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Original von El Pazerino
Ich freu mich halt, und als 24 Jahre alter nichtvorbestrafter Östereicher darf ich das auch.
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Original von LOKI l
Ich bin mir jetzt nicht sicher ob´s schonmal einer beantwortet hat, aber in diesem Spam-Thread findet man ja nichts mehr...deswegen:
Weiß jemand wie das Speichersystem aussieht? Autospeichern oder Manuell? Thx
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Original von Future 86
Ich denke auch das es in Spiel Kontrollpunkte geben wird.Alleine der Gedanke man müsste bei dieser ganzen Action auh noch selber speichern ,,no come on''... - pause drücken ins Hauptmenü > auf speichern > dann überschreiben > ,,sind sie sicher das sie diesen Speichpunkt überschreiben wollen > eh was wie wo :O )- ... neee Kontrollpunkte müssen da einfach sein sonst wird der Spielfluss unterbrochen und die Atmosphäre würde teils flöten gehen![]()
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Original von LOKI l
Schon irgenwo ein Review in Sicht?
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Original von LOKI l
Schon irgenwo ein Review in Sicht?
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Although the title may allude otherwise, Gears of War has nothing at all really to do with gears. It does, however, have quite a bit to do with war. In fact, if one could distil war into a game, and maybe throw a few gears into the mix, Gears of War would be the result. Not that you'd quaff a beverage with gears in it, but we're certainly inclined to play a game that does.
Gears of War will be the first title to use Epic's Unreal Engine 3, itself one of the first next-generation graphics engines to hit the gaming world. What exactly 'next-gen' means these days is up to the reader, but we like to think it's a combination of stunning visuals, artificial intelligence and, the most important component of all - gameplay. And Gears of War, wearing its specular-mapped UE3 mantle, manages to accommodate this triumvirate.
Unlike Epic's previous titles, Gears of War is third-person - but more Resident Evil 4's 'over-the shoulder' than Tomb Raider's ubiquitous 'butt-cam'. And while it's all action, it's strategic action. Running around and shooting from the hip will end, mostly, in death. Combat is handled in free flowing 'scenes' and as you enter each scene your first action will be to find cover to hide behind, achieved by running up to pretty much anything and hitting 'A'. Once behind cover you can move between pieces of cover by moving the left analog stick in the direction you want to go and hitting A again. A little context-sensitive graphic will appear at the bottom of the screen beforehand to let you know what move you'll perform. Sometimes things don't always go to plan - we found ourselves more than once 'dancing' from left to right between two pieces of cover while attempting to go forward, but a simple tap of the A button will disengage you from whatever you're hiding behind.
Most of the game is played using this cover mechanic. Pressing the left trigger will make you pop your head out and take aim, while pressing the right trigger will let loose a few rounds. We found that aiming was next to impossible on the controller unless the sensitivity was turned right down, but obviously this is up to individual tastes. You can also spray and pray while hiding by whacking the right trigger alone.
Reloading is handled automatically, but if you feel the need for a mid-clip top up, hitting the left shoulder will start an 'active reload'. This will bring up a black bar in the top-left hand corner and a sliding line that traverses from one end of the bar to the other. Like a golf game, you're required to hit the left shoulder again at the right time - basically when the sliding line is within the small grey area of the bar - or else risk jamming your weapon. If you're particularly elite, there's a tiny bright white area in the bar that, if you manage to hit, will top you up with super rounds that do extra damage.
Speaking of guns, you can carry up to four weapons - a sidearm, two mediums and one grenade type. This isn't a big deal as you'll quickly discover your weapons of choice (shotgun, thank you), but does become a little cumbersome when you're required to lug around a certain 'special weapon' that's needed for some parts of the game.
Now, here's the part where we get to talk about the graphics. Simply put, Gears of War is one of the most gorgeous, delicious-looking games for the Xbox 360. It'll have you staring at your high-spec PC in dismay and, if you've spent a lot of money on it, disgust too. We've been hearing about motion blur and depth of field for years now, but it took Epic with UE3 to finally make it more than empty promises.
The motion blur is one of those things you'll notice straight away but take for granted almost immediately - the effect so subtle but so deeply important to making the experience all the more real. Add to this an even more discreet application of depth of field and somehow the world of GoW takes on an extra dimension. Where Epic pulled this dimension from, we don't know, but there's probably an extremely pissed-off extra-planar demon somewhere screaming obscenities at it right now.
Everything is real, from the shots you fire, the hits you take, the extremely visceral damage and everything in between. While you will undoubtedly catch the oddly rendered shadow or discontinuous polygon, animation blends almost perfectly - far away, up close or too close, it's all utterly brilliant.
It's taken a while for the Xbox 360's killer game to arrive, but it's finally here. Add to this a co-op option for the campaign and team and regular deathmatch, we can say with oodles of confidence that Gears of War is the console game of the holiday season. While the US will have the opportunity to enjoy this bountiful game sometime next week, Australia will have to wait for 23 November for the same privilege.
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