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Gears of War 2-Kafeèn!


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Krigens Utstyr, din kjempedust.

 

Krigsmaskineri er en bedre oversettelse spør du meg.

 

Gleder meg sinnsykt til Gears 2, bare dumt at spillet kommer midt opp i lesinga mi til familie/arverett-eksamen. Så må nok vente til starten av desember før jeg kan spille noe særlig! :(

Endret av Jakoozie
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Ser ut som det er mer mystifikse saker her også, og ikke bare en merkelig sniper.

 

Jeg fant også ut mens jeg så denne at det er en forferdelig AUTO AIM tilstede.

 

Første gang man ser det er etter 1:30, etter det er det spredd litt utover.

Er det noe jeg absolutt IKKE vil ha i Gears of War så er det Auto-Aim.

Håper virkelig det ikke er mulig å ha skrudd på i Multiplayer!

 

Selve mappet i videoen ser helt nydelig ut forøvrig :p

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Utstyr av Krig :D

 

:roll:

 

 

Krigens Utstyr, din kjempedust.

Unnskyld meg, men er ikke "Gears" kallenavnet på soldatene til COG?

 

Da ville det blitt Krigens soldater,, erkedust

 

Stemmer det, Coallition-soldatene i Gears of War blir kallet "Gears" eller "COGs".

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2 Shot Active Reload på Sniper? (0:41)

http://www.gametrailers.com/player/usermov...aylist=featured

 

 

Dobbel Sniper-rykte avkreftet

- Dobbel skuddet til sniperen var ikke noe dobbel-skudd overhodet.

Det var bare at han ble skutt etter han selv hadde skutt, noe som fikk skjermen til å riste.

 

 

 

Jeg fant også ut mens jeg så denne at det er en forferdelig AUTO AIM tilstede.

 

Første gang man ser det er etter 1:30, etter det er det spredd litt utover.

Er det noe jeg absolutt IKKE vil ha i Gears of War så er det Auto-Aim.

Håper virkelig det ikke er mulig å ha skrudd på i Multiplayer!

 

Selve mappet i videoen ser helt nydelig ut forøvrig :p

 

 

Auto Aim-rykte avkreftet

- Det var heller ikke noen Auto Aim. Cole satt i hjørnet baki der og gjorde som negere gjør best, gjemte seg i skyggene. Når man siktet på han kom det opp ett kryss og den angivelige hoppingen av siktet kommer av ustødig filming.

Endret av Lakus
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Anbefales å se på de klippene og bildene Lakus linket til, mye spennende historie og en del tøffe filmer!

 

Håper for guds skyld at de gir ut noen sånne slags cog tags, tror jeg aldri kommer til å ta den av igjen hvis jeg får tak i en..! :woot:

Endret av DragonsHeaven
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BareLakusGeow2Banner2.jpg

 

For the Love of Gears

Franchises and themes are a clever and interesting subject to talk about, it’s mostly marketing, and on our own behalf, our relation to the subject. To give an obvious understanding of this, generally (maybe not so much now) when you think computers you think Windows, because when you start up a vast majority of PC’s you see ‘Windows’ for a good five or so seconds. If someone mentioned an MP3 player, it wouldn’t be unusual for an iPod to pop into your mind, as you see it as a standard for an MP3 player. This can work in the reverse as well, you see ‘Windows’, you think computers, as the link is stronger this way because you can only really relate Windows to a computer. Now, the exact same logic works with large franchise games, if a console doesn’t have a lead game to represent it then it’s most likely not to sell as well, so if you now thought Gears of War you’d quite likely associate the Xbox 360.

 

 

What is strange or slightly peculiar about the Xbox 360 is that Microsoft have seemed to have promoted two games as its lead associates, the well loved - and hated - ruler Halo, and it’s ever so close second in command, Gears of War. Most other consoles really had just the one, Mario, Sonic and Lara Croft, or it would just change in time to be something or someone else, e.g. Metal Gear Solid for Playstation. The interest behind all of this is how Gears of War became the start of a legendary and potentially huge franchise, and a game of which so many Xbox users and gamers in general love to play. Is it all due to Microsoft’s well known marketing skills? Or is Gears of War really that revolutionary? Or could have it been the first sign of next gen gaming on the Xbox 360? Maybe to help answer these questions, we need a reminder of what Gears of War is actually about.

 

The Gears of War

 

Gears of War was first released in November 2006, around a year after the release of the Xbox 360. Developed by Epic games - well recognised and known for creating such games as Unreal and the Unreal Tournament series - this game had promised to avid gamers true next generation graphics, engaging action and quick thinking gameplay through out, and everything which was shown beforehand, at E3 and so forth, was pretty much what we played when it was released. And I suppose that’s one contribution to why it’s done so well, it has delivered more or less everything that it has promised.

 

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So, in Gears of War you play as a hardened war criminal called Marcus Fenix, and it being a third person shooter, you’ll be experiencing and getting to know the character you’re controlling. This isn’t it though, you’ll meet a few other intriguing faces on the way, all with their stereotypical deliveries and cheesy one liners. One thing Gears of War hasn’t promised is a well written, unique and attention grabbing story, everything you’ll be experiencing is pretty ‘cut and dry’ and very straightforward to follow, quite intentional as the emphasis is always on the situation at hand (which often involves you killing something). You’ll be experiencing all the things which make a war cool, and it gets very close and personal, making the visuals extremely, well... graphical. Chainsaws attached to guns, grenades which you can stick to your enemies, shotguns which make enemies explode on impact, and of course all the gore to go with it.

 

It doesn’t stop here however, not only does Gears of War offer gross and disturbing visuals it also offers you and a friend to redecorate the floors and walls of many interior and exterior designs, and this is offline or online. One of the first games on the Xbox 360 to offer great graphics which you can experience with a friend, and then on top of that, you can head stomp Locust or Cog scum online on a four vs four deatmatch like experience. So there’s quite a lot to partake in Gears of War with a lot of unpleasant violence, but is this the sole reason why Gears of War is so successful?

 

The new definition of next generation

 

There had been much hype before the release of the Xbox 360, of next generation graphics, next generation gameplay, next generation designs and ideas, but no one really knew what this meant. All we were sure of was it was going to look and play better than our Xbox and Playstation, so when the Xbox 360 did finally release to the public in 2005 we were given a few release titles such as ‘Amped’, ‘Kameo’ and ‘Perfect Dark: Zero’. Well, the sports lovers had already played and loved SSX and probably thought how could it get any better, Kameo was a title been in development for a while now and was originally meant to be for the GameCube and Perfect: Dark Zero... let us leave that as ‘controversial’ at the least. So, the public as a whole felt let down somewhat, we were still waiting for the real next generation to knock us on the head and wake us from the lucid illusion of a dream we had been living, and I think that happened quite clearly on the announcement and long awaited release of Gears of War.

 

Going back over the pre-made requirements of what many of us thought was ‘next gen’, the game needed to have next generation graphics, well Gears of War had the newly improved and great looking Unreal engine, and it’s even awe inspiring now. Another characteristic was next generation gameplay, a vague feature, but Epic did show off some pretty nifty and easy to use character controls – the use of the action oriented ‘A’ button and the ‘war cam sprint’ being two of the most impressive. And the next generation designs and ideas, well who would have thought of a machinegun with a chainsaw attached, I’d say that’s a next generation idea. Gears of War for many players, including long term PC gamers, offered to us what a next gen game should be like and it was coming exclusively to the Xbox 360.

 

But not only does the game itself contribute to the overall success of a game, the context and time of its release is a great effect too. Around the time of the release of Gears of War was the release of another next generation console, because of course the Xbox 360 had a head start in the ‘console wars’. The clever and most appropriate spot of release happened to be right next to the release of the Playstation 3, it was a console promising some of the greatest visual power any console has achieved to date, and there had been some impressive looking first releases, however the Xbox 360 had proven its equivalent with the new and improved Unreal engine. And arguably still hasn’t received a match.

 

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This explains why there was so much marketing and pre-built hype, mostly generated by Microsoft, behind the Gears of War release. Yes, it was a new IP from Epic, yes, it was using the Unreal engine and yes, it promised brutal killings, blood and guts, but most of the intentional media output came because of the soon to be released PS3. Maybe Microsoft wanted Gears of War at the time to be a temporary flagship of the Xbox 360, to shift sales and convert previous ‘gen’ owners. The surprise announcement has only recently evolved it to become a series and an inevitable franchise, we just knew the original success meant there was more to come.

