Cliff Bleszinski dishes on Gears and games

04.11.2008

I don't know. I like pointing to the Super Nintendo, back in the day. The developers would figure out ways to get smarter with that one cartridge, using procedural textures and the like to save space. There's always a way to squeeze more water from that stone, man. And this console's going to be around for a while, so we'll figure it out.

Weapon balance has always been a big focus for Epic, going back to Unreal Tournament. What are the tweaks that made the biggest changes in Gears of War 2?

The smoke grenades having a concussive effect is huge -- it prevents these cover standoffs and stalemates from the first game. The concept of "stopping power" is huge in multiplayer. If you try to roadie run at me, and I shoot you, you lose the majority of your forward momentum. It's like, "talk to the hand." It keeps people from doing that shotgun rush bullsh*t from the first game. You have to learn how to flank enemies, chainsaw from behind, or tag a grenade into the wall now instead. Crawling [after getting killed] is a huge addition, too, as is the ability to take hostages.

What does the shield bring to the gameplay?

It's kind of a heavy weapon, but you can do a little bit of a roadie run while carrying it. It's defensive in nature, and you can plant it in the ground by aiming and pressing A.