Şimdi Ara

Gears of War: Judgment (4. sayfa)

Bu Konudaki Kullanıcılar:
2 Misafir - 2 Masaüstü
5 sn
777
Cevap
4
Favori
24.410
Tıklama
Daha Fazla
İstatistik
  • Konu İstatistikleri Yükleniyor
0 oy
Öne Çıkar
Sayfa: önceki 23456
Sayfaya Git
Git
sonraki
Giriş
Mesaj
  • quote:

    Orijinalden alıntı: Legend Warrior

    quote:

    Orijinalden alıntı: LED ZEPPELIN

    Son konusulanlardan biride bazi halo oyunlari gibi Multinin direk geow 3 e baglanabilecegi...

    Direkt GeOW 3'e bağlarlarsa Anniversary gibi çok amaçsız olur niye 1600 puana DLC olarak satmadın derler adama.Tek DLC de olması gerekmez Season Pass çıkarırdı yeni bir tane 2-3 DLC'de hepsini getirirdi oyuna.Hatta bu gidişle yine Anniversary'deki gibi Overrun modunu bu oyunu almayanlar için DLC olarak satabilirler.

    Valla bir senaryo modu için 40 Pound'dan oyun satmak Epic'e yakışmaz Anniversary Remake idi zaten daha ucuzdu ama yeni GeOW diye tanıtılıp bu olacaksa olmasın daha iyi.


    Evt soylenti olarak kalacagi yuksek ihtimal epic in boyle kolaya kacacagini dusunmuyorum..

    < Bu ileti mobil sürüm kullanılarak atıldı >




  • Judgment'ın geçtiği mekan olarak Halvo Bay, Onyx Guard Akademisi olacak ve ilk Gears of War oyunundan 15 sene öncesini konu alacak.Kilo Squad'ın başında Colonel Loomis isimli albayımız olacak.Bu albay da Hoffman ile zıt karakterde birisi.GameInformer'ın yazdığına göre oyunun kontrol şeması FPS oyun türünün kontrol şeması olarak değişecekmiş yani LB ile bomba atacağız , Y tuşu ile silahımızı değiştirebileceğiz.
    OverRun modunun nasıl işlenileceği hakkında ki makale :

    Epic has stated that they are looking forward to bringing back the scare of the locust. There is also a new control set up. The changes are LB to throw a grenade, Y to change your primary weapons and hold in Y to get your pistol out. This is all thanks to the games new first-person shooter style control scheme. This may seem extreme to most, but it gets rid of the “clumsy” d-pad control.

    There are also various “declassified testimonies” streamed thru out the campaign such as “clearing out droves of Locust in front of the museum in 4 minutes,” “protecting a set of historic COG tags,” or “find and destroy 10 egg clusters laid by the Locust’s Serapedes.” Pile that with the palm sweaty tactics of enemies from before, an entirely new “Smart Spawn System” (or S3 as Rod states) that changes the way the locust will fight in the heat of battle, as well as a new “big bad” enemy that is being kept secret for right now and Gears of War is shaping up to be a whole new experience entirely.

    But, what Gears of War game would be complete without a new twist on its multiplayer experience? In Judgment, this is no different with the addition of OverRun. OverRun is a class based, Horde and Beast mode fusion game type that consists of 2 timed five vs five rounds with each team taking a stab at each side of the respective COG and Locust. The COGs must defend 3 key locations, 2 E-holes and 1 Generator. Epic says it plans on replacing the Generator with a Hammer of Dawn beacon in the final game, which if defended successfully, will wipe the Locust off the map. Each time the Locust successfully take control of a sealed E-hole, Kryll will wipe the COG from that point and it will open up a new spawn point for the Locust. If both teams successfully run over the COG defenses and break the Generator, then the team who completed the task the fastest wins. Also, class based abilities will have a 5-15 second cool down after use. On top of that, there will be a leveling system so that you can start out as a better Ticker, Medic, Engineer, etc. More details to come on that as it becomes available.




  • FPS Gears of war mı ?
  • LB ile bomba atılacak demek direkt oyunun çok daha hızlanacağına işaret millet D-pad'den bomba-silah değişimi yapmadan direk bomba atacak çünkü.Silah değişimi de kolaylaştırılmış zaten.