 

 

Microsoft + Media = Mayhem

 

Anyone who knows Microsoft knows that they’re marketers first and software developers second. Microsoft has always been profound at getting their product across to users and non users alike, they have the strategy, manpower, influence, medium and - of course - the money to promote what they like when they like. Being the publishers of Gears of War the spotlight was definitely put on the game, but not just the game though, the developers behind it. Who knew Cliff Bleszinski before the announcement of Gears of War? I can say for sure a lot less before the success of it. Cliff Bleszinski has now been put up next to other infamous designers and creators such as Peter Molyneux,Tomonobu Itagaki and Hideo Kojima through essentially what is one game (and I’m sure others will argue otherwise that he deserves it). How did this happen? Well, he is lead designer, but of course if you keep showing the face at the events he becomes a representative. It also helps if that someone has a character as well, coincidently, Cliff Bleszinski does and it really doesn’t matter if you love or hate the man, either way you associate the person with the great franchise.

 

There had been developer diaries, interviews, previews, designer play-throughs and media covered events such as E3 to show off Gears of War and the hard work put into this now well distinguished title. And so, quite naturally, almost everyone knew what this game was and what it was going to offer us. Without Microsoft advertising to us, and without the events for journalists to write about the games popularity would rely essentially on the reviews upon release and word of mouth, this obviously wouldn’t have been anywhere near as efficient for huge sales on release date.

 

But of course the hype doesn’t stop after the release of the game, for consistent sales and to show that Gears of War wasn’t a complete flop you need to market the game further. TV advertisements, gameplay trailers, download content etc, all enticements to Xbox 360 owners who don’t have the game basically saying ‘you’re really missing out here’, and also hinting at success and future releases.

 

Rate it AE for Almost Everyone

 

You can’t have a successful title without a defined successful purpose, and that purpose needs an audience to aim at. Any publisher will want to sell their product to as many people as possible, that’s their basic purpose, but with a game like Gears of War obviously there will be restrictions. We want to keep the rating as low as possible, however with this amount of blood and exaggerated death elements it’s understanding that this game is an 18. This will restrict the seller of the title and put age restrictions on gameplay footage, but this won’t at all restrict advertising the game with the less violent sequences. So it’s fine to put short teasers on TV, advertisements on the internet and gory written details on the web-pages, the message will get out to as many gamers as possible because many shooter lovers like satisfying ways of taking your most hated monster like enemies out.

 

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Gears of War will appeal to most players who like detail intensive graphics, it will also appeal to anyone who knows and enjoyed previous Epic developed games, and most 3rd and 1st person shooter lovers. Well, shooters are a well established genre and exist at least a little upon all platforms, including a lot on the previous Playstation, Xbox and PC systems. It’s also worth pointing out that it’s pretty much a western type of game, advertised mainly in a western part of the world, by a very well known western company, the results are fairly obvious... it’s going to attract a lot of the right audience.

 

To conclude...

 

You can never be sure exactly how a franchise will spark off, depending what it is it can be quite spontaneous and have many contributors, it may not be entirely intentional and maybe it ought to have been just a one off. Sometimes it’s best to wait, see what the reaction is and then give the go ahead for further sequels, as we all know sometimes too much of the same thing can lead against future sales.

 

Looking at this in context though, Gears of War was most definitely publicised by Microsoft in response to the soon to be released PS3, Gears of War was also a title which matched its promises and showed what the Xbox 360 as a next generation console was really capable of, after being the first ‘next gen’ console and already consolidating its audience. The success of this then lead to a very large fanbase (a different fanbase to Halo) and an expected term from many reviewers of being the ‘flagship’ of the Xbox 360. Of course rumours emerged of a sequel, and Epic answered everybody’s question with a ‘surprise’ announcement of Gears of War 2 at the GDC (Games Development Conference). We all know that the only real surprise though was of Epic on how successful Gears of War had really done, and that Microsoft’s and Epic’s natural reaction would be to create a sequel.

 

Whether Gears of War will become as big as Halo is a question answered in a matter of time, but to what being the biggest contribution to giving the game such a large potential? Well... this is mostly due to well timed marketing by the largest corporation on earth and some well researched demographics on ‘next gen’ expectations, expectations might I add which had already been created by Microsoft in the first place.

 

 

 

 

 

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x360a Meets: Cliff Bleszinski, Gears of War 2

When I got the chance to go and get some hands-on time with Gears 2 a week or so back, I also got the chance to be bundled in to a room with Cliff Bleszinski and co. to discuss plenty of hot topics, from host advantage, the "bad motherfucker" Skorge to things like the upcoming Gears movie.

 

Sit back, grab a drink, it's a beast of an interview with plenty of insight!! Enjoy.

 

Obviously the first game was massive and when the sequel comes along, people are expecting it to be doubley awesome. How do you start with that, do you literally start to do it “bigger, better”?

 

Well you know, we were originally saying the whole “bigger, better, more badass” thing which was marketing speak and it had alliteration and things like that, ultimately becoming a self parody of itself, which is why we reinforced the fact that the whole game is “epic and more intimate” this time around.

 

We all just kind of got together and went through a process we called “new, better, more”... What would be new in Gears 2? What would be better than the original? What would we have more of? We came up with a huge list and voted on it as the leads and hashed out what it would be...

 

We knew the campaign would be longer and we’d have a better story. We knew we’d have new of course new weapons and new multiplayer modes and bots in the versus. Then we set out to start building it. I think that sometimes having a fresh perspective, Susan O’Connor is an excellent writer and I think bringing a new writer on board for Gears 2, helped a lot to have more angles on existing characters and that’s what Josh brought to the table.

 

There’s little things like, we’ve got a new musician, a guy named Steve Jablonsky did an excellent job of not only scoring the cinematics but also the in-game music. A very talented kind of A- list Hollywood composer, adding so much to the game where the point is that it’s no longer a game, but a platform. Each mode is huge, the campaign is longer, the co-op has two... basically, you can play through the campaign and then horde, as well as many multiplayer modes and build a package that hopefully people will play for months, if not years to come.

 

What’s was the most important thing you wanted to improve upon from the first Gears, to the sequel?

 

The campaign and the story are the obvious ones and doing something that has a little bit of heart in it. At the same time though I was dying to get back with Ray in the code and tweak the cover system because when I played the first game I feel like we did a really good job but there was so many little moments when you’re roadie running and you accidentally slam in to a wall and you want to swat turn but you can’t interrupt the swat turn, but you can now... Where you dive towards cover, now you can interrupt that but you couldn’t in the first game.

 

When you got knocked down but not out and I wanted to crawl around and all of the stuff. Tweaking all of those things were very, very high on the list and that’s one thing I’m really happy we were able to do.

 

Going back to the script writing and such. How much control did Josh Ortega have with the direction of the universe?

 

 

Basically the way we do the process is that I come up with a two page treatment, and then Rod and Mike, who is our President and also acts as an Executive Producer, tear it to hell and tear it to shreds and then you do another treatment, and another treatment till we have something that we feel will be a solid outline of what the game’s going to be. Then the two pager that’s solid is given to the lead level designer who breaks down the level designs from there and then Josh comes in and gets involved and that’s the way Gears 2 panned out.

 

We’re always learning as we go and the process continues to evolve. Josh, he’s a very charismatic guy, he’s a force of nature and he knew when to pick his battles and what to push for and it’s that type of system, of checks and balances that ultimately yields the best product, especially the narrative.

 

Is there anything in particular that he pushed for that was maybe a challenge?

 

I can’t talk about any of those without spoiling to be honest. Let’s just say that narrative wise we take some risks in the game and we do some things that I haven’t seen a videogame ever do.

 

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You’ve been quite forward with your information so far regarding multiplayer modes, weapons, and the campaign. Have you got any surprises up your sleeves still?

 

I think the fact that you only get to see like three quarters of the first act, when there’s five acts, says that there is a still a lot that remains to be seen and if anything, it’s a little frustrating right now to tell you guys about all the cool stuff that’s in the game, when I know there’s so many cool twists and turns and moments in the campaign later that I can’t show you. It’s kind of agonising. There’s still plenty more to be seen.

 

Are there any multiplayer surprises? Maybe unannounced modes?

 

There’s a couple that we not supposed to be confirming too much about, that’s the press briefing but as we get down to a release date coming up very soon... We’re at the point where it’s in our best interest, for the journalists out there and the gamers to have a pretty good idea as to what’s in the game as far as a bullet point listing the box.

 

There seems to be a real difference in the graphical style from the first game and the second game. There seems to be a more European slant with more decoration. Were you looking to show off a bit? What was the thinking in changing the entire look of the game?

 

I disagree on saying that we kind of changed the entire look of the game. I still think it very much looks and feels like Gears, but I think we’ve allowed a little more saturation to bleed through. That’s not to say we’ve made the game look like Care Bears and rainbows and unicorns. There are more expansive open environments that you see ... you see beautiful vistas with trees and mountains in the background which are things you didn’t see a lot of in the first game.

