Gears of War
Tuesday, August 28th, 2007
It’s small interactions like these that make Gears of War such a bloody pleasure to play with your friends. From deciding whether to revive a friend or execute a foe…whether to go melee-attack crazy or to snipe from afar…when each kill is so important (multiplayer supports only up to 4-on-4, with everyone getting one life per match), the intensity and excitement are so much greater here than in most other shooters. And with each death being so viscerally violent—heads explode, guts spill—the fist-pumping-in-air “aw, yeah!” victorious moments never seem to end. Two weeks straight of playing Gears of War over Live, and my friends and I are still whoopin’ and hollerin’ after a match ends on a particularly vicious hit.
Shoe: Bryan’s keeled over and helpless, desperately hanging on to his remaining pints of blood. Decision time. I could go over and stomp his head into the ground and earn extra points in the process, or I could play it safe and finish him off with my assault rifle from behind this stone pillar before his buddy can save him. Ah, screw it. Safety be damned—I want those style points. I run over to him, and as I’m performing the up-close execution move, I notice his teammate charging out from around the corner with a chain saw revved up and ready for my soft chest. Most of my insides end up covering the television screen, but I don’t mind. I knew the risks and was just happy to have a chance to humiliate my coworker.
Don’t like playing with others? That’s too bad, because co-op campaign mode is also an awesome experience. Most co-op shooters artificially insert a second player into an existing single-player framework. Like Halo 2…its campaign mode and story line were never about Master Chief and his buddy, right? In Gears of War, however, you always have a partner, whether he’s A.I. or human controlled, and many scenarios work around that dynamic (such as a scene where one player must use a spotlight to keep the other one lit so he doesn’t get eaten up by the light-phobic Kryll). I’m envious of gamers who get to face the blind, rampaging Berserker (who hunts by sound and smell) or screeching Wretches (whose f’ed-up scream still haunts my eardrums) for the first time with a friend on the other end of the headset. Playing through the story by yourself is great, too—the Doom 3–style frights, the Resident Evil 4–ish boss moments are exciting enough—but your A.I. teammate seems to need more help than he’s able to offer (though he’s never as bad as we’ve seen in a series like Ghost Recon).
I can go on and on about the exciting action in the campaign mode (like dropping a Locust drone to his knees in the dark to let the Kryll feast on him), the great moments I’ve experienced in multiplayer matches (exploding three foes at once with one orbital laser beam), and the insane graphics (best I’ve seen on a console, period)…but I have other things on my plate right now. Bryan’s bleeding out again…. I have to go stomp his head.
Bryan: I should absolutely hate Gears of War. Tactical combat, a big emphasis on using cover, one-death-and-your-done multiplayer—all three have always been high on my list of gaming pet peeves. But ironically, these aspects make up much of the reason why I absolutely love it.
While Gears is totally a thinking man’s shooter, it feels way less methodical than, say, a Ghost Recon. Whenever I describe my encounters here—whether it be from the rockin’ (albeit brief) campaign mode or multiplayer—I end up comparing them to a game of chess…but one that’s haulin’ ass at about 120 miles per hour with a ton more gore. Enemy-spawning emergence holes have completely surrounded my built-like-a-brick-s***house supersquad—quick, what’s the plan? A fugly Locust mans a turret, but I can’t get to him because if I step into the darkness, those flesh-eating Kryll will tear me to pieces—think, dammit, think! Surprisingly, coming out alive in these wonderfully intense situations doesn’t revolve around who’s fastest on the trigger. Rather, it’s all about who’s fastest at learning the lay of the land (which the game does an unbelievable job at varying throughout) and discovering its strengths and weaknesses before your opponent. And because Gears is structured as so, its self-proclaimed “stop-and-pop” gameplay works perfectly here. Even after finishing the game twice, I still get a kick outta watching the camera violently rock as I “roadie run” to cover, bouncing up only for a mere moment to blow someone to bits with my John Rambo–esque Torque Bow, and then quickly moving on to the next safe zone. And everything I’ve mentioned just makes the multiplayer portion, where one wrong move will earn you a seat in the spectator lobby (usually with a severed body or crushed skull), that much more stressful…yet in the best possible way.