No online host advantage in Gears 2
And cover's near perfect, says Bleszinski.
Silky-haired game designer Cliff Bleszinski promises there will be no online host advantage problems in Gears of War 2 multiplayer.
Wielding a shotgun with next to no lag produced an unfair advantage in the original game, with connection speeds also responsible for some bizarre chainsawing feats.
"People loved [multiplayer in Gears] but they didn't like the host advantage. They got tired of the shotgun inconsistencies," Bleszinski told GamePro. "We're fixing all of that.
"They didn't like the randomness of the chainsaw, so we put the chainsaw duel in - may the best man win!"
Chainsaw duels will be activated when you try to saw through someone facing you and also wielding the weapon. Bleszinski says the duel itself will be quick and over before others get a chance to train their sights on you - there is no animation invulnerability this time.
Gears of War 2 multiplayer will also expand to five man teams rather than four, as well as introduce new modes like Wingman, where five teams of two battle it out like Maverick and Goose in a sweaty changing room. Guardian and Meatflag are two of the others.
These are not the only irksome quirks from the original to be addressed; Bleszinski and team are busy knuckling down on the core cover system. He reckons this worked about 85 per cent of the time in the original, but says the sequel will be much closer to being perfect.
Gears of War 2 is still on course for a November release, exclusively on Xbox 360 in case you were wondering.
We expect much more of the game to be shown at E3 next month. Until then, you can pop into our Gears of War 2 gamepage for the first pictures and movies.
You may also like...
-
Day Z: The Best Zombie Game Ever Made? 89
-
Gravity Rush Review 66
-
XCOM: Enemy Unknown Preview: First Contact 18
-
New Star Wars franchise to be unveiled next week 77
-
Sony patents method to interrupt your gaming with an ad 156
-
Wii U Aliens: Colonial Marines is best-looking version because of console's "more modern tech" 106
-
Rockstar to push Max Payne 3 "to its limits" on high-end PCs 31
-
Jet Set Radio announced for PlayStation Vita 51
-
Ghost Recon: Future Soldier Review 132
-
Amalur MMO "would blow you away", claims game's author 21
-
Demon's Souls servers to stay online in the US 20
-
Kingdoms of Amalur: Reckoning needed to sell 3 million to break even 81
-
Arma 3 in-engine footage shows off lighting tech 26
-
Resident Evil: Chronicles HD Collection release date, price 12
-
App of the Day: Go Robo! 2
Comments (41) Latest comment 4 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
On topic... THANK GOD!
Comment below viewing threshold Show
/this was more of a warning to any future teammates who have the bright idea to be anywhere remotely near an enemy.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I think you will suck, just like your...oh.
Comment below viewing threshold Show
Comment below viewing threshold Show
People need to be on level playing fields.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Yeah, I know what you mean. It makes it a whole lot easier to kill with the hod when they have nowhere to hide.
Comment below viewing threshold Show
GoW multiplayer was a hindsight at best. It was added less than a month before release. Epic was very unfamiliar with the live system (hence the very crappy implementation of parties). It is very likely that they made several very large errors that couldn't be patched.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Exactly the reason I stopped playing Gears 1
Comment below viewing threshold Show
Sounds like this might be just hot air.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I think that this is what they mean. Obviously you can't eliminate it on a p2p structure but you can minimize is by optimisations in the code, which wasn't done in gow. Personally I've not noticed it a lot but that's most likely because I often get to be server.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I'm a research engineer in the field of mobile communications and networking, so yes. Many people confuse p2p (everyone sharing information with everyone else) with the client/server model (everyone else, apart from the host, only communicates with the host). There are issues with using a p2p system though, such as NAT traversal, but this should be easy to overcome through the use of a a centralized matchmaking server (which is used anyway, even for a client/server model). CoD3 nearly had it perfect, apart from from their handling of the checking of the connection to the in-game 'host', where this 'host' was only responsible for setting the game parameters etc. This led to the infamous "Game Session No Longer Available" messages, but i'm pretty confident there are ways around that particular problem.
Comment below viewing threshold Show
Comment below viewing threshold Show
Dedicated hosts are the way to go, always. Its easys and foolproof and puts everyone on a level playing field.
Comment below viewing threshold Show