Gears of War®—a third-person tactical action/horror
game—is being developed by Epic Games exclusively for Microsoft
Game Studios and the Xbox 360® video game system. As Marcus Fenix,
you fight a war against the immense Locust Horde, which not only out
powers but outnumbers you, your squad, and the entire force of the
Coalition of Ordered Governments. Gears of War is the only
game to blend a deep and disturbing story of human survival against
an endless mass of nightmarish creatures, a next-generation tactical
combat system, and unsurpassed visuals and special effects. The
story unfolds as a ragtag group of soldiers use every last ounce of
strength to survive the onslaught from the forces of evil, which
begins on the historic Emergence Day.
Powered by Unreal Engine 3
The only obvious choice to power the Emergence Day era, its
visuals, and its gameplay is the brand-new Unreal® Engine 3, which
provides an unparalleled amount of detail without taxing the
processor. Images and designs that developers could only dream of in
the past become a reality with the power of this engine. Imagine
photorealistic environments rendered in real-time, and you only
begin to understand what this engine is capable of. After you see
this engine in action and your gameplay evolve, you will never look
at shooters the same way again.
But let’s be clear: It’s not just smoke and mirrors. Anyone
who has played Unreal® Tournament 2004 or any of
Epic’s previous Unreal-powered games knows about the amazing
versatility of the engine. Previous versions of Unreal Engine
successfully meshed together vehicular and on-foot combat on the
same battlefield. With its successor, Gears of War will
drop jaws with its visuals and stop hearts with its gameplay.
Shooters are often at the forefront of technology, and Epic is proud
to usher the industry into the next dimension of visual quality and
biting gameplay.
The AI May, or May Not, Be Your Friend
Gears of War takes squad-based combat to the next level.
Epic is developing a highly advanced game that allows
computer-controlled characters to behave like intelligent human
beings. They’ll make their own decisions, treat their own wounds,
return fire, and seek cover when the action gets hairy. They’ll
still take orders from you, but they don’t need to be babied.
They’re highly trained soldiers, and the design reflects this.
|