    Edit:Oyun FPS falan değil kontrol şeması değişti okuyun bir yazmadan.



    < Bu mesaj bu kişi tarafından değiştirildi On.E -- 3 Haziran 2012; 18:44:56 >
  • quote:

    Orijinalden alıntı: Legend Warrior

    LB ile bomba atılacak demek direkt oyunun çok daha hızlanacağına işaret millet D-pad'den bomba-silah değişimi yapmadan direk bomba atacak çünkü.Silah değişimi de kolaylaştırılmış zaten.

    Edit:Oyun FPS falan değil kontrol şeması değişti okuyun bir yazmadan.


    Kontrol şeması nasıl olacak anlamadım ?
  • Uncharted gibi hızlı olacak o zaman multisi, özünden koparsa beş para etmez benim için, zaten gow3 2'ye göre hızlı, bu bildiğin uncharted, max payne tarzı multi olacak o zaman.



    < Bu mesaj bu kişi tarafından değiştirildi KAKÁ -- 2 Haziran 2012; 19:26:07 >
  • quote:

    Orijinalden alıntı: BigCrunch

    quote:

    Orijinalden alıntı: Legend Warrior

    LB ile bomba atılacak demek direkt oyunun çok daha hızlanacağına işaret millet D-pad'den bomba-silah değişimi yapmadan direk bomba atacak çünkü.Silah değişimi de kolaylaştırılmış zaten.

    Edit:Oyun FPS falan değil kontrol şeması değişti okuyun bir yazmadan.


    Kontrol şeması nasıl olacak anlamadım ?

    İşte CoD oynar gibi oynayacaksın GeOW oynarken D-Pad ile yaptığın silah değiştirme işlemini CoD'daki gibi Y ile yapacaksın bombayı da ayrı seçmek yerine direk LB tuşuyla atacaksın.

    Özünden kopacağı zaten belliydi zerre şaşırmadım yapımcı değişmiş zaten 3'ten sonra hızlanması falan problem olmaz 2'deki tadı vermeyecek her türlü.




  • Öyle ya da böyle GEOW'cular olarak deneyeceğiz oyunu. İster kötü olsun ister iyi. Ben şahsen kötü bir oyun olacağını zannetmiyorum.
  • Hemen kötü bir şey beklemeyin.Geow hantal yapısından kurtuluyor daha ne istiyorsunuz.Bulletstorm oynanış olarak gayet iyiydi
  • quote:

    Orijinalden alıntı: Mr.Hadoken

    Hemen kötü bir şey beklemeyin.Geow hantal yapısından kurtuluyor daha ne istiyorsunuz.Bulletstorm oynanış olarak gayet iyiydi

    hantal yapısı diyorsunda , geowu diğer oyunlardan ayıran en önemli özelliklerden biride kontrolleriydi
  • quote:

    Orijinalden alıntı: Alkali Feldispat

    quote:

    Orijinalden alıntı: Mr.Hadoken

    Hemen kötü bir şey beklemeyin.Geow hantal yapısından kurtuluyor daha ne istiyorsunuz.Bulletstorm oynanış olarak gayet iyiydi

    hantal yapısı diyorsunda , geowu diğer oyunlardan ayıran en önemli özelliklerden biride kontrolleriydi

    Geow oynadım biliyorum ne olduğunu.Geow'u geow yapan vuruş hissidir kontrolü falan değil bana göre.Locusta sıkınca gerçekten adamı yere düşürdüğünü hissediyorsun yani vucudlarının büyük olması falanda etken tabi
  • quote:

    Orijinalden alıntı: Mr.Hadoken

    quote:

    Orijinalden alıntı: Alkali Feldispat

    quote:

    Orijinalden alıntı: Mr.Hadoken

    Hemen kötü bir şey beklemeyin.Geow hantal yapısından kurtuluyor daha ne istiyorsunuz.Bulletstorm oynanış olarak gayet iyiydi

    hantal yapısı diyorsunda , geowu diğer oyunlardan ayıran en önemli özelliklerden biride kontrolleriydi

    Geow oynadım biliyorum ne olduğunu.Geow'u geow yapan vuruş hissidir kontrolü falan değil bana göre.Locusta sıkınca gerçekten adamı yere düşürdüğünü hissediyorsun yani vucudlarının büyük olması falanda etken tabi

    Hantal dediğine göre demekki Geow Oynamamışsın.

