A masterclass in design. Brutal, epic,
beautiful and harrowing in equal measure,
Gears Of War 2 announces Epic’s reign as
the king of the action videogame.
Absolutely essential.
SCORE
03/NOV/08
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"The only reason I would write a sequel is if
I were struck by an idea that I felt to be
equal to the original."
Beginning a videogame article with a quote
from Dean Koontz may not be conventional
practice, but since playing Gears Of War 2,
the topic has been weighing heavy on our
minds. Does the videogame sequel have more
worth than its literary and cinematic
counterparts? Well, if Epic’s return to
Sera and the muscular might of Marcus Fenix
is anything to go by, the answer has to be yes.
Gaming sequels are blessed with a number of
advantages. Standard elements like character
and setting are already in place, as is the
norm, but gaming’s technological dependence
means sequels benefit from being able to reuse
an engine, reuse assets, reuse gameplay mechanics,
and then refine and embellish what’s already there.
In other words, Epic has taken Gears Of War and,
to overuse a cliché, turned everything up to 11.
It’s evident from the opening scenes. Unreal Engine
3 has been injected with a shot of pastel colour,
and the detail has been ramped up to unprecedented
levels. Even from the relative quiet of the opening
five minutes, it’s clear that this is no normal
videogame; it’s something very special indeed. Taking
control of Marcus Fenix again feels like coming home;
that cover system that felt so bewildering at first is
now so natural. Epic has made him move slightly faster,
turn slightly quicker, and react slightly sharper, making
everything that bit more intuitive.
But enough about that; getting bogged down in the
technicalities of Gears 2’s gameplay is like talking
about The Godfather’s mise-en-scène. In this instance,
it’s far better to see the forest than look at each tree,
and what a forest it is. Gears 2 lives up to the name of
its creators like very little else. Epic by name, and
epic by nature. Everything just has such size to it – the
characters, their personalities, the triumphant score,
the explosions, the blood, and, of course, the incredible
set pieces.
Embargoes and polite requests on the part of the developer
and publisher mean that we can’t go into too much detail,
and who are we to spoil one of the finest action games
of all time, but be assured that if Gears Of War’s brand
of machismo, noise, and raw aggression appealed to you
back in 2006, this will feel like an endorphin rush of
almost Biblical proportions.
Carrying on from the slightly tepid ending of the original,
Gears 2 sees Fenix, Dom Santiago, and the team take the
fight straight into the heart of the Locust uprising.
You’ll be underground, over ground, on foot, on wheels,
and, most of the time, caked in the blood of your friends,
your enemies, and yourself. And while all of this is going
on, there’s a desperate search for Maria Santiago, the wife
of everyone’s favourite co-op partner, Dom.
Much of the criticism levelled at the original Gears lay at
the feet of its story and its characters. Its detractors
struggled to get past the muscle-bound heroes, their
adolescent dialogue, and the gaping plot holes that
threatened to pull the whole thing apart. They’re fair
criticisms but somewhat short-sighted. Fenix and his cohorts
may not be Gordon Freeman, but in a game about marines,
these Aliens-inspired archetypes seem to fit the bill
quite well. In an action game, there’s something to be
said for simplicity, and Gears’ brilliant enemies,
good-versus-evil plot, and casual political subtext served
its cause far better than many make out.
Launching the same accusations at the sequel will be
harder, though. Yes, it’s still a game about hulking space
marines and guns, but you already knew that. What you perhaps
didn’t know is that the story and cut-scenes have genuine
emotional resonance. They’re directed with flair, well-acted
and well-written, and never outstay their welcome. All of the
major players have been fleshed out considerably. John
DiMaggio, in particular, is in captivating, snarling form as
Marcus Fenix, lending him a gravitas and personality lacking
from the original. If before he was an aggressive avatar,
now he’s a ferocious hero, albeit one more in the Kratos
mould than, say, Link. Or Spyro.
