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REVIEWS :
PREVIEWS :
SCREENSHOTS :
VIDEOS :
XBLA REVIEWS
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PREVIEW GEARS OF WAR 2 MULTIPLAYER
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PUBLISHER
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MICROSOFT
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DEVELOPER
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EPIC GAMES
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GENRE
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SHOOTER
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PLAYERS
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1-10
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XBOX LIVE
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YES
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RELEASE DATE
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NOVEMBER 2008
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BRIEFLY
Perhaps the 360’s
best-loved game
gets a sequel. Epic
has demonstrated
that Gears 2 is
no mere update,
but a complete
reworking, refining
staples of its
predecessor while
adding entirely
new dimensions
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Despite the fact that it physically and
emotionally hurts us, our trip to see
Gears 2 was so jam-packed with
facts that X360 has had to almost entirely
forgo its usual jocular verbosity in favour of
actually getting straight to the point. So hold
tight, because even across eight pages, we’re
cutting it fine.
While it’s fair to say that the majority of
us purchased Gears on the strength of its
excellent single-player campaign, it is to the
multiplayer that we owe the sleepless nights
still occurring a full one-and-a-half years later.
The X360 team are enormous fans of Gears
Of War, which always makes things a little
difficult when attempting to look at a game
in a wholly objective light. However, grabbing
Cliff Bleszinski’s replica Lancer and roadierunning
through the hallways of Epic Games’
North Carolina headquarters was enough to
sweat out the doe-eyed fanboy, sit down,
shut up and calmly shoot the living crap out
of our fellow journalists.
The multiplayer maps and modes of Gears
Of War were really the last element to go in.
More to the point, they were crowbarred into
whatever time remained after perfecting the
single-player campaign. It begs the question
that if Cliff and co managed to create such
an insanely fun multiplayer experience as an
afterthought then what could they achieve if
it were treated with equal importance from
day one? After eight hours of multiplayer
mayhem with Gears 2, we can honestly say
that Epic has answered that very question.
And then some.
Gears has always shied away from
commonplace multiplayer staples. Notions
such as respawning and flag-capture labelled
as unfitting to the game’s frontline play style.
But Annex has, to a lesser or greater extent,
proven that respawning mechanics are viable
in Gears’ multiplayer world, providing they’ve
been sufficiently thought through. Where
once there were four, now five make up a
team. Some may complain that other games
have eight versus eight and so on but to do
so is really to completely misunderstand the
fundamental beauty of Gears’ design. Each
map is specifically designed to be the most
fun for eight, and now ten, players. No more.
No less. One aspect of Gears that we’ve
always loved is the simple predicament of
staying dead. One life per round… that’s it.
It’s a system that makes the player far more
cautious, while at the same time accentuating
feelings of heroism when moving into the
fray against the odds. Risk versus reward
is the lynchpin of any great multiplayer
experience. We’re glad to report that, for
the most part at least, respawning has been
excluded from the game’s bread and butter
multiplayer modes, instead sidling its way
with necessary consideration into some of
the new ones.
Of the original Gears Of War game types
only Assassination – a game mode in which
the round was won when one or the other
team’s leader had bought the farm – has
been significantly altered. The round no
longer ends at the death of either leader.
Instead, the new mode, renamed Guardian,
keeps the grunts respawning so long as
the leader remains alive. As a preventative
measure to ensure that habitual hiders
don’t perpetuate a never-ending round, the
leader’s position is marked on the enemy’s
HUD. The back and forth that comes about
through allocating team members to attack
or defend the leader provides a constantly
shifting ebb and flow. What’s more, the
death of one leader often leads to desperate
and occasionally successful charges from the
now leaderless, and therefore mortal, peons.
Wingman is an entirely new game mode
in which your two teams of five are instead
split into five teams of two – each taking on
a different avatar identical to their partner’s.
For example, we played as two Marcus
Fenixs, going up against two Doms, two
Carmines, two Raams and so on. Not only is
this mode great fun, it also ticks some boxes
that should really help a wider audience
to appreciate the game’s delights. Going
online to find a single buddy to make up
your deadly duet is obviously far easier than
finding four. The most effective tactical
discussion in any game is always a twoway
affair. Planning and intel simply flow
more readily between two people, meaning
that the competitive co-op mechanic
works exceptionally well. Each round is
played until only one team remains and the
winner decided by the first team to reach
a designated number of kills, which in our
case, was 15. And Gears Of War 2 employs
a new Halo-style team-matching system that
should ensure that getting a game together
is as easy as a tuppenney whore.
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As before, unless blown to smitherines
with a grenade or Boomshot, your opposite
number will go down to his knees before
dying. Only now you have a variety of
additional ways in which to finish them
off. As before the X-button will give you a
curb-stomp – a finisher that Epic is loath to
change due to its popularity. The B-button
still finishes them off with a melee attack
using whatever you have in your hand, but
this time it’s weapon-specific. For example, if
you’re holding a sniper rifle, hitting B next to
a downed enemy will cause your character to
toss it into the air, catching it by the barrel,
then shatter his head into a thousand bloody
pieces with a Happy Gilmore golf drive. The
Y-button, previously functionless against
a downed foe, will now flip your prey’s
helpless body and administer several brutal
punches to his dumbstruck face.
Tapping A will cause you to pick up
your quarry and use him as a shield. When
holding a ‘meatshield’ you may only fight
using your pistol and with stunted movement
– the pay-off being that it’ll stop all frontal
damage until your hostage has disintegrated
to little more than a flapping spleen. Which
brings us onto the third and final game mode
we played. Known simply as Meatflag this is
Capture The Flag, Gears-style. Realising that
standard Capture The Flag game types are
simply not given to Gears’ particular brand
of trench warfare, the problem has been
worked around by having only one flag.
But what really makes this game mode
stand out is that the flag takes the form of
an AI-controlled player who’ll move around
the map and attempt to kill anyone who
comes near him. If you’re able to bring him
down, you can then hit A and use him as
a meatshield, dragging him back to the
ring of light on your side of the map and
winning the round. What’s really interesting
is the way in which the trade-off of speed
versus protection comes into play. Shoot the
meatflag enough times while the opposition
is dragging him homeward will set him loose,
often causing him to go berserk against his
captors to hilarious effect. The meatflag
even has his own place on the intermission
leaderboard; the more kills he scores, the
more embarrassing it becomes for both
sides. Respawns occur in this mode, although
the more you die, the longer you’ll have to
wait to come back.
Weapons now cycle, which means that
while power weapons, pistols and grenades
will always spawn in the same place, which
specific one will change randomly each
round. This has addressed the problem of
players who whore the active sniper or boom
because, simply put, those weapons won’t
always be there. In addition, each weapon,
new or old, has a degree of stopping power
that will prevent people from running or
diving toward you if they are under fire.
Just as in real life, the force of bullets will
slow them down. It’s a huge improvement
over the previously superhuman ability to
run through a hail of bullets to claim victory
with a single shot. Players in the lobby
will now have the opportunity to choose
between the Lancer or the Hammerburst
as their starting weapon – the latter having
undergone significant design changes.
Fanning the right trigger will now allow the
Hammerburst to fire as fast as your trigger
finger will allow, with the trade-off being
that the faster you tap it, the more recoil
you’ll experience. Skilled players will be able
to reap significant advantage against Lancer-whoring
opponents.
The Lancer’s chainsaw is largely
unchanged. However, sawing someone
from behind will now provide you with
an animation in which the saw is inserted
through the spine and emerges from the
stomach. Previously, two players attempting
to saw one another would have to leave the
outcome in the lap of fate. Gears 2 instead
launches the players into a chainsaw battle
mini-game in which both players must mash
their B-buttons as fast as humanly possible to
gain an advantage.
The Medusa is a new pistol, which
could reasonably be considered a powerweapon.
Firing five or six rounds per shot, it’s
incredibly effective at taking out kneecaps
and forcing the opposition to kneel, and
seems designed to counter some of the
disadvantages of the meatshield. The
game also incorporates fully fledged bullet
shields. These metal bucklers provide an
impenetrable barrier against attack. But
again, there is a price to pay. With only one
hand free it’s pistols only and walking like
you’re in quicksand. Unlike its fleshier cousin
however, the bullet shield may be planted
into the ground to create a movable piece
of cover. Your enemies can, if they get close
enough, kick these over.