    Oyundaki Akıcılık, Grafikler, Takım oyunu Geow'u Geow yapan özellikler.

    Sınav zamanı fazla oynayamadın herhalde Lisedesin sonuçta yazın tekrar bak.




  • quote:

    Orijinalden alıntı: Chelsea FC

    quote:

    Orijinalden alıntı: Mr.Hadoken

    quote:

    Orijinalden alıntı: Alkali Feldispat

    quote:

    Orijinalden alıntı: Mr.Hadoken

    Hemen kötü bir şey beklemeyin.Geow hantal yapısından kurtuluyor daha ne istiyorsunuz.Bulletstorm oynanış olarak gayet iyiydi

    hantal yapısı diyorsunda , geowu diğer oyunlardan ayıran en önemli özelliklerden biride kontrolleriydi

    Geow oynadım biliyorum ne olduğunu.Geow'u geow yapan vuruş hissidir kontrolü falan değil bana göre.Locusta sıkınca gerçekten adamı yere düşürdüğünü hissediyorsun yani vucudlarının büyük olması falanda etken tabi

    Hantal dediğine göre demekki Geow Oynamamışsın.

    Oyundaki Akıcılık, Grafikler, Takım oyunu Geow'u Geow yapan özellikler.

    Sınav zamanı fazla oynayamadın herhalde Lisedesin sonuçta yazın tekrar bak.

    7/24 oyun oynayacak zamanım olmuyor doğrudur




  • quote:

    Orijinalden alıntı: Mr.Hadoken

    Hemen kötü bir şey beklemeyin.Geow hantal yapısından kurtuluyor daha ne istiyorsunuz.Bulletstorm oynanış olarak gayet iyiydi

    Geow hantal yapısından mı kurtuluyor
  • quote:

    Orijinalden alıntı: Mr.Hadoken

    quote:

    Orijinalden alıntı: Alkali Feldispat

    quote:

    Orijinalden alıntı: Mr.Hadoken

    Hemen kötü bir şey beklemeyin.Geow hantal yapısından kurtuluyor daha ne istiyorsunuz.Bulletstorm oynanış olarak gayet iyiydi

    hantal yapısı diyorsunda , geowu diğer oyunlardan ayıran en önemli özelliklerden biride kontrolleriydi

    Geow oynadım biliyorum ne olduğunu.Geow'u geow yapan vuruş hissidir kontrolü falan değil bana göre.Locusta sıkınca gerçekten adamı yere düşürdüğünü hissediyorsun yani vucudlarının büyük olması falanda etken tabi

    Vuruş hissi mi ? Ben sana multiplayerın en büyük sorununun vurus hissi yani bullet sponge olduğunu söyleyeyim.Sıktığın mermiler düşmandan kan çıktığını gormene rağmen işlemiyor ve sen vurus hissinden bahsediyorsun. 2 saatlik oynadığın oyunla eleştiri yapma bence , komik oluyor çünkü.

    < Bu ileti mobil sürüm kullanılarak atıldı >




  • quote:

    Orijinalden alıntı: Arm the Homeless


    quote:

    Orijinalden alıntı: Mr.Hadoken

    quote:

    Orijinalden alıntı: Alkali Feldispat

    quote:

    Orijinalden alıntı: Mr.Hadoken

    Hemen kötü bir şey beklemeyin.Geow hantal yapısından kurtuluyor daha ne istiyorsunuz.Bulletstorm oynanış olarak gayet iyiydi

    hantal yapısı diyorsunda , geowu diğer oyunlardan ayıran en önemli özelliklerden biride kontrolleriydi

    Geow oynadım biliyorum ne olduğunu.Geow'u geow yapan vuruş hissidir kontrolü falan değil bana göre.Locusta sıkınca gerçekten adamı yere düşürdüğünü hissediyorsun yani vucudlarının büyük olması falanda etken tabi

    Vuruş hissi mi ? Ben sana multiplayerın en büyük sorununun vurus hissi yani bullet sponge olduğunu söyleyeyim.Sıktığın mermiler düşmandan kan çıktığını gormene rağmen işlemiyor ve sen vurus hissinden bahsediyorsun. 2 saatlik oynadığın oyunla eleştiri yapma bence , komik oluyor çünkü.

