explicitly shown, but her situation was pretty hopeless and all the characters assume she's dead.
Destroyable Items: While most loot items are sturdy enough to avoid being destroyed by careless fire the many beer and wine bottles scattered about the levels will shatter upon impact of pretty much any weapon.
Developer's Room: There's a secret "Developer Graffiti Room" in one level with the id Software logo made out of scrap parts and the signatures of the game's dev team all over the walls.
Disc One Nuke: Starting a new game with the Scorchers DLC installed gives you access to the Nailgun very early on. When loaded with sharpened rebar it can One-Hit Kill virtually every standard enemy in the game, brings down heavies with two headshots and lets you reuse spikes by taking them from the bodies.
Door To Before: Rage has these in almost every level, although along with doors it also has ziplines and elevators that work this way.
A room styled after Wolfenstein 3D with a "Wolf Goblet" inside is hidden in one of the first levels. Another secret room is modeled after the first level of Doom and has a Doomguy bobblehead where the armor used to be, and yet another is modeled after the difficulty selection room in the original Quake and contains a plush Shambler.
Enemy Chatter: Each of the bandit clans usually have a group of mooks who talk amoung themselves if the player doesn't alert them to their location. For example, a couple of Wasted clan mooks will discuss Mutant Bash Tv while a third can be seen sweeping up their hideout.
Excuse Plot: Big rock hits earth. You survive. You get lots of cool weapons, blow some shit up, and try to save the world.
Faceless Goons: The Authority Enforcers all cover their faces with featureless red helmets. And beneath those helmets are black skull-like masks.
Fingore: The Ark Survivor can play "Five Finger Fillet" at the local bars in the different settlements. Messing up results in a first-person view of him stabbing himself with a knife. Ouch.
Firing One-Handed: The survivor uses the Settler Pistol one-handed when using the monocular, no matter which ammo he's using.
Gameplay And Story Separation: Averted in the case of the nano-trites and their ability to revive you from death. This is mentioned several times in the story, and there are at least 2 occasions in the main plot where your character is killed and then revived by his nano-trites.
Genre Blindness: Atlas control fits this like a glove. They admit that they have no idea what state society is going to be in so they put their best and brightest in burrowing cryogenic chambers. This wouldn't be so bad if they hadn't also injected them with Nano-trites and failing to provide so much as a pistol. The predictable happens when you kick a bunch of recently awoken survivors into a post-apocalyptic wasteland with no weapons and no clue, they get kidnapped and killed for their nano-trites.
Global Currency Exception: To buy race parts you need Racing Certificates, so you'll need to win races to get things like a minigun mounted on your buggy. You can also earn Racing Certificates from Sally for destroying bandit cars out in the wasteland, but since you only get 1 per vehicle its much easier to just win races.
Green Rocks: Blue ones, actually. Feltrite, brought to Earth by Apophis, can be used to upgrade your armor and ammo, toughen your vehicle, build certain types of grenades, create explosives or even fuel a giant floating bandit gunship.
Hand Cannon: The normally puny pistol becomes this when loaded with the right ammo.
Hide Your Children: Children are never seen, heard, or even mentioned in the game and no explanation is given for their absence. What makes this especially odd is that your weapons are disabled every time you enter a settlement, making it impossible to hurt any NPC's anyway.
Human Popsicle: Humanity's best and brightest were sealed in subterranean Arks to wait out the apocalypse. The protagonist's Ark malfunctioned, leaving him as its only survivor.
Hyperspace Arsenal: By the end of the game, the player has acquired and is carrying a pistol, a shotgun (two if you have the Anarchy Edition DLC), an assault rifle, a sniper rifle, a crossbow, a submachine gun, a rocket launcher, and a minigun. And that's just the weapons. You're also likely be carrying a load of quick use items, Item Crafting components, and a bunch of Vendor Trash.
