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Gears of War: Judgment


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Jedna wielka prośba do Epic- nie róbcie z tej gry nic poza shooterem TPP. Jak zrobią gów.no pokroju Halo Wars to się zaje.bię ;[

najlepsze Halo jakie wyszło.

 

Nie grałem w GoW na PC ale może ktoś napisze jak PCF poradziło sobie ze zrobieniem dodatkowego chaptera w porównaniu do reszty gry ?

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Prequel czy spin-off nie ma żadnego znaczenia. Najlepsza seria gier currentgenowych atakuje 360ątkę i znów będę piłował, strzelał do obrzydzenia oraz uprzykrzał życie co-player'om. Lepszej wieści me oczy nie mogły dziś przeczytać.

 

Kolejne pół roku na calakowanie?

 

Oby było TPP oraz miało co-op na 4 os. online i kupuje w dniu premiery. :)

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dsIDg.jpg

 

vPahX.jpg

 

On the network are leaked the first scan of Game Informer article on new GOW which will take the name of Gears of War: Judgment and will lead the team Kilo composed by Damon Baird, Augustus Cole, Garron Paduk and a red-haired girl named Sophia Hendricks. It will be therefore to all intents of a spin-off, but from the few scan leaked and their poor quality you cannot include other specific details if not words that might give rise to speculation.

 

It speaks of "more freedom" in the narrative of events in the countryside, the possibility to play the song in co-op, a better management of the IA and a "Smart Spawn System" (also called "S3") that would increase the longevity of the game allowing you to create different situations whenever you will have to replay an act or a specific chapter.

 

Czyli coś w stylu Halo 3 ODST tak jak przypuszczałem. Bardzo dobrze, niech tylko nie robią do tego oddzielnego multi, tylko tak samo jak z ODST - umieszczą multi z GoW3 i dorzucą jakiś spory mappack i jest gitara!

Edytowane przez MaZZeo
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Niech ktoś zmieni nazwę tematu Gears of War: Judgement

 

sama gra ma być normalnie pokazana w poniedziałek, nie tylko jakiś teaser trailerek.

 

Doczytałem nowe info. Ponoć ma się pojawić tryb Overrun, który łączy Bestię i Hordę, czyli to ma być coś w stylu Left 4 Dead

Edytowane przez MaZZeo
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Cole i Baird wyglądają znacznie młodziej, a po architekturze w tle, wygląda na początek/prequel GoW1. Cieszy że to coś w stylu ODST będzie a GoW4 może robią równocześnie na nowego Xa, oby.

Pozostaje ważne pytanie kiedy premiera, PCF wydało Bulletstorma w lutym 2011 więc można mieć nadzieje że to będzie pierwszy kwartał 2013.

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Nie pytajcie ile wirtualnych kutachów musiałem obrobić by to zdobyć.

 

http://s1230.photobu...s/ee498/mazzeo/

 

czysty tekst z artykułu (niecały)

 

 

With Gears of War: Judgement being set as prequel of the Gears of War Series, it’s only natural that a lot of the hardcore fans are going to be asking a lot questions. Especially Epic’s decision to exclude their most well known protagonist, Marcus Fenix. Epic is also scaling back the lengthy cinematics to inject punchier action, tweaking the controls, and stepping back from Gears of War 3′s new Lambent enemies in favor of overwhelming Locust hordes. They are also incorporating a class-based multiplayer mode.

 

When Game Informer spoke to Rod Fergusson, Epic Games’ Director of Production, he had this to say about the changes, “Whevener you grow a franchise, there’s a certain level of betrayal. If you don’t betray the customer a little bit, then it’s not changing enough and people feel like it’s becoming stagnant. But if you betray them too much then you lose them. You’ve always got to keep it fresh. By being outside the Marcus Fenix story, we’re going to have more opportunities to do new things.”

Gears of War 3 marked the unquestionable end of a trilogy. If you played through the game, you understand why Marcus and his crew’s dramatic answer to the Locust and Lambent threat doesn’t leave the door open for a direct sequel. Fortunately for Epic, prequels aren’t limited by such finality. But instead of telling the tale of how Marcus got thrown in Jail at the beginning of Gears of War, Epic chose to focus on another soldier who’s also in hot water for disobeying orders in order to save lives: Damon Baird. Damon Baird is the Gears series’ smart mouthed mechanic. Bestowing leading-man-responsibilities upon the comic relief character who spouts off jerky one-liners may come as a surprise to some. From Epic, it was an easy casting job.

 

“Baird was a natural choice to us as the hero of the story because he’s a fan favorite,” Fergusson says. “We’ve done surveys, and even with just the fan reaction to Gears 3, it’s clear that Baird is a fun character in and of himself. When you look at the stories we’ve told over the Gears trilogy, everybody else had their moment. The trilogy itself was Marcus’ story, very clearly we told Dom’s story, and even in Gears 3 we have that flashback moment for Cole when got to go to his locker room and he relives his past a little bit. But there’s never been insight to Baird’s character. We felt like this was a great opportunity to look back and see what happened with Baird.”

Judgement begins 15 years before Gears of War, with Baird and the rest of Kilo Squad standing trial for transgression against the Coalition of Governments. The testimonies are being overseen by Colonel Loomis, a by-the-books COG leader who accused the team of desertion, cowardice, trespassing, theft of experimental military technology, and treason. The impetus for this case? When a giant menace threatened humanity, Baird’s good friend Augustus “Cole Train” Cole, newcomers Sofia, and Garron Paduk round out Kilo Squad. The missions are set a short time after E-day, when the Locust first emerged from underground. The Pendulum War were only over a short time before the Locust made their move topside, so Baird and the rest of the COGs are frantically adjusting to the new monstrous threat. Because the gameplay segments of Judgement take place early on in humanity’s fight against the Locust, you face more enemies onscreen than ever before. Lieutenant Baird and the rest of Kilo Squad narrate their versions of the events as players relive them via flashbacks.

 

For 79 years, the COG have been fighting a human enemy,” Fergusson explains, “They’ve gotten into the World War II sensibilities of the what is means to fight, what war means. They have this specific way of fighting humans much like America went through from World War II to then having to fight in Vietnam, which was completely different. There were completely different tactics and a completely different enemy. That’s sort of the way we feel this; this war presents a wake-up call to the COG that World War II tactics against a Vietnam-esque enemy won’t work anymore. It’s Baird who has the enlightenment that,You guys are doing this wrong, we need to do it differently.‘”

Judgment is even more focused on non-stop action than Gears of War 3, which included 90 minutes of cinematics. Epic still plans to use short, essential cinematics to break intense gameplay , but the plot is primarily delivered via narration so the player never has to stop moving. You can say goodbye to leisurely radio chats where characters meander slowly through environments with a finger pressed to their ear.

 

Fergusson elaborated “We wanted to have some more freedom in how we tell stories, there are two main ways we’re doing that. One is embedded storytelling. We’re trying to push a lot of the story into the environment that if you take the time, look around, and see what’s in the environment, you can see the stories play out for you. The other is the idea that because there’s a testimony, we wanted characters to narrate their own part of the puzzle.

 

You’ll see an example of this environmental storytelling in a section of the city that was attacked by Locust while the citizens were celebrating the end of The Pendulum War. Destroyed parade floats line the streets, dirty confetti litters the ground, and sagging banners hang from the buildings. But before Kilo Squad encounter this mess, they must defend an important COG landmark and their very history. During the campaign, Baird begins recounting an event that left a COG convoy a flaming mess. Kilo Squad temporarily halts a mission to secure the COG’s Museum of Military Glory after hearing a terrible noise back from the direction of the convoy. “Sounds like something scary just got eaten by something scarier,” Baird exclaims. Whatever beast issued the horrendous cry is gone by the time Kilo makes it back, but numerous Locust forces are swarming the burning remnants of the vehicles.

 

“We’re really excited to bring the scare of the Locust back,” Fergusson says. “After fighting the Locust for six years they became the Germans in a World War II game, they became very familiar. We want to bring back the sweaty palmed, tense nature of the gameplay, but also how the characters react to the Locust.”

While Baird and his crew react with dismay as the Locust close in, the ensuing battle should sound familiar to fans. Soldiers slam-up against waist-high cover, blasting away enemies as they pile out of Emergence holes (E-holes) in force. Judgement returns the combat to it’s roots, evidenced by the need to seal E-holes by lobbing grenades into them. Chucking explosives is now much easier thanks to the game’s new first-person shooter-style control scheme. Players use the left shoulder button to quickly toss a grenade, swap between primary weapons using the Y Button, and hold it down draw their pistol. These may sound like extreme alterations to hardcore fans, but removing the clumsy D-pad from weapon selection is a welcome change.

 

Fergusson details, “We allowed for the evolving gameplay to impact the controls, one of the things you notice when you play Judgment’s campaign & multiplayer is the gameplay is much faster. With higher lethality you don’t want to stand up out of cover, wind up a grenade, and throw it. You’re dead before you finish the first spin.

