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140°

Gears Of War intended to be like Battlefield, had mechs and class-based combat

Gears Of War wasn’t always the machismo, testosterone-fuelled third-person shooter that came to define the early life of the Xbox 360; it actually rose from the ashes of an unfinished Unreal game that had been in the works five years before Gears would see the light of day.

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donthate3953d ago

Day-1 for me as well, being a huge Gearhead!

SPAM-FRITTER-1233953d ago (Edited 3953d ago )

Remember last gens first new titles? They were amazing compared to this gens line up.

Gears, Uncharted,Viva pinata,Resistance,CoD 2,Condemned,Motor Storm,Amped,Perfect Dark:Zero....Now they were some awesome games. Just seems very generic these days.

DarkOcelet3953d ago

I am glad it became what it is today i remember the first battle with the enemy and that theme started it was awesome and the gameplay was really good and that final boss on insane , Raam was a nightmare . I wish the next gears is hard just like the first one .

gamesTM_dom3953d ago

“Gears started as a class-based Battlefield kind-of game,” explains Unreal Engine lead programmer, James Golding, “It had classes, mechs and it was going to be multiplayer focussed… that was until [Cliff Belszinski] played Medal Of Honour and he was like ‘no, single-player campaign is where it’s at!’”

Imagine how different it all would have been had Cliff not sat down and played Medal Of Honour one day. Crazy to think MoH - an average FPS at best, imo - shaped one of the best 3rd-person shooters on the market!

donthate3953d ago

Inspiration to create absolute perfection can come from anywhere!

CloudRap3953d ago

Lets hope Black Tusk brings this concept to life.

gamesTM_dom3953d ago

Do you think they should? Judgement was a damp squib, but the Gears formula worked for the first 3 games - I kinda hope Black Tusk deconstruct what made the first game so good and re-validate that for today. Mix that crunchy, satisfying gunplay with just enough story to keep you interested... and then put loads of epic setpieces together where you just shoot the s**t out of EVERYTHING

CloudRap3953d ago

Agreed I just think they need to change something major to keep it relevant , judgement wasn't a bad game so much as it was stale just like Halo Reach, and speaking of Halo, 343 seems to be tweeking the formula quite a bit, and I think Black Tusk should follow suit.

Nolando3953d ago

along with team based in your face squad deathmatch and you got gold!

BattleN3953d ago

Judgement tried it and flopped so no from me!

Petro3953d ago

Didn't anyone think that Gear of War would have been more like Unreal Tournament with classes instead of Battlefield.

wls10123953d ago

I've been playing the diet version of gears for a year now,so I'm super ready for the real thing, BRING IT

when I say diet version I mean the last of us

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90°

Epic Games Asks Judge to Force Apple to Unblock Fortnite on iOS

The saga of the legal battle that sees Epic Games fight Apple in the attempt to bring Fortnite back to iOS has just gained another chapter.

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PapaBop26d ago

Damn, I'm going to need to restock my popcorn if this keeps up.

230°

Epic's Tim Sweeney shares first details about Unreal Engine 6

In an interview with Lex Fridman, Epic Games' Tim Sweeney shared the first details about the next version of Unreal Engine, Unreal Engine 6.

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Vits40d ago

It’s going to come packed with a bunch of flashy, buzzword-filled features that no one will actually be able to use without tanking performance. And just like every iteration of that engine before it, the excuse won’t be that it’s poorly optimized, no, it’s "forward-thinking" and the hardware just isn’t ready to keep up.

But since it saves studios from having to invest in developing their own internal engines, it’ll still end up being widely adopted across the industry.

VenomUK39d ago

But will it have micro-stutters?

Vits39d ago

But of course, even compatible with VRR, so you can really feel it.

rlow139d ago

What cracks me up, is a lot of games utilize Unreal 5 and yet gaming has become more expensive. So all that BS that they shoveled out the last big reveal hasn’t translated into savings and if it has, then the industry is just plain ol’ lying.

1nsomniac38d ago (Edited 38d ago )

You mean like “going digital will bring down costs for customer dramatically. Because there will be no packaging/distribution.” Or maybe the “games going forward, will be cross-buy so you buy it once and will be able to access it across all platforms you own.” Or even the “if we increase the rrp it will mean we can get rid of micro transactions altogether.”

… I could be here all day quoting the lies from this industry.

abstractel38d ago

Scope of games are way bigger than even just 10 years ago. Also keep in mind that Epic charges 5% for using their engine, Steam charges 30% just like Sony, Nintendo and Microsoft's stores. That's 35% of your revenue gone. Steam infuriates me because they don't have nearly the overhead console manufacturers have but they know people are unlikely to migrate to Epic Games Store (which charges 15% instead but has a shit storefront compared to steam). I love UE5 (for the most part) and it has pushed the envelope in ways that would be too long to list here. I think UE6 will push things further and make it possible for devs who don't have Rockstar resources to make amazing games even further. Time will tell.

barom38d ago

@1nsomniac Going digital did make things cheaper though. Games are dropping in prices at much faster rate than before and you’ll find plenty of sub $10 games on sale all the time, whereas before we had to wait for “greatest hits” label. Not to mention the indies basically have a levelled playing field now.

Pyrofire9538d ago

In the same way that you make all these assumptions and judgments on the future of UE, I see you making these assumptions and disregard any opinion you hold.
I see no value.
There is nothing constructive, just ire on what was and the willingness to believe nothing will get better.
You have given up on the possibility of joy and will not find it.

Profchaos39d ago

Will it have games or just more decade long projects

IanTH39d ago (Edited 39d ago )

I find this odd. How am I expected to be excited with future promises when mired by the current legacy of UE5 and its myriad of technical shortcomings that have yet to be solved, even years after release.

Of course they should be working towards the future, but talking about it while UE5 still has many unsolved issues years after it has been the de facto standard? An engine used by so many, after so many years, with the backing of a company as grossly cash-rich as Epic shouldn't have so many problems still.

And the optics - even if not the truth of the matter - is you're putting time & resources into UE6 at the expense of UE5; your current product still needs quite a lot of attention. Unless the message is "we're abandoning UE5 because it's issues are systemic, and we hope UE6 can address that mess by moving on as quickly as possible".

IanTH39d ago

I was attempting to reframe my comment as I watched more of the video, but the edit timed out. So here is a nearly completely different comment lol:

The number forks/fragmentations of UE5 feels like - from a laymen's perspective - a plausible explanation for why the engine, 3 years post release, has continued to have the same problems today as it did from day 1. Sounding as if they can't really find a way to cleanly coalesce each of the seven disparate variants, it seems hopes lie with being able to do so in the years leading up to the launch of UE6.

That said, if they have so many specific versions, then it does still kind of boggle the mind why issues, like compilation stutter, are still so pervasive. Seems in this specific scenario, the fragmentation could potentially be useful for at least helping to narrow down platform specific issues/solutions.

Clearly not the case, so hopefully they can make UE6 more unified to allow for more focused, streamline engine development.

PixelOmen39d ago

Compilation stutter hasn't really been much of an issue for a couple years now if the devs know what they're doing. The problem is not all the devs know what they're doing in that regard. The real problem is traversal stutter. That is nearly universal.

IanTH39d ago (Edited 39d ago )

I sort of ended up mentally putting both of those under the category of compilation stutter, which is surely too reductive. I should have just said "stuttering/fametime issues in all their incarnations". Because while there are improvements to comp stutter, even games that force you through long, even 30 minutes shader compilation stages before playing haven't managed to fully solve that issue. Heck, even consoles, with fixed hardware that can ship with pre-compiled shaders can't even seem to fully escape it.

Traversal stutter is definitely its own issue, though, and has only been exacerbated thanks to older cards being held onto longer, and companies - primarily Nvidia - opting to put 8GB VRAM buffers into cards for way the eff too long. If you don't have the top of the line CPU and high-end, overclocked RAM kits - most of the PC playing population - to help shuffle that info between system memory and the GPU, you're more screwed than most. And Nvidia could help the issue as well, if they could improve their years-long issue with high driver overhead. Freeing up any extra CPU usage, especially for those with weaker CPUs, would really benefit.

I really hope these things can have some kind of solution found for them sooner than later. As it is, it just feels like games are taking two steps forwards and two steps back a lot of the time. Improved pixel quality (world detail, lighting, etc), at the expense of degraded image clarity (softer image, heavy reliance on upscaling, increased artificing) and smoothness/performance (stuttering/poor frametimes).

And the fact this stuff occurs, when dev times are longer than they've ever been, with budgets creeping ever higher, it's that much worse to feel like a lot of experiences just aren't wins across the board. Especially as deep into this generation as we are, and with as much time as devs & engine makers have had to iron out issues. It feels like we may need to pump the brakes on the pace of research into graphics tech and rebalance towards optimization. Image clarity (native res, especially) continuing to fall further, with poor frametimes for a myriad of reasons, as the generation goes on doesn't feel the best.

PixelOmen39d ago

I'm not just talking about shader compilation stages. There are games like Expedition 33 that barely have any pre-compilation stages (in the background on the main menu) and have almost zero comp stutter. It has to do with the way you use shaders and make your materials. It still has some small traversal stutter though.

