An early tagline for Gears of War 2 was “Bigger,
Better, more Badass.” Now you’re describing it
as “more epic, more personal.” What do you mean
by that?
Cliff Bleszinski: “More epic”
in regards to the battles, but also in regards to the scope
of the problem that’s going on, as far as humanity’s
back being against the wall. They’re in this spot they’ve
holed up on called Jacinto that’s roughly the size of
Manhattan and is threatened with complete collapse. Since
the best defense is a good offense, The COG has to launch
this full scale attack against the Locust and actually go
down underground to where they live and take them out. And
of course stop whatever the hell is sinking these cities and
put a stop to it. It’s quite the huge task for humanity.
But at the same time in the midst of all that, Dom has his
personal quest (to find his wife). Yes he has his duty to
humanity, but he also has his responsibility to his wife and
to finding out where she is. So those two things are kind
of the bookends to that.

Expect lots more action in this "epic" follow up...
There’s a different look to the environments
this time around. It’s six months after and winter is
approaching, can you tell us how that effects the overall
look and feel of the game?
Cliff Bleszinski: The game has this metaphor
– the first game was “nightfall” as a background
theme and the new game has an autumn vibe. As in the “autumn
of humanity.” And we’re headed into Winter. The
game is a little bit darker, thematically, than the first
but it’s more beautiful. A lot of people remember the
first game as being all gray colors, and this time around
we designed the game to have more scenic vistas. So you’ll
come over the hill and see this beautiful valley below you,
and it’s this breathtaking moment – so of course
all hell is about to break loose. The game is a little more
saturated than the first as far as visuals go, not just completely
grayed out everywhere. And there’s a lot more variety;
you’ll see these little mountain hamlets with slushy
snow everywhere and flurries falling all around all the way
through to the mysterious areas of the Hollow, which is unique
and looks like nothing anyone would expect to find underground
and then to things like driving a tank up a mountain in a
blizzard and everything in between. You’ll also get
to see Jacinto, where humanity is living and everything in
between.
So are you moving away from the concept of “destroyed
beauty” that marked the first game?
Cliff Bleszinski: It’s still very
much there as a theme, but it’s a back ground theme.
I mean yes, you’re going through these beautiful cities
that have all been destroyed, but you know we kind of want
that to be “over there”. We don’t want to
push a theme like into players’ faces; we don’t
want to cram it down their throats. We want it to resonate
in the background.
I think Gears is very much a franchise that’s about
these big badass guys with chainsaw guns killing these lizard
men. That is what it is. But there’s also sadness in
the background and these secondary themes of loss and redemption.
Those who play the game and really “get it” they
start picking up these secondary elements. We just want to
keep them a little more subtle.
It’s kind of a bait and switch. You say “ooh,
look, badass guy, blood flying everywhere” then all
of a sudden you’re like, wait a minute, this is a universe
with a war over an energy source, and everybody in the universe
has lost somebody and they’re conscripting people into
the army and things are getting increasingly desperate and
it’s a very, very dark situation. And that kind of resonates
over a longer period of time. More so than blood ever will.
Let’s talk about the multiplayer a bit. In the
first game, many gamers felt like the single player was the
more enriching experience…
Cliff Bleszinski: I would have liked to
have shipped with more modes.
… so going into this game, what was your overall
outlook regarding multiplayer? What was your main objective?
Cliff Bleszinski: If you look at what we
did with Gears 1, and you objectively look at how we pulled
it off; it was a new IP, completely new universe, new version
of our engine, new console, Epic hadn’t done a campaign
based game in years, since the first Unreal (we produced Unreal
II, but that was Legend Entertainment that developed it) so
basically the odds were stacked against us. Plus, we did it
with a team of like, forty guys. And the fact that we pulled
it off was basically a miracle. At the same time, we have
some of the most talented people in the business.
Now with the sequel we can really step it up a notch with
a longer campaign, and now that we’ve established who
these guys are we can start exploring some personal story
arcs, we can introduce some new guys, we can go places we’ve
never gone in the universe. And the multiplayer can ship with
many more modes than we shipped with in the first game out
of the box. We can do a better job with achievements, bring
in more robust online functionality with the party system
and screenshot mode and things like that. Better spectator
mode, the list goes on.
Now that we’ve bled out of the eyeballs to establish
the universe, now it’s time to really - it’s not
that we’re not working hard, we’re just having
a little bit more fun because we’re not even questioning
whether or not we can cover things like that anymore.
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