By Patrick Garratt
Gears of War 2 dev lead Cliff Bleszinski is a nice guy. He’s also in charge of the creative side of one of the most powerful entertainment brands on earth. At a recent London press event for the action sequel we got to drill the developer on the game, his views on PS3, how much graphical power’s left in 360 and tons more, all of which you can find below.
Have fun! Gears of War 2 ships for 360 on November 7. Check out our play impressions and the game’s new screens, released today.
- Gears 2: Playtest of the first two chapters in co-op
- Gears 2: ‘Bigger, better, more badass’ thing: it was marketing speak, says Bleszinski
- Bleszinski: Gears of War “is no longer a game: it’s a platform”
- Gears 2: Campaign and story were primary focus for improvement, says Bleszinski
- Gears 2: “Risks” in narrative are first for videogames, says Bleszinski
- Gears 2: Josh Ortega is a “force of nature,” says Bleszinski
- Gears 2: “There’s plenty more to be seen,” says Bleszinski
- Gears 2: Extra colour doesn’t mean game looks like “Care Bears and rainbows and unicorns,” says Bleszinski
- Gears 2: Much of Gears 1 setting inspired by London architecture, says Bleszinski
- Gears 2: Colour palette restriction claim isn’t valid, says Bleszinski
- Bleszinski on Unreal Engine 3: “Every single thing we have we share with our licensees”
- Gears 2: “Predator” locust has dual chainsaws, is “bad motherfucker”
- Gears 2: Marketing campaign to include COG tag gimmick
- Gears 2: Server host advantage is “reduced,” not eradicated, says Bleszinski
- Bleszinski: 360 graphics limit quote was “taken out of context”
- Bleszinski on PS3: “I hate the fucking controller, I love the Blu-ray player”
- Bleszinski on Gears 2’s vehicles: “If people want a tank, just give them a tank”
- Gears 2: “It’s a perfect example of playing through an interactive movie,” says Bleszinski
- Gears 2: 16 amazing new screens released
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