    2 saatlik oyunmu ? Boş konuştun ha 2 saat oynadığımıda nerden çıkardın.Geow'da vuruş hissi yok diyorsan git uncharted max payne oyna yada vuruş hissi ne demek araştır.Adamı öldürünce gerçekten vurduğunun hissine varıyorsun animasyonlar olsun vb




  • quote:

    Orijinalden alıntı: Mr.Hadoken

    quote:

    Orijinalden alıntı: Arm the Homeless


    quote:

    Orijinalden alıntı: Mr.Hadoken

    quote:

    Orijinalden alıntı: Alkali Feldispat

    quote:

    Orijinalden alıntı: Mr.Hadoken

    Hemen kötü bir şey beklemeyin.Geow hantal yapısından kurtuluyor daha ne istiyorsunuz.Bulletstorm oynanış olarak gayet iyiydi

    hantal yapısı diyorsunda , geowu diğer oyunlardan ayıran en önemli özelliklerden biride kontrolleriydi

    Geow oynadım biliyorum ne olduğunu.Geow'u geow yapan vuruş hissidir kontrolü falan değil bana göre.Locusta sıkınca gerçekten adamı yere düşürdüğünü hissediyorsun yani vucudlarının büyük olması falanda etken tabi

    Vuruş hissi mi ? Ben sana multiplayerın en büyük sorununun vurus hissi yani bullet sponge olduğunu söyleyeyim.Sıktığın mermiler düşmandan kan çıktığını gormene rağmen işlemiyor ve sen vurus hissinden bahsediyorsun. 2 saatlik oynadığın oyunla eleştiri yapma bence , komik oluyor çünkü.

    2 saatlik oyunmu ? Boş konuştun ha 2 saat oynadığımıda nerden çıkardın.Geow'da vuruş hissi yok diyorsan git uncharted max payne oyna yada vuruş hissi ne demek araştır.Adamı öldürünce gerçekten vurduğunun hissine varıyorsun animasyonlar olsun vb

    Sen ne dediğinin farkında değilsin.Hem geowu geow yapan vurus hissi diyorsun sonra başka oyunlardaki vurus hissinden bahsediyorsun , enteresan.

    < Bu ileti mobil sürüm kullanılarak atıldı >




  • Epic Games forumlarında bir arkadaştan Game Informer dergisinin Judgment hakkında ki bütün bölümlerinin olduğu fotoğrafları aldım.Orada ki forumda sızıntı fotoğraf vs. yasak olduğu için burada paylaşıyorum.Yeni karakterlerin , mekanların vs. konsept çizimleri ve oyun hakkında bir çok bilgi mevcut.Toplam 57 sayfalık fotoğraf mevcut olduğu için hepsini Flickr'a upload ettim oradan detaylı inceleyebilirsiniz , önemli gördüklerimi buradan bakabilirsiniz..Aşağıda Game Informer dergisinin bu ayki sayısının yazılı çevirisi mevcut tabi ki İngilizce.


    Fotoğrafların tümüne buradan ulaşabilirsiniz :http://www.flickr.com/photos/79936512@N02/page3/

     Gears of War: Judgment
     Gears of War: Judgment
     Gears of War: Judgment
     Gears of War: Judgment

    Kilo Squad is greeted by the Onyx Guard when they finally make it to the museum. These highly trained elite warriors look down their noses at Baird’s ragtag crew, but begrudgingly accept the help. The Onyx soldiers task Kilo Squad with protecting the museum’s east hall. A handful of portable sentry guns are scattered around the hall, ready to be placed in prime defensive locations. After setting up the perimeter we hunt for new guns and ammo caches, and hunker down for a brutal onslaught. “Horde is loved by the Gears community and we wanted to find a way to bring that experience into the campaign,” Fergusson says. “It’s not just a separate, isolated mode. We already knew these defense scenarios were popular. The Alamo in Gears 1, Anvil Gate in Gears 3, these missions were always highly rated. We wanted to allow more of that in the campaign.”

