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Reader Comments (21)

Posted: Apr 4th 2007 11:18AM (Unverified) said

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~ First ~

I can't wait for this

Posted: Apr 4th 2007 11:22AM (Unverified) said

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Any word on some new maps with this upcoming release?

Todd
http://www.proxbox360.com

Posted: Apr 4th 2007 11:23AM (Unverified) said

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Think about this for a second, Dustin: Respawning = More kills per round = easier 10,000 total? Imagine what can be accomplished in 19 rounds of 10 minute gameplay. Unless the mode has NO rounds and is time-based only. We'll have to wait and see.

And finally, "~ First ~"? Come on.

Posted: Apr 4th 2007 11:28AM (Unverified) said

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As a long time PC shooters fan, I was rather turned off by GoW multiplayer. Respawning might just change that.

Posted: Apr 4th 2007 11:33AM (Unverified) said

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omg omg omg......I was excited but then I remembered all the glitchers out there.

Epic, please fix the glitches! I don't mind host advantage, its always going to be there.

I haven't enjoyed a game for a while since every match has had crab walkers, chainsaw glitchers and weapon sliders....

Posted: Apr 4th 2007 11:42AM (Unverified) said

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thats the one real thing that turned me off. Its hard to get into the groove if you have to wait 5 min after getting taken out in the first min.

Posted: Apr 4th 2007 12:02PM (Unverified) said

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At #5,

I don't think complaining about the GOW glitches on this site will do anything for you in terms of getting any actual changes. I can almost promise you that non of the Epic team members come and read this. Take your complaints to their forums, please.

But back on topic, I think respawning is awesome. In agreeing with #6, I hated getting killed in the first minute of the game then having to wait. This way, we have all the time in the world to play and not have to worry about waiting for the next round.

Also, I would love to have a deathmatch (not team DM) setting where it's one vs all. There can be two setups like last man standing, and highest score wins with respawns.

But I imagine this is only the first step with new additions to gametypes. If this takes off and becomes successful, I have to believe we will be getting more game types like CTF or maybe an assault mode that was not possible before without having respawns. Let's cross our fingers!

Posted: Apr 4th 2007 12:13PM mrsnappergmailcom said

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I'd actually start playing GoW again if this new gameplay included something other than just straight fragging and it had respawns. Otherwise, it's just more endless fragging *yawn*

Posted: Apr 4th 2007 12:17PM (Unverified) said

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Deathmatch respawn? On the whole CTF is never as popular. And as from what i've seen, most of my friends have stopped playing gears all that often and the new H2 maps, H3 beta, GHII will be taking my time. Sorry epic but you missed your march window there.

Posted: Apr 4th 2007 12:23PM (Unverified) said

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@ 9:
I'm sure they're terribly sorry for upsetting you as they swim through their Scrooge McDuck-Style Vault full of cash... ;) I kid.

A new gametype like this will definitely bring me back into this game. Especially since I just got my new warranty box back from Texas...

Posted: Apr 4th 2007 12:23PM (Unverified) said

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Annex sounds like a grab for respawn locations until you own all of them/time runs out. Probably easier just to pick off the ones adjacent to you, hence "Annex".

That's my 2 cents anyway :)

Posted: Apr 4th 2007 12:44PM (Unverified) said

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Right now, I don't play Gears of War...I got sick of that game a long time ago. If you thought Halo was a cheap shot game...

Respawning might make the game a little bit more tolerable, but it won't make it any less cheap.

I'd prefere more campaign levels if anything.

Posted: Apr 4th 2007 12:58PM (Unverified) said

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@ #3

Glad you noticed lol

Posted: Apr 4th 2007 1:00PM (Unverified) said

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I guess I'm in the minority here because I like that fact that Gears has no respawning (until Annex that is). For me, it makes each round more intense and gets the adrenaline pumping because each life you have should mean something. And because if you just run in somewhere w/o thinking you'll be dead real fast. It teaches you to slow down and think. It reminds me of paintballing (an inspiratation for CliffyB for this game, I think). It's a stop and pop shooter, not freaking Halo people! Use some tactics and teamwork. Just my 2 cents...