Infinity Plus One Gatling Gun: The Authority Pulse Cannon is only obtained before the last mission of the game. It has a high rate of fire, a large magazine, good accuracy, and makes absolute mincemeat out of any foe. The only possible downside is that ammunition is expensive and you only find it for free inside the last level (by which point you can't turn back), but the cost is largely irrelevant unless players plan to take it out into the Wasteland and stall the final quest.
Instant Death Bullet: Averted. One of the major features of the game is the wide and extremely flexible assortment of enemy animations, including death animations. Instead of simply going rag-doll as soon as they die, enemies have a variety of death animations that flow fluidly with their movement, momentum, and actions at the moment of death, including going into Last Stand. Headshots with weaker weapons, like the Settler Pistol with basic ammo, are not a One-Hit Kill, either.
Insurmountable Waist-Height Fence: This was one of the biggest complaints in the whole game. There's a good chance that this will cause the player to die at least once or twice per game.
I Own This Town: The mayor of Subway Town makes it clear right from the start that the settlement is his and he won't think twice about throwing you out on your ass unless you make yourself useful to him. Then The Authority show up and take over near the end of the game.
Item Amplifier: Shopkeepers offer various upgrades that improve aspects of your weaponry (an extended magazine for your combat shotgun, semiautomatic fire for your otherwise bolt-action sniper rifle, spread reduction for your assault rifle, et cetera).
Item Crafting: You'll find a lot of junk in the dungeons, which can be combined to make more useful stuff like healing bandages, lock-grinders (think lock-picks, only in the form of a giant drill) and other doo-dads. Some of the more powerful ammo types are only available through crafting.
Leaning on the Fourth Wall: In the game you can meet a wastelander who wears a Doom shirt, buy an id theme for your car, and play a collectable card game... starring the actual characters. None of these things are part of the storyline or side missions and can be easily overlooked by people who are eager to play through the main quest.
Level In Reverse: RAGE has several instances of having to go back to previous areas in order to retrieve something not gotten the first time, such as the two visits to Dead City. Once for an upgraded defibrilator, the other to get info on The Authority.
Loads and Loads of Loading: Not terrible overall compared to other games in the 360/PS3 generation, but simply booting the game from the title menu takes roughly a minute, as well as entering other areas. Loading other save files take about the same duration. Saving the game can also take a bit of time. In one particularly obnoxious case, simply entering and leaving Wellspring by accident takes quite a while to finish. Individually, it's bearable, but have a string of these moments, and it can get quite annoying.
Many of the trading cards can only be found during a level that is closed off once you complete it. To make matters worse, many of them are well hidden in the environment and extremely easy to miss.
When you first arrive in Wellsprings you choose one of three outfits that give you different bonuses. The one you pick is the one you keep and it cannot be swapped out for another. The two left over can't be bought or traded for either.
Lost Technology: The Nanotrites injected in all the Ark residents. And The Authority will acquire any Ark resident found either by payment or by force, to extract the Nanotrites for use in their experiments.
Magical Defibrillator: And how. The revive ability of the main character's Nanotrites is explicitly identified as a defibrillator, and beyond merely being able to resurrect the character from absolutely anything, it releases enough electricity to fatally electrocute nearby foes at the same time.
Magikarp Power: The Settler Pistol stars off fairly weak with its default ammo. Once the player finds alternative ammo, however, it becomes one of the best weapons in the game.
May Inca Tec: In the DLC, the Scorcher's base is a giant temple with this design asthetic. Presumably they had a long time to build it.
The Goomba: The Ghost Clan and the Wasted Clan are the first enemies you fight in the game, and compared to later bandit clans they have low health, no armor, and inferior equipment. The Ghost Clan in particular are Fragile Speedsters in that they can acrobatically navigate the environment impressively, but can't take much punishment at all.
Giant Mook: The Shrouded Clan, the Gearheads, and the Authority all have heavily armored, minigun-wielding big guys that serve as mini-bosses. The Gearhead version has even heavier armor than normal, while the Authority ones have super-heavy power armor and a pulse cannon.
