Players: 1+ Player Game | Genre: Action
Release Date: TBA 2013
CVGames, in a closed doors interview with Epic Games design director Cliff Blezsinski and People Can Fly founder Adrian Chmielarz, receive a peak into the new design decisions of Gears of War: Judgment.
If you don’t know already, Judgment’s plot takes place at the very beginning of the locust invasion. This is first contact. Weapons are more raw and improvised as humanity is struggling to learn how to fight back against this new enemy. Cliff B. promises that players will see the build up to the war, and the exact moment when bolting a chainsaw to a machine gun seems like a good idea to the Gears. This game promises to bring back the more scary locusts from Gears of War 1.
This time there is no Marcus or Dom. The story takes place in a series of flashbacks that cover the court-martial of Baird. At the time of the game, Baird is still a fairly new officer with the Gears and has yet to become the completely sarcastic SOB--rebel to authority - that gamers recognize from Gears of War 1, 2 and 3. It is through his actions in this game, that promises to show how he formed the personality that makes him a fan favorite.
What exactly did Baird do to deserve expulsion from the officer core? Thats up to you to find out, as the story takes place in memory flashbacks and official (and heavily censored) court-martial documents. You will go on a journey in Judgment to discover the truth to this ‘cover up’. People Can Fly founder Adrian Chmielarz tells us that you will learn even more on your second play through of the game, as memories become less fuzzy, new areas will open on the map.
The difficulty engine is constantly assessing you and adjusting the challenge. Cliffy B said that even “If your fighting from safety undercover, the game can make the decision to send in the correct units to challenge you - force you out from cover." Fans will also be happy to know that weapon swapping will be taken off the D-pad and placed onto one of the face buttons, for over all faster action.
When asked about what People Can Fly is doing on the project, Blezsinski responded; "If you look at the slightly compressed timeframe for these products--we don't have the two and a half years like Gears 2 had--the fact that with the feature set needed, we're in a world where if you look at the Call of Duty interviews where they're like here's the CEO of Sledgehammer, here's the CEO of Infinity Ward, here's the CEO of Duncan Hines, you're like, 'Jesus, what's going on here?' It takes multiple studios now to really make a game that can have all of this between the campaign and multiplayer and the co-op elements and things like that, and plus they're quite f***ing crazy, to be honest with you," Chmielarz says that having a young team and "fresh set of eyes" is a good thing for the Gears games.
"The big idea is, yes, we can bring something fresh to this. I think we basically inspire each other – we have these new ideas and then sort of shake the foundation of Gears up without changing too much; it's still Gears."