Noskypeno39d ago

It feels too soon to talk about UE6. It feels like UE5 barely got tapped, only a handfull of games really showed its potential.

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260°

Gears Of War Creator Urges Devs To Make Single-Player Games Amid EA's Live Service Focus

Gears of War's creator has spoken out against the trend of turning established franchises into live services, urging developers to focus on single-player experiences.

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Cliffy B's original tweet should be the main source while tech4gamers is the Credit URL.
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Relientk77129d ago

I agree with Cliff for once.

Single player games > GaaS

JEECE128d ago

Too bad he didn't have this opinion when he chased trends with Lawbreakers. Or when he chased trends with Radical Heights.

Popsicle128d ago (Edited 128d ago )

He learned from the mistake or he wouldn’t be advocating for more single player experiences. I find this refreshing in a world where we often see people so stubborn that they tend to double down on a mistake which results in making things even worse. Seriously, good for him!

JEECE128d ago

@Popsicle

Oh for sure, better late than never. And better to somewhat own up to your mistakes, rather than just blaming your release window, or advertising partners, or gamers lol.

anast128d ago

@Popsicle

Of course we will never know his intentions, but it's hard to believe he is just a naive agent that is learning from his mistakes.

-Foxtrot129d ago

He could have done one himself after Gears of War but he did Lawbreakers…look how that turned out.

RaidenBlack129d ago

Not converting Jawbreakers into F2P was the final nail in the CliffyB coffin.

Knushwood Butt128d ago

Jawbreakers would have been a better name! Heck, I might just go and trademark that right now.

BISHOP-BRASIL128d ago

@Knushwood

Aren't those a kind of candy already?

coolbeans129d ago

You're missing the point. His studio's short lifespan is what *inspired* him to make this comment in the first place.

-Foxtrot129d ago

Oh I know the point...I'm just stating the obvious and how stupid he was in the beginning to jump on a trend he had no real experience in. A first person hero shooter with heavy GaaS elements is a lot different than the multiplayer in Gears of War.

He'd have been better creating something like Gears of War again, a great single player story and a good online mode.

coolbeans128d ago

-"A first person hero shooter with heavy GaaS elements is a lot different than the multiplayer in Gears of War."

I mean... you're kinda muddying terms when Gears has always had a strong multiplayer component. Even if I grant you that, Cliffy B started cementing himself at Epic with Unreal Tournament, which was among the earliest shooter series to have "proto-GaaS elements" (downloadable maps, cosmetics, special editions that bundle stuff together). Lawbreakers and Radical Heights (were it finished) weren't major career shifts to him like they would be for, say, Fumito Ueda.

Regardless of that, it's still kinda useless to state the obvious when CliffyB himself made his comments with the benefit of hindsight already.

128d ago
CrimsonWing69128d ago (Edited 128d ago )

Look, these a-hole publishers can do this, in fact I want them to, so they can f*ck around and find out and fail hard scaring away everyone else from doing this live service push.

This industry is run by some of the dumbest corporate pieces of sh*t I’ve ever seen. They spend stupid amount of money with literally nothing that stands out from games from the previous generation (look at Arkham Knight to the $200 mill Suicide Squad comparison vids), you’re overpaying devs, and you focus on games as a service to milk consumers that a lot of them grew up off traditional games. We’re not idiots, we sniff this sh*t out and won’t touch it.

So, what’s your answer to not getting a ROI? Raise game prices and double down on GaaS so you can suck your consumers dry. That model only works for some games and even then how in hell do you expect it to work with multiple games!? They’re ruining the damn hobby with this corporate greed.

Cut back on dev budgets, cut back on how much your staff is getting paid, until sales for games bring in a profit. That’s the answer and make some games that feel like there’s passion behind them, not some cookie cut up game that feels like the entire existence behind it is to offer as little as it can with repetitive bullsh*t and selling off all this content throughout its life. It’s gross.

anast128d ago

I agree with every point here.

Redemption-64128d ago

Games do bring in a profit, it's the greed that is killing the industry. Here is a fact, live service games overall make more, significantly more money than single player games

What you should be asking is executives not wanting continuous growth or firing them. Saying devs should be fired when those who are fitting the bills and setting unrealistic expectations would make things worse. What do y9u think would happen if they released say, 30 single player games and over half of them fail? You are going after the wrong crowd.

DankSinatra128d ago

About time he learned. I guess he finally stopped blaming everyone else and took accountability for his mistakes and realized that people really don't care that much for trends or live service.

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