Unsullied by over-complication and
masterfully focused, Gears Of War
aims to offer the most bang per buck
yet seen in a videogame, and we’re
glad to say it does just that.
SCORE
20/NOV/06
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GEARS OF WAR FEATURE VIDEO
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Xbox 360 owners might well
be forgiven for a wry look and
tapping foot after an array of
next-generation false dawns. From the
undoubtedly sleek yet obviously launchday
distracted Gotham 3 through to
more recent outings such as Saints
Row, which took away in structural
innovation what it gave in incrementally
improved game world depth, it’s fair to
say that Microsoft’s whirring white box
was yet to host a title that didn’t add a
few flakes of ear wax to an otherwise
perfect recipe. However, such dark days
have ended with the arrival of Epic’s
Gears Of War, a title totally unashamed
to be a videogame, whose ambitions
stretch no further than removing all
possible barriers between players and
graphic, involving, accessible violence.
And boy, does it succeed.
Though the cynical might term the
game an over-the-shoulder shooter,
it’s not without one or two influences
from elsewhere in the spectrum. Most
immediately apparent among these is
EA’s homage to all things discharged
and smoking – Black, with which
Gears shares a quite unbelievable level
of visceral intensity, as well as level
design crafted to the inch to ensure
nobody escapes battle unhurt. GRAW
too, reaches similar levels of bowelemptying
pre-firefight tension, only here
your accompanying squad tails along
largely to provide an excuse for some
co-operative action later on. In reality,
the game sports a style all of its own;
the fast-paced action is concerned just
as much with how you dance between
the rotting remnants of a neo-gothic
metropolis as whether you can centre
the crosshair once you reach your
destination. It’s a combination that
instantly turns anyone taking control into
the world’s greatest action hero, and
who exactly does that not appeal to?
Whilst critical knives have been
sharpened in response to the rather
transparently modular nature of the
level design – each fork in the road
providing one route packed with
ammunition stocks and another to
continue along the single defined
path – exploration isn’t exactly the
main event here. Besides, over-egging
open-world elements in a title such
as this would have had such a chronic
effect on intangibles such as pacing
and atmospheric tension as to make it
not worth considering – this is certainly
more carefully focused exhilaration than
claustrophobic frustration. What’s more,
in-game chapters dovetail into each other
masterfully, often with little more fanfare
than a revised title appearing on screen,
and certainly without the need to pause
for breath.
Building up the sense of an organic
world surrounding you further is the
fact there’s just three instances in
which your men are crudely scooped
from the scarred land and delivered
to fresh surroundings. This includes
the desperate night-time drive across
a fractured highway, fending off the
deadly nocturnal Kryll using light
as your only weapon – a sequence
you’re in full control of. Every inch of
the way, you’re convinced that what
you see before you is more than just a bunch of lifeless triangles, comprising
but a small part of a pre-existing,
highly changeable war zone in which
only you can bring about salvation.
Its ability to immerse isn’t where the
amazement ends, though. Almost every
step you take will form part of some
breath of fresh air innovation, destined
for incorporation into future third and
first-person also-rans. At times, you
can quite literally see videogame clichés
eroding before your very eyes. For
starters comes the fast-becoming-astandard
almost total lack of an HUD.
Weaponry menus and the like pop up
as and when they’re needed, whilst
damage to your person is indicated by
a splattering of blood across the screen
and directly over your aiming reticule,
your health recharging should you find
a suitable hiding spot. The effect this
has on the experience being believable
as a chaotic sequence of skirmishes
is obvious. Another on-the-surface
simple refinement comes through the
control system, which eschews separate
commands in favour of mapping most of
the core mechanics onto a single button.
At a stroke, any potential avenue for
confusion is then closed, as your rolling
dives between cars and chancy headdown
sprints through a hail of bullets
require no digit realignment for the final
kill. Even your swift evade is no more
complex than a double-tap of the exact
same button.
Of course, all this welcome
streamlining leaves room for further
refinements, including the assignment
of each of your four storable weapons
to a direction on the D-pad for ease
of access (weapons that, incidentally,
are slotted onto impossibly gruff hero
Marcus Fenix’s back while not in use).
More useful still, however, is an ability to
focus the camera at the tap of a button
on pre-scripted items requiring urgent
attention, such as puzzle hints and the
‘emergence holes’ from which your
Locust foes emerge. Such amendments
may seem insignificant by themselves,
but are symptomatic of the attention
to detail Epic has shown in trying to
cater for every possible battlefield need.
The epiphanies don’t end there, either,
with the much-trumpeted active reload
system proving a multiplayer blast
alongside a chasing camera angle that will become
one of the 360’s visual ‘wow’ moments.
The arsenal available for our
protagonist to tear around fictional
planet Sera with isn’t particularly wideranging,
but like every other aspect of
the game it has been finely honed to
promote balanced medium to closerange
combat. Past the standard assault
rifle, which itself packs quite a punch, lie
one or two more amusing instruments
of destruction. The Torque Bow, for
instance, operates much like a regular
crossbow, only the poor unfortunate
tagged won’t just have being pierced
through the torso to worry about, but an
explosive charge attached to the head of
its arrows – if fired with care, of course.
Similarly excellent are the alternative
close-range attacks that are attached
to each weapon, which can reach
unsurpassed heights of brutality. We’ve
lost count of how many times we’ve
breathed a sigh of relief at clearing a
room of the horrific horde within before
feeling that familiar chill at the guttural
screams accompanying a rifle chainsaw
kill from an AI-controlled squad member.
Not to mention the aqueous sound
effects bound to such action, as soggy
body parts bounce off the turf. Wholly
unpleasant stuff, and therefore excellent.
The environments also play a large
part in keeping proceedings tactically
gung-ho. Simply put, cover has been
so intelligently placed around each of
the pitched battlefields that it’s pretty
much impossible to find guaranteed
safety anywhere (and not due to the
sniper rifle, either). Smart AI routines will
see your opponents attempt flanking
manoeuvres left and right if you’re so
insolent as to camp behind a crevice,
blind firing like a big yellow belly. Later
on, hurried evasion techniques will be
needed as yet smarter enemies take
it upon themselves to charge under
friendly cover, leaping right over the
barrier you’re stationed behind to flush
you out.
There’s a definite sense of comfortable
progression to your opponents’
reactions, which is marked by the
passing of chapters as well as difficulty
levels. After presenting you with slow
(though not wholly meerkat-like) grunts
for the entire opening chapter, there’s
no obnoxious abrupt shift to a situation
in which you’re knee-deep in the enemy
without respite or faced with irresistible
new variants. Instead, the game first
gives those selfsame grunts a carefully
orchestrated territorial advantage,
such as during a memorable (and
multiplayer-enabled) assault on the base
of a once grandiose open-air stairwell
littered with crumbling brickwork,
right-angled walkways and haunting
monuments. Such moments – of which
there are quite a few – force you to
make a tactical assessment of every
combat arena before you even consider
pulling the trigger. As a matter of fact,
after playing Gears right through to its
atmospheric and (relatively speaking)
painfully difficult conclusion, we had
only one AI fault to report, and that
came when a single errant foe became
lodged behind a suitably chunky
carcass. A quick blast of the shotgun
soon sorted that out, mind.
Much has been made of Gears
Of War’s multiplayer capabilities,
especially its co-operative campaign
mode, which takes advantage of a
handful of five to ten minute forks
spread throughout the game, allowing
teams to part ways in eliminating some
otherwise troublesome threat. Even
though gunning alone doesn’t provide
all that much variety, when more local
players hunch around the action via a
wonderfully quaint split-screen mode,
it’s difficult to see how it could ever
become tired. This is, however, affected
by the game’s only real downside – the
fact that its slick brand of cinematic
combat will skip to credits after around
six to eight hours, although the lifespan
side of this problem can be remedied
by upping the difficulty level from
‘humiliatingly easy’.
Aside from this one flaw, though,
Gears Of War is an extremely slick,
polished piece of work, capable of
converting the most entrenched hippy
and – most importantly – genuinely
difficult to pick fault with.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson