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Forums - Microsoft Discussion - Gears Of War: Judgment (People Can Fly) Revealed, First Details

VG247

A full day of E3 chaos after seeing Gears of War: Judgment may have dulled Alex Donaldson’s memory, but the new class-based multiplay is hard to forget.

Classes are a significant addition to the Gears series, taking multiplayer gameplay previously about sets of identically-playing meatheads going at it and providing new layer of depth and complexity which fundamentally changes the Gears formula.

Classes. That word, and its effect on the massive franchise remained at the forefront of my thoughts at the end of the day.

The repercussions of that design decision are wide-reaching, and something Gears maestro Cliff Bleszinski clearly thought long and hard upon. He spoke about his thoughts on the system during the demonstration.

“I’m really excited to finally have classes in Gears,” he said after showing an introduction detailing a plethora of different human and Locust classes.

“In previous iterations, the best way to play Gears was to roll around, wall bounce and shotgun people in the face – and that’s cool, you can still do that. But I’m getting a little bit older, my reaction times aren’t quite as good as the 19-year-olds out there and I’d like to be able to contribute to team-based games in different ways.”

While the traditional Gears load-out is still represented in the younger version of Cole – who fills the role of the typical soldier – other class types including Engineers, Medics and Snipers focus more on unique support powers to enable different ways of playing – and contributing – to a game.

“To be able to play a support class, to be able to deploy a turret while I’m repairing a fortification, to be able to throw out a stim-gas grenade to revive and heal batches of people – what’s also quite nice is that it’s an area of effect – to be able to have perches i can get up to where I’m able to snipe and not really be in the fray of things with my shotgun – that’s cool,” Bleszinski enthused.

Those who are more traditional Gears fans won’t be left out in the cold. While Judgment has been given subtle changes to its control scheme – including moving weapon changes from the d-pad to buttons and adding the ability to throw grenades without that lengthy wind-up animation if you wish – Cole will still feel largely familiar, and there’s plenty of compelling reasons for old fans to check out the new classes.

“When you see somebody else throw out that really cool sonar grenade and it’s tagging everybody and you see them getting points for it, you’ll think ‘hey, maybe I might want to try that,’” Bleszinski said. “That’s the beauty of class-based gameplay – if you’re playing as one guy – you’re the soldier, you get your lancer and your boomshot, and that’s all you get. You don’t get any other toys, and I’m gonna constantly see you next to me using your cool reviving stimgas or repair tools and throwing out turrets you’ll think, I want to try that.

“It really kind of ties into my mantra of the overall studio of Epic, which has been lately ‘play your way’ – not just one way to play the game – craft your own game experience, have a dynamic campaign, have a multiplayer that’s class-based and has all these unique strategies, have asymmetrical multiplayer as well so each side is unique,” he explained while playing a video debuting a number of playable Locust types with abilities separate and unique from their human counterparts.

“It’s not just a medic versus a medic – the human medic versus Kantus [The Locust Medic] is quite a different experience,” he said. “There’s different strategies we’re still learning back at the home base about how the different classes work together, so that’s very, very cool.”

Bleszinski and Epic aren’t alone in this endeavor, though – Judgment is partially developed by the team at People Can Fly in a setup Bleszinski seemed keen to paint as a partnership rather than a passing of the reigns.

“People Can Fly are doing a ton of lifting on this project, but Epic has plenty of bodies working on it on a day to day basis,” he said. “I’m in the playtest lab shouting out that I think the healing sucks on this guy and we need to tweak it – things like that. As always, at Epic I’m working on multiple things but Gears is our baby too. It’s more like two parents raising their child to be a stone cold killer.”

“It’s a pair of fresh eyes over the whole thing, but we also have the guys who created the original thing making sure that it’s still Gears,” People can Fly’s Adrian Chmielarz explained.

Chmielarz happily provided animated, more in-depth explanations of how the class system changes the dynamics of multiplayer, too, a view more from the trenches of the title’s development. It’s not just about individual players having more tools at their disposal and about the make-up of each team, but also about how players can interact directly with each other to create powerful effects in battle.

It’s no longer rock-paper-scissors of weapons and cover – winning is as much about your team leveraging their own powers and combining them to create something bigger as it is your aim and choice of weapon, as Chmielarz elaborated.

“If you play the regular team deathmatch it’s always like the coordinated team wins over those who just don’t talk to each other,” he said. “In this case there’s this extra layer of combining things in a different way; it’s this great synergy effect. Again, there are strategies we’re discovering every single day, like – an example is a grenadier and a ticker. You start with the grenadier throwing a grenade, but then have the ticker eat that grenade. When that grenade explodes, the power of the grenade is then doubled. You can also use the grenadier to kick a ticker over a fence.

“So you can play in separation, not talk to each other – ticker as the ticker, grenadier as the grenadier, not talk to each other – but if you actually cooperate there’s this great synergy effect that can allow your team to win. These strategies we’re discovering are not something we put in; we talked about the systems – we designed a couple of systems and then we just see how they interact with each other.’”

It’s always tough to write about a game without going hands-on and without seeing even a live demo played by a member of the development team. After seeing a few unreleased videos of Judgment’s new features in action, though, it’s hard not to leave invigorated for the future of the Gears of War franchise.

Recognizably Gears, this multiplayer is clearly twisted into something new and exciting thanks to Epic and People Can Fly’s changes. Chmielarz closed his explanation of the new multiplayer classes and how they’re implemetned with an anecdote.

“In class-based games, I never play as a medic. I only want to kill people,” he said. “If everybody takes the soldier, you will lose. You’ll probably lose against all these mixed teams that are combining all these strategies. So, there’s this moment where somebody is thinking ‘ok, so we have to take the medic.’

“This is the critical moment – are you enjoying the fight, or are you like ‘I don’t want to play as the medic but I have to play as the medic.’ We’re simply trying to make sure that even if your team forces you to switch to a different class it’s still fun to play.

“Whenever you have a problem you’re facing this choice for classes – when you have trouble choosing, we’ve done our job. If it’s very obvious to you that this is the best unit to play, then of course, we suck. So far it just works – I’m now enjoying the medic for the first time in my life.”

The concepts are sound – though the teams now have to hope the multiplayer community embraces this new direction.

Gears of War: Judgment has a vague release date of 2013.

http://www.vg247.com/2012/06/06/class-warfare-bleszinski-and-chmielarz-on-judgments-new-class-system/



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Joystiq

Gears of War: Judgment is a prequel, and takes place a few months after Emergence Day when the Locust first popped their heads up from underground and began their assault on the human population of Sera.

But fans have wondered why Epic didn't aim to highlight a different part of the timeline in the Gears of War universe – like E-Day or the Pendulum Wars, the great 79-year-long war that raged across Sera. The COG (Coalition of Ordered Governments) won the Pendulum Wars, and became the global government of Sera.

Both sound like good settings for a video game, right? Sure, but according to Epic Games design director Cliff Bleszinski, neither would've made for the right game – the latter wouldn't have even been a Gears of War game.

"The time came, we finished Gears 3 and obviously it's done well for us, and a prequel seemed like the next logical step. So we started looking at the timeframes and what we could do. I looked at E-Day and was like, 'Yeah, there's no chainsaw on E-Day.' It took the COG a little bit to figure out that the Locust have thick skin and their bayonets are breaking, things like that." Being able to chainsaw scary monster men is essential to anything donning the Gears of War title, you see.

As for the Pendulum Wars, its human-on-human conflict would technically make for a game that isn't Gears of War. "Now you have no chainsaw and now you have no monsters," Bleszinski said. "And now we're not Gears of War anymore. So we looked at the timeframe, looked at the timeline, and figured that there's a window there of several months after Emergence Day, where humanity got hit and quickly got their shit back together and figured out, hey, put a chainsaw on the end of the gun – that'll help. So that's the timeframe for the game."

Joystiq

Gone are the static spawn wells seen in Gears of War entries in the past. With Gears of War: Judgment, People Can Fly and Epic Games will introduce something they're labeling as S3 – a smart spawn system.

"Previously in Gears, if you wanted a greater challenge, you went for the higher difficulty mode. It basically meant less health for you and more health for them. It worked perfectly fine, but we tried to attack this from a different angle," People Can Fly's Adrian Chmielarz explained to Joystiq. "S3 constantly monitors your performance, from simple stuff like accuracy and your skills, but also like your location in the combat zone." Chmielarz provided an example of a player in one corner, shooting Locust, then having the system adapt on the fly and spawn enemies at more challenging locations.