Elite Mooks: The Authority's Enforcers are this compared to everyone else in the Wasteland, equipped with high-tech weapons and armor significantly more advanced than the cobbled-together stuff everyone else is using, and fighting with professional military tactics. The Gearheads and Jackal Clan are likewise significantly tougher and more greatly feared than any of the other bandit clans.
Heavily Armored Mook: Authority Enforcers wear a suit of hardened combat armor that allows them to soak almost a full magazine of assault rifle fire before falling. Gearheads wear makeshift metal suits which serve the same function and give them similar durability. In both cases, armor-piercing bullets are a big help against them.
King Mook: The Large Mutant and Kraken mini-bosses which appear in a couple of levels.
Mutants: They're disorganized, but plentiful — and some of them are gigantic. The mutants were a by-product of the Authority trying to use the Nanotrites to control humans and turn them into super soldiers as a means of controlling the post-apocalyptic Earth.
Mythology Gag: Various signs for Mixom Corporation can be found throughout the wasteland. Mixom was one of the major equipment suppliers for Mars Base in Doom 3.
Nice Hat: Many different wastelanders have one of these. Jani, one of the vendors at Subway Town, has a particularly nice one with a red skull on it.
Obvious Beta: The PC version of Rage is filled with so many graphical and engine glitches, seen on a wide variety of hardware, that it seems it wasn't even play-tested for anything other than the consoles. The fact that it apparently wasn't designed to work at all with ATI video cards (which are half the cards in existence) doesn't exactly help matters, either.
Obviously Evil: One NPC unintentionally lampshades this when he said that the people of the Wasteland believed in General Cross and the Authority as beacons of hope and civilization...until their soldiers actually showed up, and the settlers saw what they looked like. Black-and-crimson armor, faceless masks, and beneath those, balaclavas that look like skulls. The Authority even occasionally puts a skull at the center of their already ominous-looking emblem.
According to the Novel, we play as Nicholas Raine. Raine is a highly trained Marine Corps Lieutenant, that was put inside the Ark to help protect the others.
That just makes Atlas control's Genre Blindness look even worse. They took enough precautions to put in an experienced soldier, but not enough to give him weapons or armor?
Red Shirts: Settlement guards will alongside you in a couple of missions against bandit raiders. They're competent combatants, but in many cases they're scripted to die in the middle of a firefight even if there aren't any enemies anywhere near them.
Regenerating Health: One of the thing that makes Ark survivors special is the Nanotrites in their blood that rebuild their body from almost any damage. This is why so many people are keen on sending you out into dungeons full of hostiles, and also why the Authority wants to capture you.
Critical Existence Failure: Not mutually exclusive with Regenerating Health, considering the defibrillator recharges. You can take all the punishment in the world, but once you get incapacitated and your defibrillator is empty, you're dead.
Revolvers Are Just Better: The Settler pistol, your starting weapon, is a hefty revolver that holds a whopping twelve rounds. Additional ammo types include the heftier Fat Boys (which are limited to six-round cylinders), all-in-one Killbursts, and Fat Mammas (which act like Fat Boys with the added benefit of penetration). In comparison, everyone else in the game who carries a pistol is limited to a Colt .45.
Rubber Band A.I.: Wonderfully averted in the racing sections. With the right upgrades and decent driving skills, you can leave your opponents in the dust, and the computer won't unfairly give them a speed boost or teleport them behind you.
Save Scumming: For the console version especially, players would best save the game every few minutes during the longer missions, because there's no guarantee that the auto save checkpoints will work in between every major area (think FPS games pre-Halo or for a more recent example, the first Mass Effect). Dying after 30 minutes of leisure progress and not saving at all since then is an easy route to frustration when the auto save you rely on fails you.
Scavenger World: It's thought that only Ark survivors and their descendants are capable of building anything anymore.
Scenery Gorn: The Ark survivor goes on many, many missions that take him inside beautifully destroyed buildings. Many levels even have ruined cityscapes visible in the distance.