The rest of the cast do an admirable job in backing him up,
too, and beyond the guttural roars and blood-curdling screams,
there are moments of humour, self-reflection, drama, and even
emotion. It’s not revolutionary, just a good game plot
executed flawlessly. As it crescendoes towards its raucous
finish, there were moments where our collective jaws were
literally agape, so impressive are the set pieces and the
spacing between them. Fear not, they’re not for us to tell
you about; they’re for players to discover on their own. Be
assured that there’s no corner-cutting, no Gears-style
disappointment. The campaign is longer, stronger, and races
to the end at a terrifying pace.
Of course, Gears Of War is not just about campaigns and
single-player modes. Primarily, this is a franchise that’s
designed to be played together. The AI of your fellow COGs
has been improved considerably: while Dom will still run into
your line of fire occasionally, he’s a far greater asset to
the team than he used to be. We lost count of the times he
pulled us up to our feet when we had been ‘downed’ by the
Locust horde – a mechanic that is used more frequently in
Gears 2, backed up with a new-found ability to crawl when on
your knees. Also, when you’re in a squad of four or five, your
collective firepower feels almost unstoppable. It makes those
moments where you’re alone that much more affecting.
Matters are improved again when you have a real-life buddy
in tow. The levels have been designed with more natural splitting
points, so there’s plenty of scope for tactical combat and replay
value, but it’s the drama of cutting down the swathes of Locust
with a buddy that makes Gears the phenomenon that it is. There’s
something so tactile and innately satisfying about crashing into
cover, blindfiring as you notice your team-mate hammer into the
wall in front, scrambling for a grenade to take out that Troika
gun in the distance, then noticing a flanking Grub just in time,
grabbing your shotgun, spinning around, and then boom. Blood,
viscera, and body parts everywhere. It’s horrendously violent,
but there’s something strangely euphoric about it all. Guess
that’s what great game design does to you.
Talking of great game design, our lengthy time in multiplayer
has demonstrated once again just how proficient Epic is when
it comes to this side of videogaming. Over four or five hours,
we sampled a handful of the new maps, all of the new match types,
and more than our fair share of bloody victory. As is so often
the case, the true nuances of a multiplayer map only reveal
themselves over time, so we’ll reserve judgement on our favourites
just yet, but the one covered in lasers worked brilliantly with
the King of the Hill-like mode, and the rest appeared to feature
the perfect amount of cover, choke points, and high ground to
make them future classics.
More interesting in the short term were the match types. Along
with Warzone and Execution, we now have the aforementioned King
of the Hill equivalent, along with Guardian and Wingman. Guardian
is similar to the Assassination mode of the original, but it’s
now five-on-five, with the aim to kill the opposition leader,
because while they’re still alive, the opposition team can respawn.
Kill the leader, then pick off the scraps. Easy. It’s more balanced
and enjoyable than Assassination, as everyone can pick up weapons
and there’s no over-complication.
Our favourite, though, was Wingman, which features five teams of
two and is capable of throwing up moments of amazing drama and
chaos almost every game. As long as you stick with your partner,
you have a good chance of surviving as you back each other up,
revive each other when you’re downed, and keep good comms over
the mic. Split up for too long and you can expect a chainsaw
through your spine.
Epic has promised a fully functioning community website for Gears
2’s multiplayer too, as is now the accepted practice, featuring
full stat-tracking, your in-game screenshots – players in the
‘dead’ lobby now have a camera – and all sorts of other exciting
information. A full party system for ranked games has been
incorporated too, meaning that teaming up with friends to take
on the Americans is far easier and more gratifying now. This will
be the first serious challenger to Halo 3 and Call Of Duty 4 at
the top of the Live leaderboards, believe us.
There’s so much to admire, so much to discuss, and so much to
relive in Gears Of War 2 that we here at 360 can’t wait to get
stuck back in on 7 November. Four difficulty settings, co-op,
multiplayer, Horde mode (see ‘Horde Focus’), and so much blood.
2008’s been an amazing year for gaming already, and this could
well be the best of the bunch. An amazing piece of work, and
proof that in the world of videogames sequels don’t just equal
the original; they blow them out of the water. Absolutely superb.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
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Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson