Gears of War 12min Xboxyde

I hope that you kidding because this is only the 1/5 of the detail that the Markus armor has. I supose that you havent seen other details of his armor aside from the breast part. Check again some hi def videos with gameplay and notice the back side of his armor. As i said Dark Mes. is nowhere close to this in detail.

Sorry, I did not express myself clearly. The screenshot was to show that Dark Mesiah has way lower polygon count on the armor (and for the character to) which is why my hint was "curves". You can clearly see how rough they are and much lower poly count than what is shown in GoW!

And the mapping on GoW armors are clearly superior to!:D
 
One thing Resistance: Fall of Man has that Gears doesn’t are large scale battles. Gears of War only has up to eight players on a map while Resistance has up to 40. “We tried making bigger battles and it just wasn’t fun. Forty person battles have to be time consuming you’re going to spend five minutes running for a thirty second gun fight. In Gears of War when you respawn and you’re fighting in seconds.†As soon as you’re on a map Gears throws you straight into action and the maps are small enough where you’re going to run in your enemy quickly.
:LOL: luv the spin, gonna haveto spin some of my game deficiences as positive things as well
 
:LOL: luv the spin, gonna haveto spin some of my game deficiences as positive things as well

What is there to spin?

Player count is as much a function of technical limitations as it is gameplay. Just look at some basic factors:

- Player movement and mechanics: how fast can they move from point A to point B? Are they able to move quickly to reach cover? Can players jump, straif, crawl, go prone, sprint, climb, crouch, lean, etc and if so how long and to what benefit/detriment?
- Weapon balance: Do weapons tend to kill quickly or slowly? What is the typical range?
- Gameplay Style: is the game more tactical or run-and-gun etc
- Gameplay Modes: Death match, team death match, elimination, capture the flag, king of the hill, assault/defend, objective, conquest/control points, push, etc or some new twist/specialized modes
- MP Player Approach: Is the game class based, non-classed based, buy based, etc. Are there limits/caps, is there a reward system that dynamically impacts balance, etc
- Vehicles: Yes/No; if yes what types (air, land, water, submersible), how fast, how big, can others get one, shoot from vehicles, etc
- Map locations: What is the setting of the game? Single building, vast fields, mountains, islands, forests, and so forth

I am a big fan of large MP gaming. I have spent a lot of time playing the BF series, CS, and so forth. BUT there are a lot of problems with these sorts of games in general due to the problems they face. Some not even related to core gameplay

- Lag. More players, more lag. Your best bet is finding a really solid server close by with lots of players...
- Full servers. It can be hard finding a fully populated servers. So you end up playing 4-on-4 on HUGE maps while waiting for others...
- Tards don't want to balance the teams...
- Joining a game, half in progress, where it is a lopsided affair and knowing you have to wait 45-90 minutes for the round to end (i.e. epic battles tend to last longer)...

Oh man, I can go on forever. Smaller teams means more games, more often.

The other benefit with small games is there can be more focused communication and teamwork on a regular basis. In large games like BF it is GREAT when you get a lot of teamwork, but it only takes a few people to rain on the parade. In a 4-on-4 game, if 2 peeps on your team are not team players go find 2 better players -- easy enough! But in a 20-v-20 game, finding 10 guys to replace the 10 tards... impossible. So as they sit their blowing up your own stuff and TKing you are sitting their wondering, "What is the point?"

Anyhow, the fact that GOW is a slower paced, tactical shooter lends itself well to the idea of pop and cover MP gaming, which would work well in small, confinded areas with choke points requiring tactical flanking and cover. You are going to find that nearly impossible to execute with 20 people on your team.

So when they talk about fun, and preserving the core GOW experience and MP as an extension of such, smaller would be more fun. And until you have spent time running long distances in an online MP FPS -- due to poor level design and/or tards and/or under-populated server and thus the need to travel to the action -- you will see there is plenty of room in the market for different perspectives, and in this case Epic may just be right that their over-roided hemen in plodding suits just didn't sit right with huge battlefields which required a lot of running, and that quicker paced 4-on-4 tactical matches was just more fun. From the videos I have seen, the below is actually quite true:

In Gears of War when you respawn and you’re fighting in seconds.â€￾ As soon as you’re on a map Gears throws you straight into action and the maps are small enough where you’re going to run in your enemy quickly.

This is a strength of CS, and not one of most BF style games (although there is CERTAINLY room for BF style games, but they require an entirely different theme and gameplay balance than what GOW has exhibited).

You call it "spin" and "deficiences" but I think most of us realize MP gaming is very difficult to balance correctly and a core SP gaming experience isn't going to map nicely to all forms of MP.
 
to its.... current-what-we-know-what-we-can-do-at-the-moment-limits.

Sure. It still is the first Epic game on the platform.

There's no way it's even remotely using all the (as of yet unknown) tricks in the book.

And I'm not even talking about ongoing optimizations in the 360's libs.
 
OH MY GOD! :oops: That is freaking out of this world! This game looks so good. I'm so happy to see next-gen pushing graphics this far.
 
How many people here (tortured themselves to) download all the rar part files from megaupload.

It was well worth the amount of time spent on that cursed site. Might have been all in my head, but it certainly seemed much more impressive with the higher quality it was at.
 
How many people here (tortured themselves to) download all the rar part files from megaupload.

It was well worth the amount of time spent on that cursed site. Might have been all in my head, but it certainly seemed much more impressive with the higher quality it was at.

Hum, I did download it and it was definitely worth it. I have to thank the guy that uploaded those files.
Yet, the game looks so good in dvd quality (iso files) that I wonder whether it was running on the 360.
 
I have nothing against Epic or Cliffy, i like Cliffy frank cowboy style but please please keep him as the technical director and/or the storyboard director. Have someone else when it comes to artistic and creative visions for the sequal, the man just don't have it to think outisde the box.

congrats to MS for a successful marketing campaign. GeOW is the next big thing alright! It has the eyecandy, the gore and only needs a secret saucy minigame with Marcus and a female outcast horde. ;)
 
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I thought the only games cliffyb designed, besides the 2d games, was Unreal, Unreal tournament, and now Gears

all of the "bad games"(unreal2?) epic had he was not the designer
 
When it comes to multiplayer I think Epic has made enough multiplayer on-line games to know when something is at least solid. I have no doubt that the multiplayer portion of the game will be solid and fun.
 
What is there to spin?

Player count is as much a function of technical limitations as it is gameplay. Just look at some basic factors:

- Player movement and mechanics: how fast can they move from point A to point B? Are they able to move quickly to reach cover? Can players jump, straif, crawl, go prone, sprint, climb, crouch, lean, etc and if so how long and to what benefit/detriment?
acert yes i do agree with your points, gameplay is king (but for this game technical limitations are the reason for the limitation of the players to 8)

my point though which i thought was obvious
say u have an engine that can do 16vs16 u can also do 4v4 with it (check out various online games which let u choose 1v1 4v4 8v8 etc) CHOICE is better, the user is king
the reverse is usually not possible ie if the engine only handles 4v4 then stepping up to 16v16 (which is going require more cpu/graphics calls/memory etc) is gonna suffer or may not even be possible fullstop

same thing with screensize if u do 1080p it can also handle 720p BUT if u design it for 720p it may NOT be able to handle 1080p

moral of the story - aim as high as possible, since u can always scale down, u cant always scale up
 
Gear Busters!

http://www.youtube.com/watch?v=mVVE84f1GdQ

:LOL:


this is just too funny

xboxpsugb1hk.jpg
 
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