Gears of War
Joose's picture
Submitted by Joose on Mon, 02/10/2006 - 07:46

Having been completely nonplussed by all the hype surrounding this game, I have now seen a few gameplay videos from X06 and I have to say I’m quite excited. The dark, gritty atmosphere is actually really doing it for me, and I really like the look of all the little stuff, such as the minimal HUD display. From what I’ve seen so far, the character animation looks mightily impressive, as does the AI of the Locusts (the bad guys). I’m not expecting it to live up to the hype, but it looks a pretty solid game.

Posted: Mon, 02/10/2006 - 08:50

Yeah, the amount of hype has prevented me from even clicking on any links to even do with this title (except this one).

You couldn't throw some links at me, so I don't have to wade through the guff?

JibberX

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Posted: Mon, 02/10/2006 - 08:55

I assume there will be a demo on the marketplace. This is one of the best things about the 360.

There's no way this game will ever live up to the hype surrounding it (Killzone anyone?), but it could be a solid actioner and a worthy purchase.
__

Madbury

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Posted: Mon, 02/10/2006 - 09:14

Best place for vids is here http://www.gametrailers.com/gamepage.php?id=1650

They have the X06 on stage demonstration (bit dark due to the lighting, but it’s OK) and if you scroll down a bit, 3 developer walkthroughs (possible spoilers) also from X06. These give a far better indication as to what the game is actually going to be like than the standard trailers.

Joose

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Posted: Mon, 20/11/2006 - 18:41

Well, having spent my spare weekend hours with this thing I have to say I'm very impressed. Aside from the odd twist, it's pretty much a run/cover/shoot affair, but my goodness it's a good one.

The story initially seemed quite generic, but mid way through it really goes off on a sort of 28 Days Later/Pitch Black vibe, and played with the lights off and in 5.1 it drips atmosphere by the bucketload.

The controls are tight, the attention to detail is top banana and the visuals are a cut above.

Damn good/10

Joose

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Posted: Tue, 21/11/2006 - 10:08

Interesting. I'd like to play this. My 360 collection is pathetic, so a couple of good games on the system are sorely needed. I just know I'll never finish this though. I'm so fickle Sad

Madbury

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Posted: Tue, 21/11/2006 - 13:04

People have been blowing up over this game for lots of reasons; visually its stunning, the character models are so incredibly detailed that I've been chainsawed to death on many an occasion while looking over each characters outfits mid-battle). The sound is tight. The hype was very well built up - probably the most enjoyable game release for me so far mainly due to CliffyB's great interviews and the marketplace drip feed. The single player doesn't outstay its welcome and the multiplayer is nicely handled allowing you to coop the whole game.

That's not why I'm feeling it though. What has me hooked is the movement and the way its been implemented. An hour in I had an epiphany in the same way I did with Metroid Prime on the cube. How you actually move through a level has been so well designed that getting from A to B while remaining in cover is the actual game. Its that simple. Of course once you get to B there is the chance to saw a foe in half, stamp on their head, stick a grenade to them, etc but the game is how you make it there.

And its a game that just uses one button to make your character roll, run, slide against a wall and switch cover positions depending on your proximity to a point of cover and the direction you move the stick.

Also the variation of these cover points is brilliant, I'm finding I need to try them all out, use every single one as I stealthily move around. Hiding behind a strategically placed chest of draws that you know once spotted will eventually get ripped apart by gun fire leaving you out in the open. Ducking behind a circular fountain that you can use as a wheel to rotate your surroundings. Turning from one grave stone to the next timed perfectly so that your foe is looking away at the exact right moment.

Windows of opportunity and incredible movement is what this game is all about - the rest is just dressing. Its this core 'game' that's keeping me hooked!

Spagmasterswift

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Posted: Tue, 21/11/2006 - 13:33

Core game has me hooked too and you take words from my mouth! \o/ When a game has a simple mechanic right it is very good. Bungie I think said same for Halo how it is the same battle over and over again if you understand what I say.

