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First Gears of War 2 gameplay footage

CliffyB is so huuuunky! ;)

As for the game... eh. I dunno, it doesn't look that much different. Yeah, the scale is bigger, but all that means is that it's more heavily scripted. That's not necessarily a bad thing - CoD does so much scripting I think the coders should be nominated for WGA awards, but I just wonder if that's any way to make a game nowdays. CoD played with the scripting at least, messing with player expectations. I don't know if Epic is all that sophisticated, however.

That said, I'm definitely looking forward to it. Yeah, I still think cover is broken, but the shooting still hasn't been topped.
 
I didn't really enjoy the first Gears of War that much, so I'll just wait to borrow it from my brother. I don't need to play it right away.
 
firehawk: I wouldn't quite call cover in GOW "broken" - I mean, I haven't seen it implemented better anywhere else. I think if they simply mapped cover to its own button it'd work a little better.

And yea, it'll probably be heavily scripted. but yes, as you said, COD4 proves that heavily scripted games can still feel spontaneous (though maybe not on multiple replays).
 
CoD suffers from triggers and spawn points. I think BioShock may be the only one that tried to get away from that... but the enemies are still pretty scripted.

I think the Vegas cover system works the best. It only activates when you want it to, not when you touch something. Again, I'll point to death match games where you race for a weapon and you hit a wall by mistake.
 
looks good (hope they have fixed the run and cover controls as when you where running you can go to cover in narrow bits which was annoying

GOW1 co-op with friends was excellent,
 
looked good to me. sure it looks the same, but why is that a bad thing? honestly, they are damned if they do change things around, and damned if they don't... damned by people on the net at least...

as for scripting, i'm not sure what the problem with scripted levels/scenarios are. i cant think of an action game that doesn't have some amount of scripting. typically the more story you try to present, the more scripting needs to happen.
 
firehawk: I wouldn't quite call cover in GOW "broken" - I mean, I haven't seen it implemented better anywhere else. I think if they simply mapped cover to its own button it'd work a little better.

And yea, it'll probably be heavily scripted. but yes, as you said, COD4 proves that heavily scripted games can still feel spontaneous (though maybe not on multiple replays).

I agree on both points.

I never had a moment's trouble with cover in Gears, and it's still the best implemented I've seen so far. I've never understood my pal firehawk's fondness for the Vegas cover system, which I personally found just too damn hard. For me, holding down RT to stay in cover was problematic when trying to aim, change weapons, lean and whatever the hell else all at the same damn time. Too often my finger would slip off the trigger and I'd end up popping out of cover and, y'know, dying. And that's annoying.

I never understood people talking about being sucked into cover when when they were running. It never once happened to me, though I can see how it's possible. But I agree that cover could be better if it were mapped to a separate button from run.
 
Gears is still one of my favorite games this generation, so I'm looking forward to this. The visual leap in quality isn't as large as I'd expected, but then Gears 1 still looks pretty darn good, and I'm fairly certain than when we get to see more environments jaws will drop.
 
Looks good; I'll be picking it up. Yes it looks very similar to the first one, but I think that's the point. That was a great game. They only need to add some good new wrinkles to make it a hit.
 
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