The Gears of War 3 edition

I finished Gears of War 3’s campaign mode on Sunday at 8.30am after three days of on-off playing since I started playing it on Friday.

I’ll post my review tomorrow but I’ll tell you right now that I loved the game from start to finish and it’s definitely the best Gears game to date. The narrative is much improved on the first two games. There are some really poignant and emotionally-driven scenes that tug at the heart strings, that’s for sure.

SO inn anticipation of the game’s release tonight at midnight, here’s part one of my interview with Epic Games’ Rod Fergusson, who was executive producer for the three-game series (part two will run tomorrow). Today, Fergusson talks about what he thinks made the series appeal to fans and how he never expected the series to be as popular as it became.

Executive producer: Epic Games' Rod Fergusson

You were executive producer on all three Gears of War games. What does your daily work entail?

When I was executive producer of the whole franchise it was my job to make sure that everything was of a certain quality and made sense, and I’m including in that the video games, the novels, the comics, the action figures, all that stuff. I was really the first point for continuity. I was sort of the touchstone for all stuff Gears related.

And then on the video game side specifically it was really overseeing the project: what are the milestones? What’s the feature set? What are we working towards? Basically working to facillitate everything the team needed to ship the game. A lot of people think it’s sort of a project manager but the nice thing about being an executive producer, especially at Epic, is that I have a little bit more chance to get my hands into everything. I helped with the voiceover casting recording, I helped with the design, I helped a little bit on the dialogue of the combat chatter, so you get to put your fingers into a little bit of everything.

Did you or Epic expect the franchise to be as popular as it has become?

No, you don’t really expect this kind of success. One of the things we did have was a goal when we started Gears 1 in that we didn’t want it to be ”just a game”. Six years ago we were really thinking that we want more than just a game. We wanted to make a world that has an opportunity to create a lot of stories so that we could do comic books, so we could do novels, so that we could do action figures and so it wasn’t just about the video game at that time. When I spoke to the team that year, 2006 when we shipped, I spoke them about how fortunate we are in that this was like a bottle and that we had captured something that was really, really rare, so to go on and not have that one success but continued success is great. Gears of War 3 is probably the best video game that Epic Games has ever made and we’re really, really proud of it so to be able to not only continue to work on this franchise but to continue do such quality as we do so has been exciting.

For you, what is it about Gears of War that has struck a chord with gamers and made it popular?

I think there are a couple of universal things. One is that we try to ground the world that you play in so I think Sera as a planet, we made it very familiar with a lot of similarities to Earth so that it’s much easier to engage with. When we were designing this world we decided we don’t want a science-fiction world of chrome and glass and neon. What we want is something that feels old and feels ancient and feels like a civilisation has lived there. There’s a lot of weight to it: there’s marble and granite and big men – when they slam into cover they hit hard and the dust kicks up. So before we could do this fantastic stuff of all the creatures and monsters, we wanted to have a solid grounding in the world and we feel that that resonates with a lot of people. If you look at the action itself, too, it’s so visceral in that over-the-top way with the chainsaw gun, and how tight the camera is when you roadie-run. That visceralness, that intensity, we call it the ”sweaty palms” in that when you play the game you find your palms start to get sweaty because of the intensity of everything – and I think that really brings people to it.

And third, I think it’s the characters. Every time we do a satisfaction survey with customers, they always talk about the story and characters. I think a lot of shooters nowadays have the faceless hero when they try to make the player the character and so you kind of get this silence on the screen and a lack of personality. Gears is never afraid to show personality and have the characters have character and I think you see that resonates with people, that people are hardcore devoted fans of the Cole Train or of Dizzy or of Baird or of Marcus and people just love the characters for what they are. I think people have a real attachment to it and because of that, it’s one of the reasons we brought female Gears into GOW3. We saw that everyone had a character to latch on to – almost all personality types are reflected in the Gears squad  but we didn’t have that character that a female gamer could really relate to and really represent themselves into the game, so in GOW3 we decided to bring female soldiers so that when they play online (female gamers) they can play as female soldiers.

For me, characterisation is really important and it seems that in GOW3 the characters have developed more?

