Here is the feel of rushing on covers. It definitely will not get stale. There are moments in every match where an individual can turn the tide if they are savy enough.
You get that sense of opportunity that comes in great multiplayer games where you know that the result of your actions may be a humiliating head shot, or a glorious success that your friends will cheer. The roars you heard in the room all through the evening were a clear indication to me that this game will not get stale. Again, I cannot emphasize this enough. This game will have the effect Halo had on LAN parties, and it will be similar to the effect Halo 2 had on Live.
Here is a nice little feature about the cover system. Remember in Pandora Tomorrow where Sam could move smoothly from one side of a door to the other in a single maneuver.
In Gears, if you want to dive from one area of cover to another, it can be done in one well animated ,non-jarring movement. I spoke to the lead on animation about that and he said it took them a lot of effort to pull that off. But is great to see your character dive for cover, smack up against the wall, and grimace.....
Again, in the four hours I was there,
I don't think I saw a single match play out the same way. Unlike PDZ, there were no choke points. But Gears has areas if intensity that are never a full-proof locale for one team to hold over the other. You may have an advantage, but a 1-2 man crew can expose any advantage the other team has if they work together. I saw it happen. I made it happen.....
Here is a really
cool feature. When you are incapacitated and vulnerable to curbstomping or being "finished", you have to tap the A button to keep your heart beating until a friend comes over and heals you by simply hitting X. So, as you lie there, struggling to hang on for life as the camera fades upwards, you are left tapping A hoping your buddy will come to save you, all the while knowing your enemy is apporaching to finish you off. This mechanic will yield moments in the game where you will see a buddy fall and you will know that unless you hold off the enemy that has just knocked him down, he will die. It creates a sense of urgency and tension that will be felt by victim, teammate, and enemy....
And for those who wanted to know, I
asked Cliffy about headshots. When you are standing next to someone when their noggin explodes, you hear the pop and the splatter of brains, bone, and blood...
http://www.neogaf.com/forum/showpost.php?p=4700373&postcount=614