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Grenades can now be stuck to stuff other
than player’s faces. Once in place they act as
proximity mines; floors, ceilings, doorframes
and walls are all fair game. As before, all
players begin with one smoke grenade, but
now they also carry a stun effect that ragdolls
any player within their blast radius, taking
control away from them for a few seconds and
allowing you to move in for the kill. The Poison
Gas grenade, an entirely new addition, causes
a cloud of smoke that will kill anything that
lingers within it. This is especially fun for ’nade
tagging, because not only will it have them
run around with their arses on fire, it WILL
eventually kill them. And there’s the added
bonus that you’ll often see them running into
their allies and depleting their health. Last
but not least we had a chance to try out the
Scorcher, a flamethrower that sports the most
realistic fire we’ve ever seen in a videogame
and can be used to reduce your enemies to
little more than charred, creaking ash.
Bullets and explosives will now chip away
at cover, but not in the same way as the OTT
balsa wood environments of Stranglehold.
When we say chip away, we mean exactly
that: aim at the same spot with your Lancer
and eventually you may be able to wear
away enough cover to see your enemy’s
head. Death is no longer as boring as it once
was. Previously you would only be offered
the option to see through the eyes of a
team-mate until the round was over. Instead
you can still have that option if you choose,
but you can also view a dynamic battle-cam,
a blimp-like overview of the fight. Best of
all, though, is the ghost-cam. It allows you
to move around the map as a disembodied
camera and view the action however you
please. You can even take screenshots, which
will be automatically rated by the game
based on their level of action and content.
Like Forza Motorsport 2 or Halo 3, these can
then be uploaded to the community, as well
as being ranked on their own leaderboards.
Three maps were shown to us in total, two
new, one nostalgia-inducing. First up was the
latter. Assuming that time has passed since the
tale told in the first game, it looks like the same
is to be said of the original multiplayer maps.
Gridlock is still Gridlock, only it isn’t. Sure,
the walls, flowerpots, cars, sniper tower and
boomshot arch are all still in the same place,
but time has taken its toll. Ivy has crept its way
across the environment, the flowerpots now
have trees growing from them, blades of grass
have pushed their way through the cracked
concrete floor and zephyrs kick loose paper
and dust into eddies that swirl through the
orange glow of twilight. The effect is stunning.
In terms of ‘new’ new, first up is River
which, like most others, is a roughly
symmetrical map offering each team of players
a thin strip of land incorporating both a house
and a sniping tower. Dividing the two is the
river, which is shallow enough to wade about
in and houses a power-weapon underneath
the single bridge that crosses it. We found this
map to be particularly suited to Meatflag due
to the sheer volume of both places in which
the meatflag could run to, and the sheer
difficulty of getting him back over a bridge
without being taken down.
The last map we played was our favourite
even though we were comparatively bad
at it. Security is a long, thin map with
teams starting at opposite ends. To the left
and right are stairs that provide access to
verandas running almost the entire length of
the map. The verandas are ideal for flanking,
but unfortunately you are barred access by
deadly red lasers, acting like prison bars.
On one side of the map is a power weapon
barred in a similar fashion, while on the
other, another power-weapon sits protected
by automated gun turrets with a deadly
level of enthusiasm. Somewhere around the
map’s centre is a button and pushing it will
deactivate all security for 20 seconds or so.
No more laser bars, no more angry turrets.
Flanking then becomes possible, but you’ll
also have to bear in mind that in pushing
the button, you’ve just unlocked a deadly
weapon for the opposing team as well
as one for yourself. This map was hugely
enjoyable, but will take more sustained play
time than your average Gears arena to form
competent team tactics.
With the promise of many more new
weapons that are going to “blow your mind”
along with a dozen new maps, it’s hard to
believe that what we played is still a whole
six months from completion. As it stands,
our time with the game was hands down the
best multiplayer shooter experience we have
ever had. There’s no doubt that Gears Of
War 2 will own your world.
Dan Howdle
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