    We blast and chainsaw through waves of varying enemies while struggling to plug grenades into E-holes. After each push we take a brief respite to reload, reposition sentry guns, and get in position. The sweaty palmed, hold-the-line action offers a great change of pace from the standard game flow, and the option to spice things up with declassified testimonies makes the battle even more interesting.

    After securing the east hall, Baird and company trek to the west hall and accept the extra challenge of protecting a set of historic COG tags. A mounted turret greets Kilo as they enter a long room littered with ancient COG relics, blazing machine gun fire shattering display cases. After multiple failed attempts to flank the gunner from the side, Sofia decapitates the fool with a Longshot and we commandeer the heavy artillery. On the fourth attempt we successfully protect the historic national treasure. After the dust settles, we’re greeted by what Epic is referring to the new “big bad.” The team is staying tight-lipped regarding the specifics on the new enemy, but they insist it is quite literally big and bad.

    The new antagonist begins wreaking havoc outside the museum and calls for help begin blaring through Kilo Squad’s com-links. The team decides the quickest route to the battle is through the museum’s archives, which brings them underground. As they step down into the dank corridors of the basement, Baird quips about how going underground during a war with subterranean enemies is a bad idea. We accept a challenge to find and destroy 10 egg clusters laid by the Locust’s Serapedes – giant, mutant centipede beasts. After searching high and low we finally find the egg sac on the ceiling. It’s a good thing we went through the trouble, too, otherwise the next battle would’ve been damned near impossible. A pair of Serapedes and way too many Wretches welcome us as we enter the archives. The huge creepy crawlers serpentine around tall file cabinets, attempting to catch us in their electrified pincers. Each of us takes turns fleeing the pests while the others shoot and kick their vulnerable behinds, destroying their segmented exoskeletons bit by bit. The fight against the Serapedes is a tough one, but marksmanship, team work, a handful of retries, and lots of cussing eventually lead to victory.

    An hour with Judgment’s campaign indicates the series is returning to the no-frills intensity that made the first Gears of War great. Players may have battled the Locust many times in the past, but Judgment promises to match Baird and his team’s desperation by cranking up the enemy numbers and adding extra challenges. After going a few rounds with the Locust in Judgment, you’ll understand why a soldier would risk life in prison to eradicate them by any means necessary.

    A new central character, an adaptive AI system, and a leaner narrative could breathe new life into the Gears of War’s aging formula. The Developer is laser focused on making young Baird’s tale an intense one, but also taking the next important step to evolve Gear’s highly acclaimed multiplayer.

    A Touch of Class

    Gears of War 2 began an industry-wide trend with its inventive Horde mode. Teaming up with three buddies became an instant hit. Many games have emulated these savage shootouts, but few match the innovation of the Gears series. Gears of War 3 added an addictive tower defense element to Horde, and also introduced Beast mode. This new mode turned the tables, allowing players to control the Locust during their mad dash to wipe out the humans. Gears of War: Judgment takes the next logical step for the series: merging Beast and Horde into a new mode called OverRun, which also adds class-based combat, retooled Locust monstrosities, progression, and a stronger demand for teamwork and strategy.

    “When we did press for Gears of War 3, everybody kept asking why we had this co-op Horde and co-op Beast, and how come we didn’t just make it competitive,” Fergusson recalls. “When we started looking at Judgment we decided that was something we should play around with more. We tried it initially for Gears of War 3 and realized it was too hard of a problem to solve for that game. Working with People Can Fly and having them focus on OverRun, we’ve been been able to get the mode working, play through it, and tune it.”

    OverRun consists of two timed five vs. five rounds, each team taking turns as the COG and the Locust. The COGs must defend three key objectives from the rampaging Locust: Two sealed E-holes and a generator. Epic says it plans on replacing the generator with a Hammer of Dawn beacon in the final game, which will decimate the Locust with space lasers if successfully defended. Each time the Locust liberate a sealed E-hole, Kryll flood the map and reduce the COG to bloody puddles, and the hole becomes the new Locust spawn point. If both teams break past the COG and destroy the generator as the Locust, overall victory is determined by whoever did it the quickest. Defending your territory from homicidal dirt dwellers as the COG begins with selecting a balanced team. Epic doesn’t want five medics running into the fray at once, so players can see which classes their teammates are selecting, and can reselect after each death to shore up a team weakness. The four classes all have unique abilities and weapon loadouts. While players are bound to discover a favorite role, I enjoyed experimenting with them all.