 

A lot of people have the memory of Gears 1 being a lot of gray pillars and claustrophobic environments and it made sense to blow things out a little bit in regards to draw distance because the engine is optimized as well as allowing more colour to bleed through.

 

The European influence was there in Gears 1, honestly. So much of Gears 1 was inspired the trip I took a few years ago to London and I had a day where I did the whole 500 step climb to the top of St Pauls and watched the sunset setting over London and looked at the architecture.

 

Now you’ve got this whole Alpine, mountain thing going on...

 

Well it starts off, kind of Euro style and then we decided to go with Austrian, kind of a mountain hamlets, Little Asheville ... For some reason mountain hamlets kind of have that construction set look for gingerbread houses. You’re going to do a mountain hamlet, they give you the pre-fabs to put in right? You know, it was a location we hadn’t seen yet in Gears and still kind of feeling like Gears but we’ve evolved the style to show you things we hadn’t seen before. That was the goal.

 

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The colour palette seems to have shifted from grey/green to sort of brown... Would you say that was true?

 

To say an entire game that has a long campaign is limited to one colour palette is a bit of a misnomer. When you go to the underground and see the beautiful blues of the indigenous plants of the Hollow as well as the reds of the flames that appear later in the sink hole level. There are more browns than gray this time around, but there are other colours that bleed through. You know, there is a little bit more greens with the trees and things like that.

 

On a similar topic, how do you manage to get so much out the Unreal engine, other people you license to don’t seem to come close to matching it?

 

I think Mass Effect and Bioshock looked quite good, but I think that we have, in my opinion, some of the best artists in the industry, if not in entertainment in general. We are incredibly picky with who we hire and we have incredibly high standards with the content that they produce and then we work extremely hard to make sure every single itty bit of that model is battened down and looks perfect. It’s the same toolset that our licensees get, I think the key is having amazing artists.

 

So you don’t tweak the engine a little bit yourselves and don’t tell the others about it?

 

Absolutely not! Every single thing we have, we share with our licensees because it’s in our best interest for them to have game that looks amazing.

 

So Skorge is the new Gears bad guy, can you give us a little background, tell us how he fits in?

 

Yeah, he’s... I don’t know whether you’ve seen the Kantus which are like the Locust priests; they’re the guys that have all these abilities and can take a lot of hit points, they can evade, kind of like ninja’s almost in regards to their mobility. They can summon Tickers by using their voices and control other creatures by using their voice, as well as reviving Locust that get knocked down as kind of a rallying cry. He’s kind of like the head priest and he’s very high up in terms of the Locust hierarchy. Did you guys have chance to get to his cutscene?

 

Yeah, we got introduced to him right at the end...

 

So you saw him wielding the staff with cool chainsaws on it that can cut through a tank. He’s a bad motherfucker.

 

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You mentioned that you were trying to add more kind of personal touches to the game like the photograph that comes with the Collector’s Edition. What are some of the other personal touches?

 

There is some interesting stuff that they are doing with the marketing campaign with the COG tags, that you’re going to see that I can’t talk about yet but I think that when you find for example, a note on the ground from someone who is writing home about their experience from the war. Writing back to their family and all the horrors that they’re are going through and how difficult things were... You know, finding a complaint letter in the hospital saying that soldiers aren’t getting enough medical care and I think it’s things like that that starts to push through other buttons and themes and it’s not just killing monsters.

 

So last time the multiplayer was huge and it still is huge and we know you’ve put the party system in now and the host advantage has gone with the shotgun and such?

 

It’s reduced...

 

Will it still work on the same sort of basis then that the host will have an advantage over the opposition?

 

The person who is the host on a client-server game will always have an advantage, it’s an unfortunate side effect of doing a client-server architecture. We’re not a peer-to-peer architecture but we’ve optimized so much of that code to reduce it as much as possible, as well as balancing the game better with things like stopping power because personally I found the host advantage to be very frustrating.

 

 

 

Did you ever think about changing the whole architecture to peer-to-peer?

 

It’s one of those things that’s fairly engrained in the engine right now and there’s been some talks about it but we haven’t made future plans.

 

Epic quite recently said that you’re coming quite close to what the 360 can graphically achieve...

 

Yeah, that was a Rod quote that was taken out of context.

 

So it’s not true?

 

I think we’re pushing the 360 but I think if you look at the system, it’s not going to get anymore RAM, it’s not going to get a faster processor, but at the same time, that puts the impetus on the our programmers and our artists to be smarter about what they work with.