"The other thing it can do is run multiple scenarios: you play through a section of the game, from checkpoint-to-checkpoint, and you die at the very end of it. So then you think to yourself, 'Okay, I know how to fix that; I got this.' You replay and suddenly it's a completely new scenario – new enemies and you have to adapt one more time. Another example would be you choose a higher difficulty level to replay a section and then you encounter an enemy type that you have not encountered before. We kept it in reserves for a higher difficulty level. The big point about S3 is to make sure that you are challenged. We think that the word kind of disappeared from the vocabulary a little and games now actually paint the path for you on the floor, where to go next."

Cliff Bleszinski then interjected, "I think that's why you're starting to see this love for games kind of like Dark Souls now. In order to try and grow the audience, games have been softened – players can't get lost ever, or they can't die ever. But then it's like you've just lost the point of the game and what games do, having that challenge. We're a little guilty of it – I'm fully willing to admit that. When was the last time a game has asked something of you? I've been playing Gears since the beginning, obviously, but when I go into the playtest lab and we play 4-player hardcore co-op [in Gears of War: Judgment], it takes us a good three or four tries to get through a combat scenario. I play a lot of games where I just get into the flow of combat and it's getting good then, boom, cutscene. I'm like, 'Fuck you, get back to the gameplay.' In this game, the pacing has gotten to the point where when you get past a protracted battle, and you finally get a cutscene, yeah you're happy to see the story progress but you're really just happy to have a break. You're going to die, you're going to die a fair amount, but hopefully you like it," he said.

"It's definitely going to be harder than Gears of War 3," Bleszinski added. "The thing aboutGears 3 that I learned kind of in hindsight is the fact that technically it was the longest campaign that we've ever done, but we accidentally softened the difficulty a little too much. So the good gamers got through it in a similar timeframe to Gears 2, and were like 'No way it's the same length!' So we looked at the difficulty and there are certain little trade-offs that they made where, like, do you go DBNO or just die? Things like that, and also the same thing with enemy damage models. Gears of War: Judgment is going to be tough, even on normal difficulty level." Chmielarz then added that he thinks "normal is going to be more difficult than ever before."

Sounds like they're doing all they can to make this a worthy entry in this franchise!



Joystiq

It takes millions of dollars and a lot of manpower to create a AAA product like Gears of War. For Gears of War: Judgment, Epic Games will share development duties with People Can Fly, Epic Games' subsidiary studio based in Poland. During an interview with Epic Games design director Cliff Blezsinski and People Can Fly founder Adrian Chmielarz, the duo explained the choice to share development of Gears of War: Judgment.

"If you look at the slightly compressed timeframe for these products – we don't have the two and a half years like Gears 2 had – the fact that with the feature set needed, we're in a world where if you look at the Call of Duty interviews where they're like here's the CEO of Sledgehammer, here's the CEO of Infinity Ward, here's the CEO of Duncan Hines, you're like, 'Jesus, what's going on here?' It takes multiple studios now to really make a game that can have all of this between the campaign and multiplayer and the co-op elements and things like that, and plus they're quite fucking crazy, to be honest with you," Blezsinski said. Chmielarz added that the addition of People Can Fly brings something "fresh" to the Gearsfranchise.

"The big idea is, yes, we can bring something fresh to this. I think we basically inspire each other – we have these new ideas and then sort of shake the foundation of Gears up without changing too much; it's still Gears." But it's also a question of manpower needed to tackle the technical hurdles of building upon the precedents set in Gears of War 3, Blezsinski explained. "Making the campaign have that many Locust and be that intense made it a requirement for the younger guys working on the Epic side to refine the controls, and there's just non-stop back and forth [between Epic and People Can Fly]."

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Watch and Share the trailer for your free pair of Baird Goggles for your XBL avatar

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MediaStinger

Gears of War: Judgment‘s biggest new feature comes in the form of what they’re calling the Smart Spawn System (or S3) for both campaign and multiplayer action. The new S3 system ensures that each encounter is unique and new because types, timing, and locations of enemies change with each new encounter based on how the player is playing the game. The S3 system is what both Cliff and Adrian seemed most excited about because it’s something that will make gameplay truly unique to everyone who plays it.

Bleszinski explained that most shooters nowadays follow a similar hallway-cutscene-hallway-cutscene format, and players all experience the exact same canned cutscene animations that interrupt gameplay just when they’re becoming immersed in the gameplay. With the S3 system Epic and People Can Fly will be throwing all types of different enemies at players depending on how they’re playing so that friends can enjoy sharing different experiences despite playing the same game. Even better is that after dying, players won’t be greeted by the exact same enemies running the exact same patterns around the exact same corners. S3 will always be introducing new challenges and changing up the gameplay so that the player never knows what to expect.