    Disposable Heroes

    Epic invited us to play more than eight hours of OverRun. During my time as the COG I initially gravitated towards the soldier class. The soldier is equipped with a lancer and boomshot and can resupply his teammates by tossing down grenades that morph into ammo crates. You have to constantly be ready to toss grenades or swap weapons in OverRun, and the improved control scheme makes keeping up with the fast pace manageable. I loved splattering a pack of charging Tickers with my boomshot then immediately replenishing my own ammo using the special ability. Epic wants to ensure players abuse their special abilities, so most must cool down for only 5-15 seconds after they expire and can be used again.

    As the engineer I found myself impatiently jamming on my special ability button, which lays down an auto-turret instantly. These useful sentries are great for shredding charging Wretches or destroying a Serapede’s weak hind quarters when placed from behind. Plopping down turrets is great, but I found the most satisfaction using my blowtorch to repair the precious spike barriers keeping the Locust at bay. A good engineer can spell the difference between victory and defeat, and becomes even more valuable with a soldier feeding him ammo so he never has to reload his blowtorch.

    I struggled the most playing as the medic and scout. Tossing stim-gas grenades into a group of allies regenerates their health and can even revive a downed teammate. However, I found myself foolishly laying one down near an enemy (which the stim-gas doesn’t affect),then sprinting into the health-boosting fog with my lancer’s chainsaw screaming. In the right hands, the medic is a boon, tossing health towards hardworking engineers and scouts perched up high. The scout’s bread and butter is the longshot. Given the fast-paced rhythm of OverRun, I found myself struggling to line up solid shots. However, scouts can still help teammates by tossing beacon grenades, which grants all COGs a limited radius of X-ray vision used to track foes. Given his ability to climb perches for sniping leverage, the scout is often somewhat detached from the crew. However, medics and soldiers can toss up health and ammo from below, prolonging a vigilant sniper’s life.

    Protecting sealed E-holes and the generator from the unrelenting Locust was fun, challenging task that usually resulted in utter failure. While repeatedly getting bulldozed by the Locust may sound miserable, switching sides and exacting revenge is a delightful exercise in sadism.

    Death From Below

    Beginning each Locust round with a rush of Tickers is a safe strategic bet. The nimble, disposable little beasts quickly chew through COG barriers, and you can take out enemies by exploding like walking land mines. Controlling the pesky devils is surprisingly fun and addictive, especially when a Locust Grenadier punts you over enemy lines to take your foes by surprise. In addition to helping Tickers gain ground, the Grenadier can also feed them grenades, which doubles their explosive ability. Epic is putting in due diligence to ensure every unit is a blast to play, and a part of that is adding special abilities.

    “There were two kinds of Ticker in Gears of War 3’s Beast mode: The Savage Ticker and the regular Ticker,” says multiplayer director Quinn Del Hoyo. “One could eat fortifications and die, and the other couldn’t eat fortifications but could explode and kill people. Why have two Tickers that aren’t that fun individually where we can try to make every single class fun and valuable? When you don’t have enough points to buy a stronger class, you can still be an awesome Ticker.”

    Ticker rushes get even more brutal with a Wretch charging in ahead of time to bound over barriers and unleash a stunning scream. The Wretch’s bellow temporarily incapacitates COGs, which can give Tickers an opening to rush in and self-destruct on top of a sealed E-hole. Like scouts, Wretches can climb into areas inaccessible by other units, perfect for causing chaos behind enemy lines.

    Like Beast mode, playing as bottom-tier Locust earns players points that can be spent to unlock beefier bad guys. Both Grenadiers and the healing Kantus can ride Bloodmounts, granting them an express lane to frontlines and halved cool down times for special abilities. Serapedes are experts at dispatching COG soldiers, and their armored fronts make them great for chewing down barriers. Corpsers and Maulers are the Locust’s heaviest hitters. The spider-legged Corpsers pummel obstacles, COGs, and E-holes mercilessly, and can burrow into the earth when their health drops too low. The Mauler wields a punishing flail and bullet-deflecting shield. Activating its special ability causes the spiked shield to spin rapidly, ricocheting bullets back at the COGs and gnawing through barriers.