 

I always like to use the metaphor of the SNES. You know, the first ones that came out for the SNES were like, “oh wow, a new console, this looks great” and the next generation came out and they’re like “this is good” and by the time they got to the tail end of it, they were like “oh fuck, I can’t believe they are doing this with the mode 7 graphics, how did they figure out how to do this!?” Right? And all these ninja code tricks.

 

If you look at the whole demo scene from Assembly in Finland and all those things and they could make an amazing graphical demo above 32k right. It’s amazing what programmers can do and I wouldn’t count our guys out yet.

 

So do you think there will be a big visual punch then for the 3rd game over the 2nd game?

 

If there is a future product I have a feeling that it will look better than what we’re doing but whatever percentage that is, remains to be seen.

 

Do you enjoy working on the 360, I mean obviously the PS3 has got more grunt, would you prefer to have these games on the PS3?

 

I don’t really work on the PS3.

 

Just looking at the tech aspect, would you enjoy working with the machine?

 

I hate the fucking controller. I’m sorry, I just can’t stand the PS3 controller. I love the Blu-Ray player. I think there are some great games for PS3, I think Metal Gear was great, I think Heavenly Sword was great but at the same time right now, I’m always working on Xbox with Gears.

 

You don’t feel hemmed in by the architecture? You’re comfortable with the 360?

 

I’m pretty comfortable with the 360. I like its controller.

 

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So Santiago’s story is getting a little bit deeper and there is a little more emotion from him. What about some of other characters, can we expect to see more on them?

 

Well there is only so many, while adhering to our rules of 3-5 minute cut scenes and keeping a certain amount of action in the game, we only have so many points to spend on story. So it is very much more Dominic Santiago’s personal story than anyone else in the game.

 

Carmine actually has a lot more to do in this game and he was only in Gear’s 1 for like an hour and for Benjamin Carmine to have a significant big part in Gears 2 is very interesting and we get to find out what makes guy tick a bit more and there also a lot of interesting things that happen with Tai Kaliso, the spiritual warrior who is seemingly invincible and crawls out of the wreck of his Derrick unscathed and he’s got a very unique plot

 

So what’s the deal with Carmine because he starts the first few levels a bit nervous, does he come out of his shell at all?

 

That’s spoiler territory there. It remains to be seen what happens with Carmine, whether he lives or dies, I won’t spoil it.

 

One of the elements most criticised in the original the vehicle sections, yet you add more to the sequel, how have you improved on those?

 

The Kryll sequence was just alright. It was one of those things where we were trying to do an original twist on the, you drive, I’ll shoot formula and it was very meh... It was kind of there. This time of round we’re kind of brainstorming, what kind of vehicles do we do? If they want a tank, just give them a tank. “Ok, if we’re going to do a tank, how can we twist it and make it ours?” “Well let’s give it a giant monster truck”, so it’s very bouncy kind of cruising up the mountain and everything... Suddenly, when you start combining active reloads with faster tank shots, with a snowy environment and the occasional icy lake, and crowd Locust that you’re power sliding through and knocking over trees and doing jumps, suddenly the level starts getting cool.

 

And they were all like “Alright, what else can we do?” “Well we always wanted to somehow see the guys get on some Locust creatures” so they’d have a sequence where you guys are on Reavers, one player is on another Reaver, and one’s on a second one. Then you ultimately end up on a Brumak, that was golden... We call them sorbets, you know, they’re these levels that are palette cleansers between the main courses of combat. You’ve really got to switch up the pacing a little bit. It makes sense to do a better job.

 

So it’s coming out at the key point of the year and will have some stiff competition with titles like Resistance 2. What is the one key thing you would to someone looking to make a single buying choice this year and why would they buy Gears of War 2?

 

I think it’s a perfect example of playing through an interactive movie in regards to a tremendously good Hollywood summer blockbuster.

 

How is the movie coming along, the 2010 one?

 

Working on it. Len Wiseman’s the director, he’s a very visual, a very talented guy... He’s very good looking actually. The writer Chris Morgan did a great job adapting Wanted, if you ever read the graphic novels, it’s almost unfilmable as Watchmen and that turned out to be a really cool movie with Angelina Jolie in there.

 

Are you doing much with it? Are you involved much?

 

I’m the Executive Producer. That means I take a lot of phone calls. We’re cycling on scripts and things like that. Once all that gets solidified, we’ll go on to casting which we’ve not really announced anything about, except no pro-wrestlers.

 

 

Litt lesing for en Søndag.

Endret av Lakus
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