No need for complicated control! Excellent. And there is enough different variations to play over and over again unlike #38482 Stealth Game Vegas Wink

_____________________________

"And I'm Barry Hercules, Doc"

Sebastian

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Posted: Tue, 21/11/2006 - 18:01

Yep, you summed it up nicely Spag. I was a bit worried at first because the majority of the hype was regarding the visuals and such, but the core part of the game, as you say, is what makes it, and I had no idea this was the case until I actually got my hands on it. 5 mins in, and it already feels natural, you don't have to think about what your fingers are doing - that's the beauty.

Joose

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Posted: Tue, 21/11/2006 - 20:31

I love the weight of the characters too - they all so damn beefy, built up like Arnie (there is even a Locust who looks like Riddick for god sake). When you slide forward against a granite block its like you're falling into cover and once you get the momemtum going its kind of like you're a coin dropping through one of them old 'Penny Falls' machines.

There's a Venice looking deathmatch map that has the most beautifully crafted bend at the start. Its a sniper map so both teams start by running full pelt to get to the gun first from different ends. When you go into a run the view becomes one of war time reportage footage and you dont turn left or right so much as lean. The angle of that first bend is so tight as you glide around it, seriously its bordering on the vibe you get playing a racing game, especially when you have 3 or 4 team mates all going for it along side you!

The balance between speed weaving and point to point cover switching is keeping me up at night thinking about it.

Spagmasterswift

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Posted: Wed, 22/11/2006 - 16:27

Yes that level is good. I find that maps are perfect and not a bad one at all. They have been well designed and every inch works the cover mechanism in perfectly.

_____________________________

"And I'm Barry Hercules, Doc"

Sebastian

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Posted: Thu, 23/11/2006 - 13:40

Hmm the way you guys are describing this it sounds completley different to my expectations of the game. Sounds more like an action puzzler where you have to work out how to move through the environment.

Are the levels quite linear in their layout? I.e. is there one correct path through, or is it more freeform?

Madbury

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Posted: Thu, 23/11/2006 - 13:58

It is linear in layout mostly but there is choice to go alternate path sometime. In co-op this works very well. It may be is not too different from what you expect really and it very much like other squad games like Road to Hill 30 only Gears is so much better and has the added style bonus of rolling over obstacles Laughing out loud

A lot has been wrote about graphics and sound and it does make jaw drop only here more so because everything is the game and interactive. There are no cardboard cut out here. It is game like Gears that show what this generation should be doing. Not just good graphics.

_____________________________

"And I'm Barry Hercules, Doc"

Sebastian

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Posted: Thu, 23/11/2006 - 14:15

I went into it thinking it was gonna be much like Killzone but with a few more things to duck behind - and to be honest you could play through on 'Casual' and have a very similar experience to that. Take a few hits until your skull health symbol is a full blood red and think "right I better get up against this pillar until I'm healed".

However, on 'Insane' difficulty you just can't afford to be caught out in the open cos the bullets pack a serious punch. Your foes wont just stand up and down at the back of a room waiting for you to aim in on them for the headshot - they leap over cover directly towards your position while their boys start to flank you. You can stop their advance by blind-firing in their direction forcing them to take cover, giving you the window to move to a area that gives you the advantage.

I'm sure that each level has been designed with the perfect 'line' that you could take to use maximum cover, but a lot of the outdoor areas are wide enough for you to get past a foe and come up behind them, flank them from the sides, etc. Having a coop feature results in many forks letting you split up too. Often you will spot your mate up on a balcony firing into the court yard you've got yourself pinned down in, or through the window of a derelict building. There are dead ends that yield ammo and weapons, that sort of thing, but it only really feels strongly linear when you are in a corridor or carriage section. For freeform the deathmatch maps are where its at, although both teams start off on separate sides you all end up spread out everywhere which is why team play is so important - you need peeps watching your back in there!!

Spagmasterswift

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Posted: Thu, 23/11/2006 - 14:28

Ahh well you boys have kinda described this in a totally different light to most of the other reviews I've read and what my initial thoughts were:

generic shooter xyz

From the sounds of it not only is it a showcase for gfx but houses fab gameplay, which can only be a good thing raising the benchmark.

Keep the posts up, they almost act as if there reader reviews very in depth Wink

gingerj

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Posted: Thu, 23/11/2006 - 14:44

I read this on Slashdot:

Quote:

well to start, it isn't an FPS. It's a third person shooter.

I can't tell you why OTHERS find it so fun, so I will relay my own personal experiences with it.

