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Gears -- the bloodiest battle comin over!!

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Gears of War 2 is a tactical third-person shooter video game in development by Epic Games and to be published by Microsoft Game Studios exclusively for the Xbox 360. It is the sequel to the critically acclaimed best-seller Gears of War, and was announced by lead designer Cliff Bleszinski during the 2008 Game Developers Conference on February 20, 2008. It is currently scheduled for release on November 3, 2008 and will use an updated version of the Unreal Engine 3.

Gameplay
The technical demo shown at the Game Developers Conference indicated that much of the core gameplay elements that were central to Gears of War (a third-person game that has a heavy emphasis on using cover rather than "run and gun" style game play) would be present in the sequel.
John DiMaggio, the voice actor of the game's main charcter, Marcus Fenix, confirmed to IGN that players would be able to fight the large, alien Brumaks in Gears of War 2. He also revealed there will be a deeper story with new characters, new weapons, and new enemies. The game will also include the ability for a player to duel with an AI or human opponent when both use the chainsaw attachment of the Lancer, as seen in the 2008 Game Developer's Conference promotional video, later confirmed in informal interviews with developers.

Development
GDC Unreal Tech demo
At the 2008 Game Developers Conference in San Francisco, California, as a showcase for the functionality of the Unreal Engine 3, Gears of War creators Epic Games showed various improvements to the engine with specific reference to the sequel itself.
The video showed several demonstrations of the improvements, the initial being improvements to the in-game lighting through a post-processing method labelled "Ambient Occlusion" in which a dynamic shadows could be generated through the use of a pixel shading technique to render more realistically lighted and shaded objects and actors, illustrated through comparison between character and environment models in the original game engine to that of Unreal Engine 3.
Also showcased was the ability of the engine to render hordes of actors within the engine due to the increased performance gained through use of the ambient occlusion filter, as demonstrated with a large crowd of locust flocking through the "gridlock" multi-player map from the original game. Alongside this technology was improvements to "Matinee", an artistic tool used for the rendering and editing 3-dimensional scenes within the game.
Other physics-based features included improvements to the rendering of water in which specular light and physical interactions with were displayed more realistically, improvements to soft body entities demonstrated with a "meat cube" and a floating ball possessing properties similar to that of liquid helium.
The largest of these physics engine related changes was the introduction of destructible environments due to the implementation of real-time structural analysis tools to generate the damage of the materials and subsequently their deformed shapes based upon resultant forces placed upon them. This was demonstrated with the use of explosive arrows fired from the "torque bow" of the original game causing damage to wooden planks, and also revealing rebar present after destroying areas of a marble structure.

(wikipedia)

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