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Xbox 360: Gears of War. Some grit with your gore?
Radioactive IT
Xbox 360: Gears of War. Some grit with your gore? | Xbox 360: Gears of War. Some grit with your gore? |
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| by Mike Bantick | ||||||||||||||||
| Wednesday, 20 December 2006 | ||||||||||||||||
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Unfeasibly large warriors are the order of the day, one of these hulks is you’re on screen avatar in Marcus Fenix. Being part of a delta squad sent into the thick of the war against a monstrous foe. Using the Unreal 3 engine, the GOW world is presented in high detail blow away graphics, reminiscent of a modern day war film with the emphasis on drab grit. This is not a colourful game, with the only concessions to a gaming world being the flash of blue indicating ammo/weapons and the starkly cartoonistic splashes of blood that abound. ![]() Control wise there are elements taken from other action games, the use of cover most notable from games like Metal Gear Solid is expanded upon. Over the shoulder weapon aiming is derived from Resident Evil, with greater dynamics. You can blind fire from cover, and restore a downed comrade with a few appropriate encouraging shouts – “fight through the pain!”, a magic concept that does away with Med Packs and the like by keeping you in this Schwarzenegger frame of mind. A contextual significant point of interest button swings the camera to the next threat or situation change. With level design where enemies can come from just about anywhere, this becomes essential. Running will produce an effect and feeling of desperation as you try to make the next area of cover, or try to escape a rampaging Berzerker. |
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