My review of Gears of War 3 - not the most interesting of reads if you aren't a gamer, but feel free to give it a browse.
The Beginning of the end...
SIX years after
we first revved up our chainsaw bayonet, Epic Games brings to a close a
franchise that’s redefined the third-person shooter. Bring your protein shake
and prepare for Bro-mance: the boys (and girls) are headed out for one final
night on the town. It’s going to be a messy one.
Many moons have passed since the Gears blew
a hole in Sera and sent Jacinto to a watery grave. Marcus Fenix and the COG
crew are floating safely on their new home, the CNV Sovereign, and life has
taken on a decidedly more sedate tempo. Dom has cultivated his sentimental side
and started talking to plants. Marcus is visited by dreams about his long lost
father. It’s all a bit... comfy.
Never fear. It’s not long before the quiet
life of the COGs is satisfyingly shattered. The Lambeth, rising from the deep
in their eerie twisting stalks (think Jack and the Bean Stalk, but without a
golden egg laying chicken at the top), reigning down destruction on the scene
of tranquillity. As a grizzly glowing Leviathan nibbles away at the hull of the
ship, we’re thrown in at the deep end. The final stand of the COGs has begun.
Oh how we’ve missed them.
Changing Gears
Epic Games left themselves with a stern
challenge after the second instalment of GOW. Two impeccable games – one
helping define the launch of a console, the other becoming one of the sturdiest
sequels the 360 has seen – had earned the producer a fan base of loyal, trigger
happy gamers that had come to expect the best. How were they to craft a
suitable swansong?
“Give them what they love” seems to be
Epic’s policy. More glowing bullets, more gore-heavy executions, and the welcome
return of the roadie run, causing you to wonder how you’ve ever survived
another game without the ability to thunder across open ground with the
subtlety of a comet.
The team at Epic have cut down on the
somewhat sequence-heavy gameplay of GOW 2, allowing the combat to flow along
like runny hell. A slight criticism of this new outing is the overly familiar
boss battles – there’s certainly nothing new for fans to get their teeth into
when the baddies get big. Sequences still largely follow the trend of ‘find
enemy weakness, exploit, and don’t get crushed/eaten/cut in half in the
processes’. It might have been nice to mix things up a bit in the final round.
Another (very minor) gripe that’s existed
with each of the GOW episodes is the lack of shocks. Moments of calm are never
truly shattered; as you walk around the gloriously grainy environment,
marvelling at the scale of the destruction around you, you’re safe in the
knowledge that an enemy will never sneak up on you. There’s a temptation to
groan aloud when you round the corner to find yet another downed structure has
provided more lines of convenient cover. Cue a hoard of murderous foe, a cheesy
one-liner from a COG and more roadie running to cover. To slate such tried and
tested game dynamics at this point in the series is more than a touch cynical –
but it’s disappointing that this formula is very rarely discarded for something
fruitier.
But rest assured, despite these grumbles
the GOW 3 campaign plays better than either of its older siblings. It’s slick,
it’s fast, and it never leaves you frustrated. Experienced players are advised
to head straight to the harder difficulty settings though, or you might find
yourself walking through the campaign without much of a challenge.
Gear up, load out
As far as the guns go, all the familiar favourites
of the series return with some wonderful new additions. The Lancer is still one
of the most iconic weapons ever to have landed in the hands of 360 games; what’s
as cool as a light sabre? A machine gun with a chainsaw, that’s what.
The most interesting and refreshingly
different of the new toys is the Digger Launcher. Is your foe encamped behind a
wall of impenetrable substance? Never fear. Best described as an ‘underground’
grenade launcher, the weapon fires a small creature strapped with explosives,
which burrows its way toward your cover-grabbing opponent. It’s immensely
satisfying to watch the trail of soil disappear behind an obstacle before
hearing the resulting explosion and splatter.
Another new gun that really highlights just
how much careful consideration Epic have put into the new weapons of GOW 3 is
the Vulcan Canon – a gun that actively encourages teamwork. One player carries
the ammo feeder (no doubt screaming directions like a back seat driver), the
other carries the business end – directing an utterly terrifying hose of
bullets that will rip through anything unfortunate enough to be standing in
front of you. Well done Epic. Well done indeed.
The essential timing of reloads has had the
slightest of tweaks as well, resulting in even more satisfaction as you nail
that reload bar in the midst of a fire fight. Your primed rounds now glow with
a more fluorescent zeal than the series has seen before, raising the
badass-o-meter a killer inch.
Story Time
All of the new bells and whistles shouldn’t
distract from the fact that GOW 3 is a very capable story teller – not just in
respect to the series, but amongst most shooters in general. It gives you one last chance to play as your
favourite muscle-clad antihero, be it Marcus or Cole Train or several of the
other COG crew. Each opportunity to play as a different COG member allows you
to gain a new perspective on the character, fleshing out their back story and allowing
you to feel more emotionally attached to them. And by emotion, I mean a deeper
sense of satisfaction when you use the player to cut an enemy in half – you
know what it what it’s taken for them to still be alive.
The voice acting and one-liners are still
as hammy as we’ve come to expect from the series – and several scenes will
tempt you to emit a groan. Without wanting to spoiling anything, you’ll get
sick to death of Marcus shouting “Dad” after about 30 minutes of play time.
Four’s a Party
The multiplayer has also seen a great deal
of treatment from the Epic team, and their work has paid off by the gore-filled
bucket load.
There’s a new four player online co-op,
which brings a wonderful sense of team play to the campaign story. When tackling
the campaign in single player, your computer AI pals are often a touch too ‘super-soldier’
to make you feel like you’re in a team, and hence the new online co-op lets you
feel like you really are part of a crew that have to depend on each other to
survive the stickier situations.
The Horde makes a welcome return, seeing
you and four others pit yourself against wave after wave of Locust lovelies,
all begging for their heads to get stomped on. The new Beast mode is a
wonderful inversion of the same format, allowing you to play the part of any
Locust beasty you can think of. Ever wanted to know what it’s like to be a
Ticker? Or wondered just how badass it is to be a Berserker? Both of these game
modes feature a reward system, as you earn cash-for-kills to spend on upgrades
and new toys in the downtime between waves of foe. It’s an inspired addition,
allowing the gamer to become even more engrossed in an already deeply satisfying
game experience.
End of an era
GOW 3 brings everything to the table we’ve
come to expect from this well loved series, and Epic Games has provided a true
feast for the fans. The story line is satisfyingly rounded off and there are
hours of replay incentive on offer, both from the challenging campaign difficulties
and vast multiplayer variants.
Battlefield and COD will steal most of this
year’s shooter headlines, and it’s my concern that GOW 3 might be forgotten
about in the list of significant 2011 releases. It deserves your attention, and
will certainly earn your adoration. Give bro-mance a go. Get Geared up one last
time.
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