Posted: Apr 4th 2007 1:41PM (Unverified) said

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I do agree that the intensity does go down (a lot) when you know that you'll respawn after you die, rather than being cautious before you run out into the open, guns blazing.

But I can't complain about new game types -- for free, no less.

Posted: Apr 4th 2007 1:53PM (Unverified) said

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Cool! I wish they would add a new "slayer" game type as well but I guess that's what Halo 1 and 2 are for.

Posted: Apr 4th 2007 1:53PM (Unverified) said

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I just hate relying on other players and would like a one on one game type.

Sorry for the double post.

Posted: Apr 4th 2007 1:56PM (Unverified) said

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Boomhauer (13), of course I'd notice. I work here.

Posted: Apr 4th 2007 2:48PM (Unverified) said

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I think respawning out-weighs the intensity of 1 death. Example:

Someone sneaks up on you and kills you. You get 'upset'. You have to wait 5 minutes to get your revenge (If that player doesn't leave after the match). When you respawn though, you can exact immediate revenge!

Posted: Apr 4th 2007 3:21PM (Unverified) said

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I agree with #12 - I would love to see some downloadable co-op missions where you and another player go through short (but challenging) campaign-like scenarios. But I do welcome respawning to the multiplayer game. Now if we only got more multiplyer game types (CTF, Assault) I'd be pretty happy!

Posted: Apr 4th 2007 5:49PM (Unverified) said

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This was on the GOW site, then magically it dissapeared.

Annex

Objective: Capture and hold key locations to collect enough points to win the round.

Description: In Annex, you win by keeping control over key map locations, or objectives, long enough to collect a winning number of points. Every map has two to five identified objectives available for capture, with one objective active at a time. Objectives are based on map weapon-spawn locations and have a potential value of 60 points toward either team's score. Teams collect those points by maintaining ownership of an objective until all its 60 points have been distributed. Every second that a team controls an objective, the team gets one point. When an objective falls to zero points, the next objective is selected at random.

On the HUD, the current objective appears below the team scores at top left. This indicator contains several pieces of relevant information. The weapon icon inside the circle indicates which weapon-spawn location is being used as the objective. The compass along the outer edge of the circle shows the relative direction to the objective. The number inside the circle indicates how many points remain at that objective and the background icon color indicates which team currently controls it. No color means the objective awaits capture, a red icon means the Locust Horde hold the objective and a blue icon means the COG hold it. When the icon in the indicator circle fills, the corresponding team's score also changes color, the team begins collecting points from the objective, and the point value of the objective drops.

On the map, a projected ring marks the physical location and boundaries of the objective in the world. The ring's color indicates the current captor: White means neutral, blue COG, and red Locust. To capture an objective, players must stand inside the glowing ring uncontested for a short period of time. How long depends on how many teammates stand in the ring at once. One player can capture an objective in eight seconds, two players in four seconds, three players in two seconds, and four players in one second. Once a team takes an objective, they are not required to remain inside the ring to maintain ownership. The captured objective's points drain until an opposing team member enters the ring, or until its points fall to zero.

Round scores can be set as low as 120 points or as high as 480 points. The first team to reach the target score wins the round.

Respawns: Infinite, wave-based every 15 seconds.

Options:

Selected Map: Which map or series of maps to use.
Number of Rounds: Number of rounds required to win the match.
Bleed-out Duration: Amount of time before a player dies while DBNO.
Round Score: Number of points required to win a round.
Friendly Fire: In a player match, whether teammates can damage each other.
Private Slots: In a player match, number of player slots reserved for friend invites.
Weapons Swapped: In a player match, whether the person who sets up the match can determine whether weapons that appear in the maps are replaced or removed.
Updates:

Annex became available as a Gears of War multiplayer game mode in the April 9 update.

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