    Discovering new strategies is part of the allure of playing the Locust in OverRun. Our team found luck saving up for two Maulers, a Corpser, and having the two remaining teammates go with Kantus. Playing as the COG, I knew just how intimidating it is seeing a mob of heavies lurch towards your base. Bashing through an enemy encampment shoulder-to-shoulder with your hulking teammates comes with the feeling of complete empowerment. Crowding around an E-hole and pounding it until thousands of Kryll escape and slice the COGs to bits is one of the most rewarding experiences I’ve had playing the Gears series.

    Creating balanced, enjoyable maps is crucial when developing a new multiplayer mode, especially one as unique as OverRun. Looking to other successful class-based games is an important part of Epic’s plan to make OverRun fun.

    “Team Fortress is a great class-based game, and there’s a inspiration in there,” Del Hoyo says. “Anybody who is making a class-based game should examine what other games in the genre do well.”

    Epic draws inspiration from other great class-based multiplayer games. The Team appreciates the streamlined map design of multiplayer online battle arena games like DOTA, which feature a limited number of paths for players to take. Similar to DOTA, OverRun maps will largely have two main routes, which allow players to focus on developing strategies rather than memorization.

    We played on two maps, one set high atop city rooftops, and another on a militarized island. The rooftop map featured more narrow chokepoints, a great sniper perch, and plenty of hidden ventilation ducts for Tickers to use. The island map is much more open, with one common battleground revolving around a demolished pickup truck Grenadiers can hide in to lob grenades behind COG lines. Near the Locust side at the end of each lane, poisonous ink barriers inflict instant death on any COG soldier brash enough to attempt spawn camping. People Can Fly is putting in a lot of work to make OverRun’s maps great, and developer’s skill show. Epic isn’t ready to spill the beans on OverRun’s progression, but the developers insists it will be much more than a number and some cosmetic upgrades.

    “Not only are you leveling yourself, but you’ll level the individual classes and creatures,” Fergusson says. “You can actually invest and grow what you start out with so that you can be an even better Ticker, or even better medic – that kind of stuff.” Another example involves the engineer’s sentry turret becoming stronger as the player levels up.

    Even without the progression system in place and being limited to two maps, we had a hard time putting down the controller after playing OverRun. The competitive fusion of Beast and Horde offers drastically different gameplay on both sides of the ball, and the class based mechanics fit into the Gears universe perfectly. The interplay between the Locust and COG classes hint at layers of strategic depth aching to be discovered by creative players. As far as traditional Horde and Beast mode, Epic isn’t ready to comment on how (or if) they’ll play into Judgment.

    With a high-tension campaign that aims to trim the narrative fat while funneling in tons of enemies and a multiplayer mode that combines the best part of past Gears titles, Epic is set to deliver the definitive entry in the Gears of War series. Giving players new innovative challenges means shaking off the thin layer of rust and dried blood that’s formed on the series over the last six years, and some fans may feel threatened by the change. We spent hours familiarizing ourselves with the series’ new overall direction, and Epic’s prequel is shaking up humanity’s fight against the Locust in great ways.

    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.




  • Yazıları bir çevirmek gerekiyor ama daha önce duyurulanlar var genelde ve karakter resimleri.Valla ben daha fazla karakter ve bilginin E3'e saklandığını düşünüyorum.
  • quote:

    Orijinalden alıntı: Legend Warrior

    Yazıları bir çevirmek gerekiyor ama daha önce duyurulanlar var genelde ve karakter resimleri.Valla ben daha fazla karakter ve bilginin E3'e saklandığını düşünüyorum.

    e3 de daha çok görsel olur heralde
  • 
Sayfa: önceki 23456
Sayfaya Git
Git
sonraki
- x
Bildirim
mesajınız kopyalandı (ctrl+v) yapıştırmak istediğiniz yere yapıştırabilirsiniz.