To start, the way that the cover system is implemented gives it a greateer sense of realism...after all, you wouldn't just go standing behind a wall in a warzone...you would have your back to it and pop out...you would transfer from one cover to another, not just simply jog over to the next one...I suppose what I am trying to say is the strategies required to play the game succesfully are very different from your typical shooter in that if you do not utilize cover correctly, you WILL die.

Generally, I find graphics take a seat to gameplay and story, but in this case they help a LOT. They are done in such a grity, grimey way that when you finish playing you feel the need to wash your hands. It is a dirty, dirty game.

The reloading system adds alot too. When you mess up a reload and you see your char on screen cussing and getting slightly frantic...you start getting the same way. In the middle of a firefight when you are flanked/pinned down, being stuck with a jammed weapon (just like in real life) is one of the most heart-attack inducing moments you can imagine. There is a great sense of satisfaction and accomplishment with each enemy you take down. While some may cry foul about the AI, on the harder difficulties (not unlike Halo) things start getting really tough.

The char's are developed JUST ENOUGH for you to care about them, which is perfect considering it is supposed to be a trilogy. The first one sets it up, the second gives the backstory, the third concludes everything.

All things combined, it is plain fun. It isn't particularly revolutionary, it won't change HOW games are played or anything...but it will most likely change how much effort people put into games. I lack the vocabulary to describe to you how excited I am for the second and third installments.

I feel sick actually and need to take rest of day off work hehe. One of my things I like is the sound when the area is clear as it has a good mental impact knowing you are safe for now. I am unsure about achievements though as I do not play on casual and selected hardcore. Do I need to play casual? Seems unfair to do it that way like hardcore should unlock easier difficulty too. I think Perfect Dark did it like this yes? You play Special Agent and game unlock Agent and Special Agent rewards. Oh well a minor annoyance really Tongue

_____________________________

"And I'm Barry Hercules, Doc"

Sebastian

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Posted: Thu, 23/11/2006 - 14:58

No need to play Casual man as playing Hardcore unlocks any corresponding achievements available. For example: I took out the last boss on Insane and unlocked the achievement for killing it on Hardcore.

Some of the criticism I've read has (surprise surprise) come from peeps who just haven't figured out how to play it yet. Its true your AI team mates are by default proper hungry to get at the Locust's and will run straight over to them normally getting themselves carved up in the process. There is a way of giving them orders to 'take cover', 'attack' and 'fall in' though, which keeps you from having to be constantly working your way over to them to supply aid.

The only part of the game I have an issue with is the driving section. Its so incredibly out of place and only 'works' when you're playing coop as you need one person to drive and one person to use the turret weapon. Obviously its possible to do it alone by switching between the two, I just object to it out of general principle. A more cynical me thinks they only shoehorned it in for future merchandising...

I hadn't expected anything to come along and take away my need to play Lost Planet, but after a quick go on the mulitplayer demo last night I was longing for their to be a cover system - it just felt like I was wondering around horribly exposed to enemy attack with no real direction or plan - which I guess is exactly what I was doing.

Spagmasterswift

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Posted: Thu, 23/11/2006 - 16:39

Excellent. I guess I just need to complete it then hehe.

Yes I read same about AI team members. As I was reading I thought that if AI was perfect (like Mr. Capable perfect) then player would not need to play as AI would complete game for you! Player has AI commands for a reason. I think some players need to RTFM.

_____________________________

"And I'm Barry Hercules, Doc"

Sebastian

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Posted: Thu, 23/11/2006 - 17:04

Too true, YOU are meant to be the hero innit, not some next manz!! I'm ashamed to say that I let the AI do way too much when playing through Call of Dutty 3, the amount of kills those guys stole from me really pissed me off though - I'd work my way around the side of a building only to find that they had capped everybody for me. Imagine Arnie facing off against Bennett only to find Jenny had electrocuted him and jammed a massive steam-pipe through his chest o_O

Spagmasterswift

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Posted: Thu, 23/11/2006 - 17:04

Double Post - I got all excited thinking about Commando...

Spagmasterswift

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Posted: Fri, 24/11/2006 - 21:11

Finally my Asian ver. of Gears arrived today. Been working like a dog all day, but will sample it tonight. It's a damn shame my driving theory test is in a few days. I wanna play this, not revise. Sad Fecking driving... stealing all my cash monies/gaming time. I won't let it interrupt my Wii sessions.

Emir


Posted: Fri, 01/12/2006 - 09:57

Played some fun multiplayer Execution matches last night and discovered that if you activate the chainsaw and then pull the right trigger you can rev that shit! Vroom Vroom!! The details in this game are still making me laugh.

I had a proper Arnie moment too on the outdoors garden staircase map (Escalation?). It was just me on one side up against two work mates on the other. I spawned at the top of the map knowing I was going to have to put in some extra work to win this - the level is kind of balanced with those at the top having height advantage against people in cover, but those at the bottom get Grenades and Sniper Rifle. Anyways, I knew those boys would be coming straight up to gang rape me so I had to make sure I got down the bottom to where the tricks and treats are stashed without them spotting me. That meant staying ducked down running tight against as much cover as possible hoping they'd chosen the other side to come up at me from, which luckily they had. By the time I'd gotten to the bottom and snagged the Sniper Rifle I could see a head all the way off in the distance at the top. Now when you pick up a weapon a screen popup informs everybody so I knew the enemy had my position and would be straight back down. Zoomed in and managed to crack off the longest headshot possible in this and any other game - I shit you not! Its was beautiful. After that (and grabbing some grenades) I was feeling confident so back rolled into the left corner of the map and set up waiting for the other one to try and rush me.

His descent was smooth though, kept it tight with his head down choosing very unpredictable times to switch up his cover as he got nearer and nearer. I was cool though cos I knew he wouldn't make it down the long exposed final stretch without me taking off his head, until suddenly a huge arcing trail of black smoke was in the sky and landed right at my feet. Blind, I had no choice but to switch the rifle for a grenade and listen out for the audio cue of his revving chainsaw. Tense moment man, so I moved to the edge of the darkness for a peek out just as he rolled in past me, I turned, slapped a grenade on his back and then backed rolled out to see the dark smoke flash bright red and yellow and bits of my mate rain down from the sky.

I'm telling you my balls were as big as fucking watermelons after that!!!

While rinsing Mercenaries on Resi4 I was longing for the chance to bring some mates into the action and this totally feels like the next logical step from that wicked game. Now I'm longing to make my arm go massive so I can dash through peeps as they explode!!! I hope something like this is in Resi5...

Spagmasterswift

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Posted: Fri, 04/01/2008 - 11:06

Finally have this game and half an hour in I'm really rather taken with it. The cover mechanics are phenominally well done and the setups are well designed to let you outflank, take point or offer covering fire and support from the rear. Rescuing AI squad mates is pretty natty too and the enemy AI in the first few environments is suitably aggressive.

All it needs is a combo meter really Tongue

Madbury

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Posted: Wed, 23/01/2008 - 10:13

Well after not expecting very much from this game. I have to say I'm completely absorbed. Some of the mechanics in Gears are so well designed and executed that it appeals to my jaded arcade gamer sensibilities.

Firstly there's the viewpoint. Now I'll be the first to admit that I was not convinced that the 3rd person view would add very much and was just a gimmick to make yet another fps style game look different. Oh boy was I wrong on that front. The cover mechanics are crucial and simply wouldn't work fps style (Perfect Dark Zero I'm looking at you). Not to mention the clever inclusion of the focus button to quick look you to important environmentaly details and scripted events.

Whilst we're on the subject of scripted events Gears for the most part succeeds in building tension through some very nice use of set peices that range from a lightbulb blowing out to a whole world of shit exploding around you. They've pretty much nailed the cinematic feel that so many developers aim for and miss.

My favourite feature by far though is the manual reload. It's inspired. Clip out or touch the reload button and a bar slides up. If you hit the reload button when it's in the white zone you get a fast reload and double damage. Miss and you get a jam, costing you precious seconds. Ace.

The reload timer is pretty much indicative of what this game's about. They've basically taken the third person action genre, thrown out most of the design paradigms and come up with something pretty damn spiffing. My only gripe thus far has been the rather silly driving segment and the fact that getting grenades to go where you want them is a complete nightmare.

Presumably we're going to get a sequel to this. Hope they're as inventive in the design next time around.

Madbury

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