Right. When we started off in Gears 1 we didn’t have a lot of time to communicate with people about the characters and all their backstories and we wanted to have this sort of blockbuster pace – a summer popcorn movie pace to it – and because of that you sort of paint with broad brushstrokes to get across these kinds of characterisations really quickly so you try to find things that people can relate to immediately: ”Oh, I get the African-American jock in Cole, oh I get the white sarcastic bastard in Baird, oh I get the anti-hero in Marcus, oh I got the best friend in Dom,” that sort of thing. They are immediately recognisable and people can latch on to them, which was great through one and two, but now in three we’ve been able to develop those characters more so they become more archetypes rather than characterisations: getting to show a little bit of that background of Cole and show some chinks in the armour and that he’s getting a little old and he longs for the days of being a superstar again. It provides a deeper meaning to all the characters.

Who puts the most pressure on you for the series: yourselves? The fans? Microsoft?

I think a lot of the pressure we put on ourselves. We look at what the fans expect and what the industry expects and we kind of put it on to ourselves. I think that when Epic builds games we want them to be as polished as possible so we’d rather build a smaller game that is high quality than build a big game that is mediocre. In Gears 1 and 2 we were like ”OK we’re not going to be able to polish that part so let’s just cut it out,” and that way we’d make a better overall product and as we get ready for GOW3 it was harder to do that knowing that this is the end of this story with Marcus and we just felt we didn’t want to cut too much. It was sort of, ”Well, we can’t cut that because we won’t be putting it into the next one” – and there was a lot of pressure to make this the biggest and best game we’ve done, the biggest, best Gears you can do. We put a lot of pressure on ourselves to make it the biggest and the best. I’m really grateful for the extension that we got from April to September from Microsoft because we were on track to ship but what we decided to do was rather than add a bunch of new features we just decided to put it all into quality so we did the beta to make the multiplayer a higher quality and just spend a lot of time on the campaign and Beast and Horde modes. We just pushed to make those more and more polished. I think a lot of that six months of extra time really fed into making Gears 3 such a great game.

How hard is making the second game in a series?

It depends on how you define hardest. Gears 1 was really difficult in a sense of how much extra effort and teamwork was required to get it out. When you look at all the risk that was involved: we had a new team that hadn’t done a story-driven game since Unreal 1, on top of a new platform that hadn’t even been released yet, on top of an engine that wasn’t finished yet and when you put all these risks together it was a miracle that Gears 1 shipped at all, and especially in the time frame that it did. For me, Gears of War is one of the things I am most proud – the ability of us to come together as a team to deliver such a product. Gears of War 2 was a little easier because all we had to do was put in a lot of stuff that we weren’t able to put into Gears 1. GOW3 wasn’t as hard from a production standpoint as GOW1 because we’d been through this before and we knew what to expect and how to plan our time better, and manage risk better, but it was harder because Gears 3 is a game of nuance. Where GOW2 was kind of obvious, by the time we got to Gears 3 it was sort of ”Well, we’ve kind of made some of the big things we wanted fix with 1, now what?”  With Gears 3 there tended to be a lot more subtle things and that was harder to lock on but it came out with cool things like the mantle kick, where you can mantle over cover and the bag-n-tag, where you can take a meat shield and punch a grenade on them and kick them away … it added a layer of finesse to the series.

I’ll post the second half of the interview tomorrow, when Fergusson talks about the main changes in Gears of War 3, getting the voice acting right, and which character he identifies with most.

The Well Played and Sydney edition

I did something rather out of character for this week’s Well Played podcast with my fellow gaming writers Julie Grey (@GamecultureNZ),  Siobhan Keogh (@SiobhanKeoghNZ),  Aylon Herbet (@Aylon133) and Chris Leggett (@Leggetron). I actually sang “Space Mariiiiines”, on the spur of the moment, in my talk about THQ’s Warhammer 40,000: Space Marines.

No, really I did. I’ve listened to it and am rather embarrassed about it. Listen for yourself and see if you can hear it. I’ve gone all red in the face just thinking about it now.

We kick the podcast talking about Nintendo’s “surprise-but-not-a-surprise” add-on analogue stick for the Nintendo 3DS. Apparently it’s going to cost something like $US19, which isn’t a great deal but still, I find it unfathomable that Nintendo is mucking about with the design of a not-even-a-year-old console so early in its lifespan. I know a while I ago I said Nintendo wouldn’t do it: but I’ve been proved wrong.

We chat about Resistance 3, the latest game from Insomniac in the fight-against-the-aliens game, Chris gives his opinion on the HD remakes of PS2 classics Ico and Shadow of the Collosus: his verdict is they are well worth buying so I think that’s what I’ll be doing when they come out, and Siobhan, Julie and Chris discussed the Assassin’s Creed Revelations multiplayer beta –  I downloaded the beta client but then didn’t have time to look at it. I think it ends this weekend after Ubisoft announced it was going to extend the testing for an extra couple of days.

But hey, if you want to skip everything else and go straight to the Space Marines start-point, fast forward to 42min 26secs, and be prepared to hear me singing “Space Ma-riiines”

MW3 USB stick: hup, hup, hup, hup, hup!

Call of Duty multiplayer

The highlight of this week was a trip across the ditch to Sydney on Tuesday to chat to Infinity Ward’s creative strategist Robert Bowling and have some hands-on time with some of Modern Warfare 3’s multiplayer modes. Apparently this was the first time the multiplayer maps had been played outside of the recent COD XP event in Los Angeles. A big thanks to Activision for getting me across to meet with Bowling and spend some time with the game.

I’ve never been a big one for COD’s online game. I enjoyed the single player campaigns mostly, apart from Black Ops which I actually thought sucked big time but have never really had the time or the skills to actually devote hours into the game’s multiplayer modes. Now, I’m not going to say that after my hands-on with MW3 online modes that I’m going to suddenly forsake everything and only play MW3 – because I won’t – but it got my interest up.

I also got to spent 10 minutes (yes, 10 whole minutes!) chatting with Bowling about MW3-related things then playing the game: I especially like the mode where you have to collect the dog tags from fallen enemies for the kill to register: No dog tags, no confirmation. It was fun – although the only downside to the multiplayer session was the two Aussies who just refused to shut the hell up while they were playing.

One of them especially loved the sound of his own voice as he was just blabbering on continuously, most about crap. It was like he was the appointed cheerleader and team leader all in one. I was almost tempted to not wear the headset just so I wouldn’t hear his voice – that’s how annoying he was.

I got a pretty neat USB stick in the shape of a MW3 soldier, as well. Someone at work thought he looked a little like Chuck Norris. He does, kind of.

 

 

Game Junkie chats with Radio Wammo: the games are coming edition

Good evening to you all.

On today’s gaming chat on Kiwi FM with the fine chap that is called Glenn “Wammo” Williams we did a bit of a round-up of some of the games coming out over the next few months. It’s going to be hard on many gamers wallets, I can tell you. There are also a lot of games coming out before Christmas with the number 3 in them.

I mentioned games like Assassin’s Creed Revelations, Modern Warfare 3, Battlefield 3, Uncharted 3, Resistance 3, Skyrim and Gears of War 3 but just now realised I forgot to mention one of the games I’m excited about the most: Batman Arkham City. How could I forget that one? Alzheimer’s maybe?

Xbox 360 meet Samsung monitor

Tonight, I hooked up my Xbox 360 to my Samsung 22-inch monitor so I could play Deus Ex Human Revolution while my wife watched the Grey’s Anatomy/Private Practice. I’ve done it before in the past but thought I’d do it more regularly at the moment given how many games are starting to pile up on my computer desk calling out for me to review them.

Everything worked well – I’ve connected the 360 to the monitor using the DVI connection – but I bought the wrong audio connection (one of those Y-cables with a read and white RCA connection on one end then a 3.5mm connection at the other) as I should have got one with two male/one female connection (to connect my speaker connection to) but got one with three male connection. Doh! I’ll look out for another cable on the weekend as I’d like to be able to connect my headphones to my speakers so I can actually have the volume turned up!

It felt good playing games while the girls watched the evening soaps.

Resistance 3: not like Resistance 2 – and that’s a good thing

I’m playing through Resistance 3 (PlayStation 3)  as well and despite only having played a small amount I’m already liking it more than Resistance 2, which to be honest I didn’t really like that much. It plays a lot like Resistance Fall of Man, which I liked a lot, and I like that R3 has bucked the trend of current FPS games and doesn’t have recharging shields for the game’s hero, dishonoured soldier Joe Capelli. Want more health? Find a health pack and use it.

Those of you who have played Resistance 2 will know about Capelli: he was on the same squad as Nathan Hale. If you finished R2 you’ll know what Capelli did and what happened to Hale.

So far I haven’t come across any weapons that haven’t featured in previous Resistance games: the magnum is a personal favourite, especially with its explosive secondary fire, and the auger, which lets you shoot through solid objects without losing the line of sight, is great as well. I’ll play some more this week and give a verdict later on. I hear there is a particularly creepy section involving riding down a dark river on a boat. Creepy …

That’s me for the week. Deus Ex Human Revolution and Resistance 3. Although, Driver San Francisco just arrived today and I hear it’s pretty good. I’d better find some time for that this week as well.

True 'dat: this is the image I used in my blog on Stuff. I like it so much here it is again.

It’s been an interesting week – and it’s only Thursday!

Let’s start with yesterday, shall we?

You might have heard about the story of an American guy called Ryan Van Cleave who had an addiction to World of Warcraft, so much so that it cost him his family and his job. He’s writing a book about it , apparently, and there  a story up on Stuff about it. So far, just another mainstream media story about someone addicted to video games. Nothing to see here.

It wasn’t Ryan’s story about him being addicted to WOW that got me incensed about the situation: it was a comment from someone called Nik who said “”Gamers are just sad losers … what a waste of human life playing these sad games really are!”

Was he just a troll or serious?

Now, Nik might be a troll just trying to get people’s backs up with such a comment – it certainly worked – but he/she might actually believe what they said. So, I blogged about it, saying “Nik’s comment, unfortunately, is a sweeping generalisation from someone who doesn’t know anything about the industry – and probably hasn’t played a video game before.” Now, while in itself my last comment could well be a generalisation, I don’t believe that a gamer would call other gamers sad losers. Nope, I don’t think they would.

When I checked my blog last night I was amazed at how many people had left comments  –  I just checked before writing this and see that there have been 123 comments. Apparently that was the most comments on any Stuff blog for yesterday. That’s pretty good for a very niche blog on a nationwide website like Stuff.

Writing the blog felt good, it felt therapeutic, but I thought that was the end of it,  but nooooo. Last night, while checking my Twitter feed I saw that I had a DM from Andrew Mulligan, part of The Rock radio station’s morning team. He’d seen my blog and wanted to know if I wanted to talk about it then this morning. I said, yeah, most definitely. Mulligan’s a gamer himself – I’ve seen him playing Call of Duty often on his PlayStation 3, so he know what being a gamer is like.

Wake up, time to go on the radio

Mulligan rang me at 7.25am this morning just to check that I was still cool about talking to them – of course I was: I’m always keen to represent gamers. Long story short, the interview, which was only a few minutes, went extremely well, with me getting a receptive audience to a suggestion that gamers aren’t losers and someone playing games for a couple of hours a night is no different from someone sitting down on the couch and watching TV all night. In fact, watching TV is probably worse for you, especially with all these reality cooking shows that seem to be on TV.

Andrew Mulligan is trying to see if he can track down some audio of the interview – I haven’t heard it yet but my daughter told me I say “You know” a lot – and if he does, I’ll post it here as soon as possible.

Samsung Galaxy tablet 10.1: a pretty sweet tab from Samsung, obviously.

Samsung Galaxy tablet 10.1: it’s pretty bloody awesome

In hardware news,  I’ve been looking at Samsung’s Galaxy Tablet 10.1 this week and I’m pretty bloody impressed with it actually. I’ve got the 16Gb wi-fi only model, so it means I’m restricted to using its online capabilities when I can find wireless networks, but it’s a pretty slick piece of hardware, running Google’s Honeycomb version of Android (3.0).

The Galaxy Tablet is incredibly thin, with a nice bright display and responsive touch screen. I would like to have seen an SD card slot or something but maybe that’s something that will come with a later addition. I can see why Apple is worried about this tablet: it’s pretty slick and I wouldn’t be surprised if it gives the iPad 2  real run for its money. Isn’t Apple suing Samsung in Australia for patent infringement or something?

Please sir, can I have an interview?

Also this week I’ve managed to organise interviews with someone (anyone?) from game developer DICE about Battlefield 3 – well, I’ve approached EA’s lovely PR woman in Australia to see if she can organise an interview with someone from DICE. She said she would, and I believe her (although, I’ve been burned earlier this year when I got an opportunity to email interview developer Human Head about Prey 2 before E3 – but whoever at the studio the questions were going to just hasn’t bothered to answer the questions. That pisses me off and makes things difficult for the PR person.

I’ve also got an interview lined up with Rod Ferguson, from Epic Games, about Gears of War about Gears of War 3. Hopefully that’s going to happen sooner rather than later – as Gears is out in less than 20 days. I wonder if he’ll answer any questions about whether the rumours about a Gears game for Kinect!

Oh, I’ve also got an interview lined up with someone who worked on PlayStation 3 game Resistance 3 – I can’t remember his name. Review code for that game arrived today, too.

Phew, looking back at all that, it’s been a busy week, but you know what? I rather have a busy week doing gaming and tech related stuff than a boring one doing other stuff.

 

Game Junkie chat with Radio Wammo: the Juice Ex edition

Yes, the game’s called Deus Ex: Human Revolution but I couldn’t help make a little bit of fun out of Glenn “Wammo” Williams’ pronunciation of Deus Ex: it’s OK he hasn’t played any of the games in the series so he’s forgiven!

In today’s gaming segment on the Radio Wammo breakfast on Kiwi FM, we talked about Deus Ex: Human Revolution, which I’m playing through at the moment. I’d so far put about seven hours into it and have hit the game’s first boss fight, the augmented bad guy, Lawrence Barrett, who is proving a bit tougher than I expected: think a man tank who soaks up a lot of bullets and you’ve got Barrett in one.

The thing I like about Deus Ex: Human Revolution is that for the most part you can play it how you want, either stealthily, moving from cover to cover and taking out guards silently, or aggressively, using ranged weapons and your cybernetic augments to inflict as much hurt on foes as possible. Sometimes, you have to do a bit of both.

I’m liking Deus Ex Human Revolution, liking it a lot, and if you get the chance check it out. Check out the video, too.

You know you want to.

Well Played podcast: the Gerard-sounds-like-a-robot edition

It’s Sunday, traditionally the day of rest for many, but for me it’s the day that I take part in the recording of the Well Played podcast  with fellow gaming writers Julie Grey (@GamecultureNZ), Siobhan Keogh (@SiobhanKeoghNZ), Aylon Herbet (@Aylon133) and Chris Leggett (@Leggetron). This week, though, Siobhan was having a weekend-off. Cleaning her apartment apparently. Ah, huh, Siobhan, we believe that!

In today’s episode, which was the unlucky for some number 13, topics we discussed included Deus Ex Human Revolution (a game I’m enjoying more and more as I progress), Assassin’s Creed: Brotherhood and Battlefield Bad Company 2 multiplayer, XBLA game Toy Soldiers: Cold War, the Rezurrection DLC for Call of Duty Black Ops and the Warhammer 40,000: Space Marines demo.

It feels like I talked a hell of a lot about Deus Ex Human Revolution but I really do like this game. Here’s the skinny on what it’s about (you probably know, but just humour me):  it’s 2027 Detroit, you play Adam Jensen, the chief security officer with Sarif Industries, a company that researches augments – cybernetic enhancement for humans. Long story short, Jensen comes close to death after the research facility his scientist girlfriend works at and is implanted with numerous augments to enhance his abilities as he hunts down those responsible for an attack.

As you progress you can spend experience-type points on increasing the abilities of your augments: be it cranium implants, torso, legs, eyes, arms, whatever. What is impressing the hell out of me is that you can play the game as a brutal killer, killing everyone that gets in your way (either using projectile weapons or some nifty blades embedded in Jensen’s arm implants), or stealthily, creeping around bad-guy infested complexes and buildings, hiding among the shadows and silently incapacitating enemies by knocking them out.

I also found that there are multiple routes to reach an objective and often the direct path isn’t the best – or safest – as the AI of military personal and soldiers is pretty damned good. How good? At one point I dropped a crate that I had picked up so I could crawl through a gap – and a guard around the corner heard it and came investigating. It didn’t end good for me, I can tell you.

One other thing: there’s a delightful reference to the movie Robocop in a conversation between two cops in a police station that I was skulking around – through air vents so they wouldn’t spot me. I’ve heard there are several movie references in the game.

Look, if you get the chance to play it, Deus Ex Human Revolution, do. I’d say it’s a strong contender for game of the year.

Chris and I had a good discussion about Toy Soldiers: Cold War which is a tower defence game at its core but with turrets that you can take over. Turrets range from artillery, machine guns, rocket launchers and anti-aircraft guns, and when you’ve killed a certain number of attacking enemy forces, you get the chance to control a Rambo-esque character that takes on the invading foes. You also get to control battery powered helicopters – useful against enemy helicopters – but they only last so long until you have to take them back to their base station for recharging.

It’s good fun.

Apparently from the half way point of the podcast,  I start sounding a little robotic – I’ve only listed for a few minutes and it sounds OK but my only excuse is that my voice synthesis augmentation (shades of Deus Ex Human Revolution there) was playing up and causing problems. Well, that’s my excuse and I’m sticking to it.

UPDATE ON THAT: Apparently the robotic sound has been fixed by Julie in the editing process. Yay, Julie.

Let me know what you think.

Game Junkie chew the fat with Radio Wammo: the Age of Empires edition

A thousands apologies: it’s been a long time between drinks between the last Game Junkie blog post.

Things just seem to have got on top of me lately, what with work stuff, family stuff and heading to sunny  Nelson over the weekend – but that’s no excuse.

Today on the Radio Wammo breakfast with Glenn “Wammo” Williams we discussed Microsoft’s Age of Empires Online, a new entrant into the real-time strategy genre that brings a new twist on monetisation: it’s free to play but you can buy new civilisations for the game as well as items for your capital city.

OK, that’s enough from me. I’m off to play some Battlefield 2 multiplayer now. That’s two nights in a row I’ve done some multiplayer games: I played Assassin’s Creed Brotherhood last night, too.

Gears of War 3 hands-on: the written preview

OK, as I said earlier, here is the written version of my time with Gears of War 3 from almost a couple of weeks ago.

This write-up appeared both in The Press newspaper and on Stuff but I’ve add some additional comments on content that was cut from the hard copy version due to space constraints.

Enjoy.

The trouble with previews

Previews present something of a dilemma for writers and readers alike.

On the one hand you want to give as much information as possible so readers get a good impression of how a game is progressing and how it differs from previous games in the series, but on the other, you don’t want to give too much detail and be accused of spoiling a yet-to-be released game.

So, I’m going to preface this preview with a warning: It may contain minor plot spoilers, even though game-maker Epic itself has revealed a lot of details through trailers and gameplay videos, but to be honest, any Gears fan worth his or her salt will know what happened at the end of Gears 2 and where the story is headed.

Something new for the series is four-player co-op and that’s how we played the single player campaign – me and my Well Played podcast companions: NZ Gamer’s Aylon Herbet, Game Culture’s Julie Grey and PC World’s Siobhan Keogh. Fellow podcaster Chris Leggett was there, but he was playing through the campaign on his own.

Our hands-on session took us through the bulk of the game’s first Act, so if there are around five acts and they’re all about that length that means the single player game will clock in around the 10 hour mark. Here’s the situation: the Coalition of Ordered Government’s has been disbanded, society is in disarray and Jacinto, the capital, is no more (those who finished Gears of War 2 will know that). It also seems that the imulsion that helped power human cities has somehow infected and mutated the locust, creating freakish and terrifying mutations.

Our session opens on the CNV Sovereign, part of COG’s Raven’s Nest. The old guard is slowly introduced: Marcus Fenix, still as gruff as always. Dominic Santiago – he’s looking older now, has a beard and looks thinner. He’s the ship’s gardener, too, tending to vegetables. “You’re coming between me and my radishes,” remarks Dom to Marcus at one point. The team head to the top deck to provide the welcome wagon for Commander Prescott, who has a video disc that contains a message for Fenix about scientist father, Adam.

The main focus of the hands-on session is an attack by a lambent leviathan – again, those who have finished Gears of War 2 will be familiar with this creature. Jace Stratton and Anya Stroud join Marcus and Dom taking on the leviathan, which is attacking the Sovereign, giant tentacles whipping the ship.

I could dwell on the first part of the session in length, but most Gears fans have seen it before either in E3 coverage or online. This is the sequence where you can drive a silverback – an armoured mechanised battle suit bristling with weapons – to shoot the lambent locust and the leviathan. It’s the sequence where at the end we see a crate containing explosive tickers tipped onto the lambent from an overhead bridge.


There’s nothing like a twist to get you thinking

Then the hands-on takes a twist. We are now playing the same sequence but from the viewpoint of Damon Baird, Augustus “Cole Train” Cole, Clayton Carmine (the younger brother of Anthony and Benjamin Carmine) and Samantha Byrne. The quartet are searching refuge camps in Hanover that house Stranded – survivors from the fall of Jacinto – for food. “We’re looking for the grocery store,” mutters one. It seems the same imulsion that is spawning the lambent locusts is also making survivors sick.