Kilo Squad eventually beats back the imminent Locust threat and continues towards the museum. On the way back they spot a glowing skull icon emblazoned on a wall. Examining it cues up an optional modifier, called a declassified testimony, for the next fight. Accepting these bonus challenges causes the narrating character to recall a specific detail that wouldn’t otherwise be mentioned. In this instance, Baird remembers normal wretches didn’t attack Kilo Squad; it was combustible, imulsion-infused Dark Wretches.

Enemy variety is especially going to be a challenge in the prequel,” Fergusson says. “Over the previous three games we’ve built up this huge repertoire of creatures and we don’t want to get of it. But at the same time we don’t want to break the canon. One of the great things with declassified testimonies is that you can have secrets in the world that weren’t known because they were classified.”

 

While Epic isn’t talking about the specific incentives players receive for accepting declassified missions, completing these modifiers scores you in-game rewards that impact gameplay. Failing to satisfy the new challenge now results in game over. Game Informer’s team struggled against waves of exploding nuisances, and slowly but steadily fights its way up a long arrow staircase. Handling the sheer number of Wrethes would be difficult even without the added volatity. They found luck with a strategy involving Baird and Paduk picking off the little buggers with longshots while they chase Cole and Sofia. After fending off the Wretches, they take on a new challenge – clearing our droves of Locust in front of the Museum within four minutes. During their first attempt, they huddle together behind one side of the museum’s huge stairway. An uncomfortable number of hulking, grenade -launching Boomers emerged from the E-holes. They managed to take out a few before one nabs the entire squad with one well placed round. Hardcore difficulty is hard. They attempted this same mission again, but this time Boomers were replaced with quick, pesky Tickers and Therons wielding Torque Bows. They fought to claim a mounted turret in the middle of the museum’s stairway and spread out. The tactic worked, and they managed to turn the last foe into jelly with a mere two seconds on the clock.

One of the pillars of the game is high replayability, and that’s part of what we call the Smart Spawn System, or S3,” Fergusson points out, “Basically it looks at how you’re playing and it will adapt. It see if you’ve played a section before and it’s mixes up the enemy variety.

 

The AI system will take into account player movement, position, and even the difficultly setting when orchestrating enemy attacks. Changing the difficulty in past Gears games only affected player and enemy health, but in Judgement it will alter the amount of Locust that enter the fray.

 

 

W skrócie

 

- co-op na 4 osoby

- grę w pełni nie robi People Can Fly, prace są podzielone, PCF ma większa rolę w kampanii, Epic Games w multiplayerze

- dyrektorem kreatywnym gry jest Adrian Chmielarz

- wygląda na to, że to ostatnia duża gra na X360

- tryb OverRun to połączenie Bestii i Hordy, coś w stylu Left 4 Dead, z klasami postaci zarówno ze strony CoGów jak i Locustów

- możliwość sterowania Corpserem, nie tym małym berbeciem z GoW3 tylko tym dużym s(pipi)olem

- OverRun inspirowany multiplayerem z Team Fortress 2 i... DOTĄ

- 15 lat przed wydarzeniami z jedynki, tuż po E-day

- główna postać to Baird, który jest ulubieńcem fanów a nigdy nie dostał wystarczającej ilości miejsca w trylogii

- cały Kilo Squad zaszedł za skórę rządowi Cog

- miejsce wydarzeń to Halvo Bay, miasto słynące z Onyx Guard Academy, która rodzi elitę armii

- narracja ze sporo mniejszą ilością cut scenek i momentów "palca na uchu"

- klimat ma być sporo bliższy Gears of War 1, bardziej horrorowy i z Locustami, które znowu mają wzbudzać strach

- zmienione po części sterowanie (np. rzut granatem pod oddzielnym przyciskiem i zmiana broni pod Y)

- Smart Spawn System, podobny do AI Director z Left 4 Dead http://left4dead.wik...ki/The_Director

 

 

 

w całym artykule nie ma wspomnienia o zwykłym multiplayerze, więc powtórka z Halo 3 ODST, czyli druga płyta z multiplayerem z GoW3 + nowy mappack jest bardzo prawdopodobny. Sama gra jest chyba w bardzo zaawansowanym stadium, więc wiosna 2013 (pipi)a i chooj!

Edytowane przez MaZZeo
  • Plusik 8
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Gearsy 3 były przesunięte tylko po to, by MS miał mega tytuł na jesień. Gra była gotowa na kwiecień. Teraz jesień 2013 należy do nowych sprzętów, więc nie ma mowy o premierze tak późno.

 

I obym się nie mylił :confused:

Edytowane przez MaZZeo
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