XBOX Gears of War sequel confirmed

Chandoo

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GDC 07: Cliffy B disassembles Gears, re-confirms sequel

Lead designer chronicles a game's evolution from the first-person shooter "Unreal Warfare" to the best-selling third-person Gears of War.

By Tor Thorsen, GameSpot Posted Mar 10, 2007 10:43 am PT

SAN FRANCISCO--It was a big week for Cliff "Cliffy B" Bleszinski. The Epic Games designer took the stage several times on Wednesday night at the Game Developers Choice Awards, where his game Gears of War won four trophies, including Game of the Year. Given his reputation for letting les bon temps roulez, many wondered if Bleszinski's post-ceremony celebrations might put a damper on his 9 a.m. presentation the following morning.

Cliffy B @ GDC




Gears of War's lead designer shoots the #$%^.
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But when the hour was nigh, Bleszinski looked surprisingly chipper as the jumped behind the podium. "I know a lot of you were at the bar last night, so I'll do my best to keep you awake," he joked. He went then whipped up some excitement by confirming that Epic Games does "intend to do a sequel" to Gears of War. The revelation was hardly surprisingly, though, since it was initially revealed last November when a Microsoft marketing executive said a Gears "trilogy" was planned. Also, the fact the game has sold over 3 million copies to date all but cemented a sequel.
Then, Bleszinski went out to talk about Gears' history. The title began as "Unreal Warfare," a more military-themed game inspired by Tribes and Team Fortress. "We thought, let's do something with vehicles and something that involves a lot of territory control," Bleszinski said. He also said they wanted the game be tied in with connection with Unreal Tournament 2004 and would feature an opponent race called the "Geist." However, Epic's "lead cabal" reconsidered when they: a) decided they wanted a separate, single-player-driven game, and b) realized Nintendo had copyrighted the "Geist" as the title for their ghostly GameCube game. His second choice, "The Worm," also didn't stick.
Bleszinski said the seeds of Gear of War were sown by three titles. The first was Capcom's Resident Evil 4, which made an indelible impression on Bleszinski even before its January 2005 release. "I really liked the pacing and the over-the-shoulder view," said the designer.


Cliffy B drops some knowledge on the audience.
The second game was Namco's 2004 shooter kill.switch. Though it had much less success critically or financially than RE4, Bleszinski felt "it had the best cover system at that time." He felt incorporating a similar cover system would really change the pace of Gears and set it apart from other shooters.
Another inspiration was the classic arcade game Bionic Commando. In it, players must shoot a grappling hook in order to ascend from platform to platform vertically. Bleszinski thinks Gears has the same mechanic--jumping from cover point to cover point to advance--on a horizontal axis.
Another interesting tidbit was that Gears started out as a first-person shooter. However, after seeing the impressive graphics of the first Unreal Engine 3 demo, Bleszinski and the rest of the project's lead cabal decided "it would be a crime not to see" the game's hero, who would eventually be named Marcus Fenix. Bleszinski said seeing Fenix so up close you could see him issue orders and even notice the scar on his ear would make players associate with the character more.


This concept for a Locust "re-animator" was ditched early on.
Speaking of viewpoints, Bleszinski went on a mini-rant about how badly he feels the camera is positioned in most third-person shooters. "My big pet peeve...is when I see the [main] guy blocking the line of sight," he said. Once again he said that RE4's over-the-shoulder camera angle, which always faced the enemy, was a big influence on Gears.
Gears of War's design team also worked in a few camera tricks to play with players' perceptions. Bleszinski's concept behind the camera views was "freedom at a trade-off." When a player gets to cover, his field of view widens. However, when performing the so-called "Roadie Run"--which was inspired by the hunched on-stage gait of rock-concert technicians--the field of view gets much narrower.
When running, the camera view also gets much shakier; Bleszinski said he wanted it to look like "CNN-type camera." This was a trick to make players think they were moving faster than they really are, since the "Roadie Run" is just 1.2 times quicker than Fenix's regular gait. He said the shaky-cam was just one of many cinematic tricks used in Gears. "The audience has 70-plus years of film-viewing experience, so they can pick up on filmic cues," Bleszinski said.
Some of the more interesting things about Bleszinski's speech were his descriptions of features that weren't included in Gears of War. One concept was called "Combat Cash," a system which would let players "scoop up the spoils of war" and buy new items on the battlefield--a system (again) reminiscent of Resident Evil 4's mysterious "What are ya buyin'?" merchant. After consideration, though, the lead cabal passed felt the feature would and take away from the game's "pure action" dynamic.


The whole no-skin-showing Locust power-armor thing didn't go over well, either.
Another system that didn't make the cut was the "Morale Meter." This system would have seen Fenix's squad mates become more and more disheartened the longer they were pinned down by Locust gunfire. If the group did not advance, a squad member would eventually "put a gun in his mouth." Again, the feature was cut, as the leads felt that it would be too disheartening for a player if his or her squad started committing mass suicide during an already tough level.
Lastly, Gears was also supposed to have a much more complex "Orders System" to allow players to direct their squads. "We realized we were not making Full Spectrum Warrior, and felt that implementing too much [real-time strategy] would take away from the central action element," Bleszinski told the crowd.
 

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I <3 Bungie
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No wonder they want to make a sequel ... four trophies .... 3 million copies .... critically acclaimed game.
 

Chandoo

Resi Evil 4 > Your fav game.
Jan 19, 2007
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Rein denies game was confirmed at GDC

Epic Games has denied claims that a sequel to multi-million selling Xbox 360 title Gears of War was quietly announced at last week's Game Developers Conference.

According to Internet reports, Epic designer Cliff Bleszinski confirmed that Epic does "intend to do a sequel" during his GDC speech.

But in a post on the game's official forum, vice president Mark Rein has since stated: "Cliff didn't confirm anything of the sort."

However, while there may not yet be any official confirmation, it seems inevitable that Epic will seek to follow up on the success of Gears with a sequel.

Rein has previously helped to boost speculation that a trilogy is planned by querying, "Gears is a trilogy? If we can keep making quality games that fans obviously want then why would we have to stop at three?"

Gears of War isn't just popular with consumers - it picked up three trophies at the GDC Awards last week, including Best Game.
 
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