Car wrecks and debris litter the streets; glowing imulsion flows through the cracks in the road. At one point during combat three of us chainsaw the same unfortunate locust, the bayonet chainsaws fitted onto our lancer rifles filling the screen with blood and smoke. The bloody combat is punctuated by lighter moments and one-liners: Cole says when dealing with the leviathan: “Put scientifically, we need to blow its brains out his ass”.

On the way to the main supply camp, we find a crate of supplies and a front-end loader mech in a nearby garage. I climb into the machine and walk to the crate, which I have to carry to a drop-zone. It has no armaments – although there is a stomp move that can squash smaller enemies – so my colleagues must protect me from attacking locusts as I plod to the green smoke which indicates the drop zone. The supplies dropped off and more locusts defeated, we make our way to the settlement where the leader has a surprise for us: ammunition.

Our hands-on session ends with Baird, Cole, Stratton and Byrne’s view of the leviathan battle – but whether the mission is successful or not, I don’t know. I’ll have to wait for the game to find that out. Gears of War 3 brings back the armaments that fans know and love from the previous two games: the lancer, shotgun, longbow sniper rifle, but also new ones – the retro lancer, the sawed-off shotgun and the one-shot.

Let me make this clear

Something that was clear to me is that narratively, Gears of War 3 is an advancement on Gears 2, which I thought dealt too much on Dom’s hunt for his wife Maria, who had been captured by the locust and imprisoned in their underground lair. Perhaps in Epic’s effort to be more “bad ass” than the original Gears things just got out of hand (the giant worm level is a good illustration of that) but with Gears 3 I like that at least in the part of the game we played Cole was a more developed character. No longer was he just the bulldozer sized man-mountain who quipped a few “Yeehaws” and off the cuff one-liners.

Again, not giving too much away, but there was a rather poignant moment near the end of the hands-on session where “Cole Train” reminisced about his past thrashball career and where he had gone since the locust attack.

Look, if I could sum up my time with GOW3 – as fleeting as it was – in one word it would be “fun”. I had fun playing and it was genuinely pleasing being back in the combat armour of Marcus, Dom and Cole taking on the locust. I’ve even started replaying Gears of War 2 just to get me in the mood.

I guess it’s because I want to know what happens to Marcus, Dom and crew, seeing as this will probably be the last time we see these guys together (this is the end of the Gears trilogy, right? Or will Epic pull a rabbit out of a hat with a surprise ending).

Honestly, for me September 20 can’t come soon enough.

And now, here’s a video of Gears of War 3 for your viewing pleasure.

Game Junkie chews the fat with Radio Wammo: the snow edition

Yes, that’s right. The snow edition. For those of you who don’t know, I’m in Christchurch (in New Zealand) and it’s snowing here – has since yesterday. And it’s pretty deep, too. Deep enough to build snowmen, have snowball fights, build igloos (if you wanted to build an igloo, of course).

Any, enough about snow (I’ve definitely had enough of it), today the embargo on the Gears of War 3 hands-on that I had a couple of weeks ago lifted so I’ve chatted about it with Glenn “Wammo” Williams already today. He had a play of the game’s first Act as well so he gave his impressions as well.

I noticed at the end of the segment that my hair has that “I’ve just got up” look about it, although I’d been up for a whole hour or so. I hope it doesn’t distract you too much.

Later on today I’ll put a more in-depth write-up of my preview which appeared in hardcopy and online this morning. Keep an eye out for it later. I promise.

 

Well Played podcast: the double digits edition

Yes, the Well Played podcasthas reached double digits and while I can’t claim to have been there from the beginning (I think I missed the first five episodes) I think it’s tracking extremely well. The crew – Julie Gray (@GamecultureNZ), Siobhan Keogh (@SiobhanKeoghNZ), Aylon Herbet (@Aylon133) and Chris Leggett (@Leggetron) and myself – are passionate about our gaming.

In this episode we chat about games we’re playing at the moment – Insanely Twisted Shadow Planet, From Dust, The Witcher 2, Batman Arkham Asylum, Left 4 Dead 2; Why do Kiwis pay so much for their games compared to overseas, and discuss a question raised by Reagan Morris, in Wellington: Will the ever-growing consumer base for casual games have repercussions for the smaller growing core gamer user base? And if publishers are making more from casual games will they be de-incentivised to make games for the core gamers?

Oh, and there’s also a discussion about changes coming up in Diablo 3, specifically the new auction house model.

Phew, that’s enough for one week.

Enjoy.