Chmielarz went on to explain that in addition to the S3 system giving players a unique experience, Judgment will also feature a Mission Declassification system that lets players experience more challenging gameplay scenarios and achievements by uncovering critical information during the course of the campaign. Since certain weapons and items might not be available to players the first time through the campaign, they’ll be encouraged to go back and replay it to uncover new items that might slightly change how the events of the campaign play out. By declassifying certain parts of the story, players are essentially removing the top secret, blacked out parts of Baird’s testimony while on trial.

It was also confirmed that Judgment will use a slightly different control scheme than previous games in the series. Bleszinski said that they’re doing away with forcing players to use the D-Pad to manually switch between each weapon and instead switching between weapons will be done by double-tapping one button on the D-Pad while other items like grenades will have their own dedicated button that allows them to quickly be thrown. It’s a risky tweak that is sure to upset a lot of hardcore players and make for a ton of angry forum posts, but it sounds like something that players will be able to get used to after playing a couple rounds and eventually accept as a new and improved system.

Judgment also introduces a brand-new multiplayer experience in the form of a mode called OverRun, described as “a thrilling new class-based competitive mode that pits Locust and COG soldiers in competitive head-to-head battles.” We got a chance to check out some gameplay, which looks like Beast Mode on steroids, allowing for similar classes on both sides of the battle and loadouts offering a ton of customization. Bleszinski noted that this is something he’d like to one day also see on the competitive scene and by the looks of it, OverRun is the evolution of the multiplayer in Gears that is sure to excite fans with something new.

While watching gameplay of OverRun and seeing new classes like the Medic and Scout, I paid particular attention to one of the Scout’s unique abilities that stood out to me. For the first time in a Gears game, we saw the Scout class have the unique ability to vault himself up to higher platforms on the map without the use of steps or a ladder. The flatter multiplayer maps in the Gears series have begun to feel a little dated with games like Uncharted introducing similar gameplay on multi-level vertical maps, so I asked Bleszinski whether other modes like Warzone, Execution, and Team Deathmatch would also allow players to have access to platforming abilities on more vertical maps, but with the game still so early in development, he wouldn’t give me a solid answer. Hopefully it’ll be a feature we’ll hear more about as the game moves along future in development. Gears of War: Judgment is set for release early 2013.

http://www.mediastinger.com/gears-of-war-judgment-preview-we-sit-down-with-cliff-bleszinski-and-adrian-chmielarz-at-e3-2012/



OXM

Certain gnarled and wizened segments of the Gears fanbase allege that Gears 3 is too easy when you take advantage of four player co-op. "They won't say that about Judgment," Epic's Rod Fergusson told OXM last week, like Yoda cautioning Luke.

"A lot of our testing is in co-op and we have sweaty palms with four people who made the game," he explained. "We're taking care with the difficulty levels, so Casual will still feel casual, but Normal, Hardcore and Insane are going to be significantly more challenging than they were in Gears 3."

Thanks in part to its new Smart Spawning system, which changes up where Locust appear on subsequent plays, Judgment gives you much less time to consider your options. This has necessitated a streamlined control system.
"Yeah, for us it's all about responsiveness, so we've changed the control scheme," Fergusson elaborated. "So instead of changing your weapon with the D-pad it's now just the Y button and the left bumper will be off-hand grenades.

"The weapon swap animation is super fast and you'll see that in multiplayer and campaign. Because the creatures are more lethal - you don't want to say 'oh, let me talk half a second to switch my weapon"' or start winding up a grenade to throw it and then get killed by a Wretch. So it's all about: when you do something, does it and feels really responsive?"

Among other take-aways, Gears of War: Judgment does things with multiplayer Gears of War 3 couldn't, and is to some degree a spiritual successor to Bulletstorm. We'll have more for you in a forthcoming issue.

The big question for me is how they're going to make comic-relief-turned-leading-man Baird likeable. I mean, this is the chap who spent the entirety of the Gears trilogy whining at people. Not exactly Marcus material.

http://www.oxm.co.uk/42745/gears-of-war-judgment-is-so-hard-they-had-to-change-the-controls/