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Players who invest in expensive species will be able to pay a cheaper price for that type in future purchases within the session. So pay 36 tokens for a Savage Boomer, and it will be available for 12 in all subsequent character selections. And players will want to invest in the big guys. Chain guns eviscerate entire squads, and the flail attack empties out camping soldiers like a mortar shell; the bigger the bad guy, it seems, the more gory its method for killing foes.
Enemies get blown up, ripped apart, riddled through, thwacked away, and generally mowed down. Gears 3 feels so violent because death isn't limited to bullets, grenades and chainsaws. The Serapede, a sort of 15' long centipede you see in '50s horror flicks, makes the best impression. Said Serapede protects itself from victims with its plated back, making it vulnerable only to shots from behind; to totally exterminate the bug, humans have to shoot it apart one abdomen at a time. Meanwhile, the Serapede's electric zap, sparked by raising its two front tendrils together, proves to be a super-effective (and gory) melee attack -- snapping loose humans limb from limb.
Readers will have to wait a little longer to learn about the campaign mode for Epic's finale to the Gears of War trilogy, but if single-player innovates on its formula as significantly as multiplayer has, there's much to look forward to. We couldn't get Bleszinski to confirm he's a Team Fortress fan when he swung by for the Oddcast, but whatever's got him rethinking co-op multiplayer, we like it.
Prepare To Drop!!
http://www.eurogamer.net/videos/egtv-interviews-cl...
http://www.gamereactor.no/grtv/?id=7946&l=E3
Oooh, Profound, isn't it?
Oooh, Profound, isn't it?
I have a thing with trees in games as well to be fair. It's partly why I couldn't bring myself to enjoy GTA IV (no, seriously).
I have a thing with trees in games as well to be fair. It's partly why I couldn't bring myself to enjoy GTA IV (no, seriously).
FROM THE DARKNESS I DRAW MY STRENGTH!!
I might not be a huge fan of Gears' MP due to it's issues, but the Horde mode and campaign co-op are right up there w/ Vegas for awesome fun with some buddies.
From the E3 demo I thought Gears 3 looked like a clear step up from Gears 2, especially in terms of lighting, AA, and more rich colors (not the washed out effect previous gears had, especially the first).
Beast mode alone has me really excited.
I might not be a huge fan of Gears' MP due to it's issues, but the Horde mode and campaign co-op are right up there w/ Vegas for awesome fun with some buddies.
From the E3 demo I thought Gears 3 looked like a clear step up from Gears 2, especially in terms of lighting, AA, and more rich colors (not the washed out effect previous gears had, especially the first).
Beast mode alone has me really excited.
Currently playing: Bad Company 2(PC), Uncharted 2(PS3), Dead Space (PS3)
I have a thing with trees in games as well to be fair. It's partly why I couldn't bring myself to enjoy GTA IV (no, seriously).
** Yes We CAN!! **
Until UE3, and specifically Gears 3, proves to have some lifelike animation and some natural, organic textures/post processing effects, I think it's prolly hopelessly stuck in clay golem/puppet mode. Marcus' facial animation always reminds me of Goro from the first MK movie.
I don't particularly mind though, I think it'll be a superb game. Provided they keep stepping it up the way they did with Gears 2 in terms of gameplay bits and bobs, it should pretty easily be the premium shooter experience again.
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** Yes We CAN!! **
Lacking in the animation department has very little to do with the engine.
Ignorance is the true enemy of all things.
Suhweet!
Rage and Crysis do the same things as Gears, dismissing character animation for visual fidelity, but they, granted, have more visual oomph than UE3 at this point, that's undeniable.
I think the PC mentality of protagonist you can't see and antagonist you're supposed to shoot has played down the importance of character animation and organic "humanity" for so long that it's a distant priority in crafting an engine. Only Valve showed interest in actually creating believable characters, but they haven't really made an engine in 7 years at this point.
Editation:
The graphics whore comment is a fun one though because in my time here I've probably covered everything by now. I am impressed by things very much outside of any measurable graphical standard. I play Wii games that genuinely fires up my chest region because they're beautiful, and likewise a game with buckets of zany visuals on an HD console sometimes irks me by being stupid about where it focuses those efforts.
My stance on Gears has a lot to do with that game focusing everything on its scenes, and nothing on the guys you control. That was fine for one and a half game, but the genre has shown how much you can do to create a more interesting and intense visual impression. Gears 2 adapted some of the contextual animation of Nathan Drake from Uncharted 1, Marcus ducking as bullets zip around his head, but it's still on a miniscule level compared.
Third time out, even the "scenes" it paints may well be surpassed by scenes from other games, and unless they've upped the animation it's pretty much surrounded by things that makes my heart race faster in that particular regard.
Ultimately though it's of little consequence, since Gears is absolutely brilliant as a game, and that's sort of the dealmaker for me, so to speak.
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** Yes We CAN!! **
They've been beat with a ten pound sledge ever since Sony poked their first party stuff.
Oh well, whatever
I mean I am comparing them here, to where games are heading with that stuff. Inverse kinetics and contextual animation. Nathan Drake seamlessly transistions between animation based even on the elevation of the ground beneath him. Arcs forward when running uphill, placing his feet on solid objects running over a small stream.
That's what I call more than good enough. It's superfluous for sure, but other games are adapting that stuff and it has been setting a bar since the first Uncharted. That's almost three years ago soon.
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Prepare To Drop!!
** Yes We CAN!! **
Animations and UE3 don't exactly play along very nicely, but that goes for most engines out there...
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I don't think the animation is crappy either. It has nice weight to it, and they move like they should( diving animations are much better timed compared to say, Vanquish IMO). If detracters are talking transitions and variety, I can agree somewhat( especially sliding into cover) but sometimes those must be sacrificed to keep it playable. I would love to see more cover animations/ context animations. I will agree that the animations for climbing ladders is generally atrocious though...
Oooh, Profound, isn't it?
Marcus trots along identically at all times, and while some of that is attributed to the panhandle controls (you can't turn towards the camera) they could still do tons to make him seem less like a piece of machinery and more like a human being.
Using an example that isn't controversially tied to a competing platform, Alan Wake incorporates quite a few of the techniques that Uncharted and Infamous use, and Wake pretty convincingly darts around the place, shifts his weight, contextually places his feet when walking up and down stairs. None of this is essential, clearly, but it does rocket Alan Wake to - in my opinion - the clear top of visual powerhouses on the 360 just by borrowing a few minor presentational elements from Sony's character action games.
There just doesn't seem to be a desire to pursue those techniques with Gears, and it's kinda stuck just polishing the surfaces of everything to be a marginally prettier *picture*. You can do loads for a game's feel and intensity by infusing the characters with more believable weight and volume and subtle behaviour patterns.
I'm not contesting that Gears plays great, of course. I still think Gears 2 trashes TPS'es to left and right, but it's frustrating that they seemingly have no interest in upping their game in the areas where other "premium" games blow it away in turn.
If I may, I'll call attention to Uncharted 2's spectacular building complex/helicopter fight. I wager 50% of its percieved intensity is just seeing Nate BARELY stumble into safety, BARELY grab a hold of ledges, DUCKING WILDLY as he dives into safety behind cover and the distraught look on his face and his body language as bullets rain around him. All of that is just layers on top of controls that are as responsive as ever, never once impeding your sense of complete agency. It's remarkably produced, and even though it doesn't mechanically play as well as Gears, that's not an inherent problem of those production values.
Gears could be competing on that level if Epic gave that aspect of it some thought and poured effort into it.
I hope none of this paints me a fanboy, because it's really just a general observation of games. It just happens that I really do think Uncharted 2 is an astonishing achievement with its relentless ambition, presentation wise, in every area. Much to my "colleague" Dominic's chargrin, I wasn't quite as evangelic about the game itself. But hey, that's another matter entirely.
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