Questions and replies:
AcidCat posted:
In the one multiplayer video I watched it seems characters can absorb a decent amount of bullets before dying. How do you find that sweet spot between taking too much damage - and the weapons end up feeling weak - and taking too little damage, where you're dead before you know what hit you and it gets frustrating?
A player who is good at aiming (and masters the active reload minigame which gives you a smidge of a damage boost) can drop a foe in 1.5 seconds of bullet fire.
I think the guys you were watching were newbs and had yet to really master the game.
Note that in SP the Locust DO take more damage than your typical human. They've got thick skin!
Likerock posted:
Because the game got so big was there ever any pressure for celebrities in the cast or anything like that?
Not at all. We cast whomever we feel is right for the role.
Ultimate Mango posted:
Any further response to some of the speculation that the cover based stop and pop gameplay might get repetitive?
I think the title looks great from a graphics and concept perspective (and you have made some solid all around design choices), but I am really worried that I am going to get sick of running form cover point to cover point after a few hours, let alone the entire single player experience. My main fear is that this (getting bored of the single concept play) will make multi-player less enticing.
Is there really variety to be found in this concept? I sure hope so, and that you have only begin to take the wraps off this beauty.
There's a lot of variety in the game beyond the core shooting dynamic. Just because we've shown a certain amount of the title to the public doesn't mean that's the entire game. If you think I'm going to start spoiling and outlining everything you're high.
Banano posted:
Same bloody difference.
Not at all. An enemy from the underground causes regular earthquakes due to their movement. They implode the ground next to you and start crawling out. Certain denizens of the underground dislike light. See where I'm going?
(...and I wonder what that underground looks like and contains???)
Lord Wexia posted:
Do I need an HDTV to play this like the folks who made Dead Rising seem to think or will I enjoy the environment on a standard-def TV just fine?
No, actually, it looks **** hot on a 4:3 low res TV.
Reddline posted:
Is your hardest difficulty setting similar to legendary in Halo 2 where other classes of enemies are tossed in for good measure? For instance, where enemies such as elites and grunts existed in legendary mode versus only grunts in normal mode in an area of the game.
Enemies are more lethal and cover is even more essential on "insane." We don't play with enemy count on the different difficulties. Insane co-op is a blast.
Fenarisk posted:
I'm hoping there's at LEAST two more than just machinegun/chainsaw and shotgun
There's a nice arsenal of guns. Multiple handguns too. Don't worry.
Banano posted:
Don't you think the american beefcake protagonist vs space aliens is a bit hackneyed? Not ****ting on your game (I do look forward to playing it) but shouldn't next generation mean more complex and in depth character development and story/dialogue as well as 'OMG 30,000 polys per gun!'?
I do realise this is a game primarily about blowing **** up and I ask these questions more with reference to the direction of the industry in general.
1. They're not space aliens. There's no space to speak of in this game. There's one pseudo-laser weapon and it's an orbital beam as the humans in this universe have had limited success with space travel or exploration. There's also no lava or caution striping or dropships. No GI-Joe beams flying around.
2. I'm quite happy with the dialogue. I ask that anyone play the final game a bit before making the call on it. If you judge the book by its cover then yeah we do look like some sort of meatheaded space marine experience. But I hope that when you really get into it you see that Marcus and Dom are boys and that the supporting squadmates have actually got some pretty damned good banter. Ultimately, it's the game version of an action movie, it's not "Lost in Translation."
Character wise, I knew this game wasn't going to be filled with feminine emo types. I'm not a fan of that style. Few of us are. One of the main reasons the characters are so damned big is for visibility. Everything was meant to feel heavy and mean and cool instead of thin and spindly and weak.
Question for CliffyB:
This is really clutching at straws here, but there's a track on the forthcoming Megadeth album called 'Gears of War'. Does it have anything whatsoever to do with the game, soundtrack-wise?
(ohplease )
MS just went "Hay guys we're doing this cool stuff with Megadeth" and we're like YEAH SYMPHONY OF DEEEESTRUUUUUCTION.
So, yeah.
Ghostship posted:
Are people really that excited about this game? I mean, it looks good and all, but I was a huge ****ing Halo fan when Halo 2 came out and I didn't even camp out for that. I'm going to go to EB games this week and pre-order it just in case.
Camp out! It shows our passion for the medium!