Scenery Porn: Hagar Cave and its large blue pools of water and lush green plants are a welcome change from the mostly Real Is Brown enviroments in the main game.
Sci-Fi Writers Have No Sense of Scale: The opening cinematic has some serious scale issues. The curvature of the moon is visible when the asteroid passes it close enough to knock off material. That should have made the asteroid big enough that A) it would be spherical, and B) Earth would probably have shattered, never mind any form of life surviving, arks or no. Also, the moon and Earth are way too close together.
Sdrawkcab Name: The achievement "ytiC daeD" for your second trip to Dead City, in which you go through the level in the opposite direction from your first trip.
Sequel Hook: The game ends with the Resistance triggering the emergence of countless Arks, filled with even more numerous people who would be invaluable against the Authority. In essence, they are both an army and the people needed to rebuild after the army is finished. And then...cut to credits. The Big Bad is never fought, and the Authority is far from destroyed.
In the Wellspring Sheriff's jail room, you can find Tuco's grill on a shelf.
The highest difficulty level is called "Nightmare". Achievements for completing the game on certain difficulties are named after the difficulty levels from Doom.
A Vault-Tec bobblehead is found on the mayor of Wellspring's desk.
The double-barreled shotgun obtained from the "Anarchy Edition" largely serves as one to older id Software games, as it is outdated by the time you receive the standard shotgun.
By the game's end, the Authority-modified mutants look an awful lot like prototype Strogg.
Two instances that appear to pay homage to Half-Life. The first is during the rescue of Captain Marshall, in which the player fights off waves of soldiers coming in from one end of a cellblock. The second comes during the Authority occupation of Subway Town, when one Enforcer orders you to pick up a can on the ground in front of him. Doing so nets you a condescending "Good boy" from him (it's a can of dog food, too), but also a sellable item.
"Mutant Bash TV" sounds awfully similar to Super Smash TV, don't you think? Better yet, it's more often called simply Bash TV (the game was called simply Smash TV in arcades and on other consoles), and several pieces of the host's banter strongly resemble lines from the earlier game.
Sinister Subway: Averted with Subway Town, which is one of the biggest and safest settlements in the wasteland. The surrounding tunnels and stations, however, play this straight by being filled with mutants.
The gun is less practical then the crossbow. The crossbow has multiple ammo types, faster firing speed and more ammo around the maps. A player with a good aim, can use the crossbow in any situation that calls for long range fire power. Also, it brings up the question why there is a stand-one scope for the pistol, but not for the crossbow, as it can pull double duty.
The scope for the pistol is a telescope. You can shoot the pistol one handed, less so for the crossbow.
Sniping Mission: A few side missions avalible from the Wellspring job board are this.
Stuff Blowing Up: Frequently. You can inflict this via Frag Grenades, the Rocket Launcher or the vehicle-mounted homing rockets, as well as "Pop Rockets", small grenades fired from the shotgun, the classic Dynamite Bolts for the crossbow, remote-controlled mini bomb cars, vehicle-mounted mines, BFG rounds from the Pulse Cannon... this game isn't short on explosives.
Title Drop: In the ending of the novelization, which describes the protagonist's rage at the Authority and their crimes, and his determination to bring them down.
One of the game's trailers opens with a quote by Nathaniel Hawthorne: "The fiend in his own shape is less hideous than when he rages in the breast of man."
Trophy Room: The reward for the player completing the Scorcher's DLC is their own house in Wellspring that serves as one of these. Exactly how many trophies the player has depends on what achivements and missions they have completed.
0% Approval Rating: The Authority is universally hated amongst the Settlers, to the point that everyone you meet who recognizes your Ark Suit will avoid revealing you to the Authority despite the hefty bounty they've placed on Ark survivors. This is compounded by the fact the Authority have a reputation for failing to actually pay on their deals, which you can experience firsthand in one sidequest where the town of Wellsprings tries to trade with them.