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Reader Comments (17)

Posted: Jul 15th 2008 8:42AM (Unverified) said

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stop updating so fast... i can't leave my computer :-(
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Posted: Jul 15th 2008 8:50AM (Unverified) said

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Hey how easy is it to go in and out of cover...Like is wall boucing still easier to pull off or harder that all I want to know...
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Posted: Jul 15th 2008 8:58AM SuperDunner said

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Good question. Going into cover and navigating cover activities feels just like the original Gears. The only difference and welcome change to the cover is that the animations can be interrupted. This means that while doing a a SWAT turn for example, if you pull back on the stick the animation will stop and you'll be free to move about. Oh, I guess I should say that there aren't any "sticking" problems when roadie running either ... w00t!
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Posted: Jul 15th 2008 9:27AM (Unverified) said

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Seriously?! Holy.. Congrats Dustin..
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Posted: Jul 15th 2008 9:49AM (Unverified) said

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Hows the Chainsaw and whole lancer? It it weaker or stronger and is it easier to Chainsaw or harder. I Gears 1 it was a vaccum cleaner :S
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Posted: Jul 15th 2008 10:49AM SuperDunner said

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The Lancer is still a behemoth thanks to the chainsaw. I dunno if I was super skilled or if others were super bad, but I was a chainsaw whore.
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Posted: Jul 15th 2008 11:35AM Vcize said

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Super-skilled and chainsaw wh0re do not belong in the same sentence :P
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Posted: Jul 15th 2008 10:30AM Vcize said

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Thanks for touching on some more of the details rather than just regurgitating the same info about new game modes, etc like the joystiq article did. I was still left with a few questions that I'll post over here since I know you're a true fan of the original and understand its nuances:

It looks like the lancer/bullet slow-down/proximity frags will drastically change the pace of the game. Was this true? Was the core of the game still the shotgun shuffle or is it now people camping behind cover with their super-lancer drawn for endless stalemates? The lancer looked like it shoots a lot faster now as well. Does this mean that most people were running around with this out now rather than the shotty?

Were you playing on a network? Is the network lag/glitchiness/host advantage really gone? I would imagine you guys were on a LAN so you couldn't tell, but I thought I'd ask just in case.

Did people run around cheesing with smoke tags that stun? Did the new stun for the tags mean everyone was throwing smokes everywhere? Did all this smoke drop your framerate to 1 frame per second like it did in Gears 1?


I wish we could get someone that was actually into Gears 1 as more than a passing good time to get some hands-on time with the game to get some of this stuff answered. You guys said it basically plays like Gears 1, but the MP looks like it is going to play 100% differently than Gears 1 (different pace, different strategies, etc). Were you just talking about the physical controls (A to dive, etc)?

Can you still melee someone while they're down to kill them quickl0y in execution mode, or are you forced to either shoot them or go into some beat-down animation now with no option to quickly melee them as you run by?

What was the range like on the proximity frags? Did they get annoying or is the range short enough that you're not running into them all the time?

I know you said you didn't get your hands on a Longshot, but any idea what its active reload actually does now?
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Posted: Jul 15th 2008 11:17AM Vcize said

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Whoops, ignore that paragraph that starts with "I wish we could get someone that was actually into Gears 1..."

That was copied over from the Joystiq post and I meant to remove it here.
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Posted: Jul 15th 2008 10:56AM killr0y said

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Vzice stop copy/pasting the same message into all the blog sites, its annoying. Also, some of your questions are already answered in older videos with cliff b.

For example, you have 4 options on a downed enemy:
1. take him hostage
2. curb stomp him
3. perform a quick assassination
4. perform a humiliation move (long assassination)

Each of the four options is mapped to the 4 buttons which become context sensitive when you approach the downed enemy.
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Posted: Jul 15th 2008 11:17AM Vcize said

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Well I would have never posted the one on Joystiq had I seen Dustin's post here first, but reiterated it here because I know Dustin is actually a Gears fan and is more likely to actually notice that kind of stuff than the guys on Joystiq, who are like "oh hay kool look this gun makes big explosionz!!". Btw, as far as "across all blog sites" goes, I'd think that there are more than 2 blog sites on the internet.

I actually editted out the questions from the joystiq post that Dustin answered.

Per the melee thing, Cliffy just said it was a "fast execution". It was still kind of up for interpretation whether that meant a fast execution like the melee's in gears 1, or a faster separate animation.
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Posted: Jul 15th 2008 11:33AM MagikOvenMit said

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One question I really need answered... Will it have avatar support?
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Posted: Jul 15th 2008 3:10PM (Unverified) said

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'I sure hope so soldier' :)
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Posted: Jul 15th 2008 4:14PM (Unverified) said

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to vczie:

great questions, im a huge gears multiplayer guy, i play it every day. gt: mfed3 so i also want to know how the flow of the game has been changed. im gonna say that the lancer stopping power alone must have changed shotgunning so much that it wont play anything like the original. wall bouncing was the name of the game in gears 1, but whether you like it or not, i see this one playing with a lot more strategy.

my biggest problem with gears was #1 ranked match broken and rigged, which made everyone play player match. #2 player match gave every host not only an unfair advantage latency wise, but he had the power to kick anyone from a game at any time, allowing him ultimate authority to swap every weapon in the match, and force everyone to play exactly how he wanted them to play. ex: only shotguns, only snipers or you get booted. LAME.

they need a vote kick / vote ban system like unreal tournament has, to complement the ability to vote on the next map.

btw, you can always shoot the downed guy up close, which is the better choice always to prevent urself from being stunned. i for one play competitively and wont sacrifice my life to do a showoff noob animation.

i just hope that the stun effect on the smoke doesnt ruin the gameplay and cause full out camping to take place. this is the worst problem in cod4, as spawning with every weapon you cna possibly have gives no incentive to move! for example, in guardian, what is to stop me from planting a smoke, getting teamkilled and then coming back and continuously planting smokes on every wall in sight? if the smoke / shotty combo works on everyone, why would i even risk my life to go get a boomshot / sniper? if you only address one of these questions let it be this one
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Posted: Jul 15th 2008 5:47PM epark said

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does the lancer roadie run slow down only affect you when ur running towards the person or does it slow you down while ur running away too?
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Posted: Jul 15th 2008 9:26PM (Unverified) said

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Dustin,

Can you elaborate on any of the options that were available in your custom games you were playing at the reception?

In otherwords, can the host of the game disable the weapon picking feature in the lobby? For example, if he wanted to play a match where everyone had to spawn with the Hammerburst, can that be done?

Are there any customization options like those of Halo 3 such as: starting weapons, secondary weapon, starting grenades, etc....
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Posted: Jul 31st 2008 1:12PM DjDATZ said

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Nice informative write-up dusty. Care to hit up some campaign co-op when the game launches at midnight?
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