Tuesday, December 13, 2011

Creationism


I’ve heard whispers and now I’ve heard shouts. Bethesda has put a date on their release of the strongly desired Creation Kit. They announced that it will be up for grabs January, 2012. For those of you who don’t know what this is, the Creation Kit is the engine Bethesda used to create The Elder Scrolls V: Skyrim. Which means when it’s released, the modding community will explode once more, just as it did for Oblivion: the previous game in the Elder Scrolls series.


Personally I can’t wait to see what the community can create this time around. The mods of Oblivion were unbelievable in number and innovation. Not to down talk Bethesda at all, but some of these mods really improved the game in infinite ways and others were just plain old fun.
No matter what you want with mods, whether it be a brand new suit of armor to gloat to your non responsive, AI friends, a new sword to slice and dice your way through some dungeons, or an overhaul to make all the trees look prettier; you can be sure that the community will have it covered as soon as the Creation Kit is released.
Lastly, if you’re an owner of a PC version of Skyrim and are interested in mods I highly recommend the Nexus Website for Skyrim. I will provide a link below. The Nexus sites are a collection of free online databases for Modders. Each is dedicated to a certain game (i.e. Oblivion, Fallout 3, Fallout: New Vegas, Dragon Age, and Skyrim) and makes it easy to browse, rate, and download thousands of mods created by the community. If you don’t have a login then I advise you to do so. It takes a few seconds and only requires a few fields, username, password, email, etc. After that you’ll be all set to start modding. The site offers a nice “How To” guide for newcomers and has also released a beta version of a download manager which I can see becoming incredibly useful later on when the number of mods can be a bit overwhelming. 

Happy Modding! 

Tuesday, November 29, 2011

Some Scratch Records, Others Break Them

Once again our providers of care packages and predator missiles, Call of Duty, have shattered another record in today’s gaming market.  Activision announced on November 17, 2011 that, five days after the release of Call of Duty: Modern Warfare 3, the company generated 775 million— let me say that again, 775 million— in sales.

                This new number in sales has shattered any other previous record made by Call of Duty or any other gaming company. The guys at Call of Duty have always been fortunate when it comes to records: with the 500 million achieved with the release of Call of Duty: Modern Warfare 2 followed by the 650 million that came with Call of Duty: Black Ops.



 

                Robert Kotick, CEO of Activision Blizzard, had this to say after getting news of his incredible success with COD: MW3, “With $ 775 million of sales of Call of Duty: Modern Warfare 3 in its first five days, Call of Duty has become the first entertainment property in history to set five-day launch records for three consecutive years across all forms of entertainment.”

                In the first day of sales including the midnight release—a release I too took part in— the game sold over 6.5 million copies in North America and the United Kingdom, estimated at a gross of $400 million for Activision. The company is already approaching the numbers of popular entertainment titans such as Star Wars, Harry Potter, and Lord of the Rings.

                But it is not just in the realm of money that Call of Duty is finding such success. Microsoft released that more the 3.3 million separate gamers logged over 7 million hours on multiplayer by the end of November 8, the release date. At certain times, there were minimum 3.3 million players online: a monumental feat for games.

Monday, November 21, 2011

Dragons, Magic, and… Babies?



            During February this year Bethesda released a rather interesting yet abstract competition for their fans to attempt. They were willing to provide the winner of the competition with a lifetime supply of Bethesda/ZeniMax games; a supply that would continue for any game released in the future as well. So what was the competition you ask? To, on the release of The Elder Scrolls V: Skyrim, 11/11/11, conceive a child and give it the protagonist’s name within the game, Dovahkiin.
            Now Skyrim was only released a few days ago and my Dragon is a little rusty, but I believe Dovahkiin means “Dragon born”. Yes? Obviously and who wouldn’t want a sick name like that, right?
            And while this competition was intended more so for the laughs and fun, one family took up the challenge and strove to achieve. Megan and Eric Kellermeyer was this very family, and after hearing about this challenge, they gave a quick phone call to their local Stork and ordered a baby to be delivered on 11/11/11.
            Thanks to nature and a bit of good timing, the Kellermeyer family grew by one on this very date, giving birth to Dovahkiin Tom Kellermeyer at 6:08pm. After some quick snapshots of their newborn and some needed paperwork; the family was victorious. And like promised, Bethesda presented the family with the prize.
            Congrats Megan and Eric on your new child, we wish you and your new Dragon born the best. We now know who to call when we need help with dragons, and we’re sure you’re eager to hear his first words – shouts.

-Joystick Revolution
           

Wednesday, November 16, 2011

A Modern Renaissance


A cool article we found from USA Today (link below). Art has always been a source of culture and innovation, and who could say that Video Games are any different? Go get em Gamers!

Artists in high demand for video game industry
By Mike Snider, USA TODAY

Are video games works of art? The debate goes on, but there's no question that art is integral to video games.

Bethesda Softworks
A team of 40 artists worked on 'The Elder Scrolls V: Skyrim' video game to create a believable fantasy world.


  • To compete in the $60 billion global video game marketplace, top studios have assembled NFL-roster-size teams of increasingly specialized artists to create blockbuster titles. And the growing demand for high-profile talent has led colleges and art schools to increase the course and degree options for prospective video game artists.
  • "As gaming continues to rise in popularity, cross gender and social boundaries, and expand in what defines a gaming experience, artists of all types will be in high demand to provide all the visual elements we as game consumers expect and at the quality we demand," says Nick Heitzman, a game developer and member of the faculty at the Guildhall graduate game development program at Southern Methodist University.
The wide variety of art directions that video games are taking will be exhibited in several new releases:
 
  • Take Ubisoft's Assassin's Creed Revelations. Artists traveled to Istanbul to see the ancient Hagia Sophia to help them re-create their ornate rendition of the one-time Catholic church and Muslim mosque in the 16th-century-based game that comes out Tuesday. ($60 for PlayStation 3, Xbox 360 and PCs; ages 17 and up.)
  • Another Ubisoft game out Tuesday, Rayman Origins ($60 for PS3, Xbox 360; $50 for Wii; ages 10 and up), brings Disney-like hand-drawn animation.

  • The Legend of Zelda: Skyward Sword ($50 for Wii; ages 10 and up) has been described as having an impressionistic art style. It comes out Sunday.
  • A team of 40 artists helped create 16 square miles of ice-capped vistas and intricate dungeons in The Elder Scrolls V: Skyrim, which came out Friday. ($60 for PlayStation 3, Xbox 360 and PCs; ages 17 and up.)
  • Video game artists face unique challenges because their work is not admired passively. "It's interactive. It's different than if you are making a sculpture or a painting," says Matt Carofano, art director on Skyrim for Bethesda Softworks. "You know that people are going to play this art and not just see it from one specific angle. They are going to walk around it and make up their own story as they look at the work you've made."
  • Artists have always been a part of video games and, arguably, it was even tougher for them when game characters and settings were more abstract. "There were great artists working on video games even if it was very low-res," says Assassin's Creed Revelations Art Director Raphael Lacoste. "They had to deal with very low budgets and still do something interesting."
  • Despite being pixellated, early video games will be part of the Smithsonian American Art Museum's Art of Video Games exhibition, which opens March 16, 2012, in Washington, D.C. 
  • As games have gained high-definition graphics, the work of artists has become more high-profile. "When people see video games like Uncharted or Assassin's Creed, even if they are working on visual effects for movies, they want to join us now," says Lacoste, himself a former matte painter and concept artist for films including Terminator Salvation and Journey to the Center of the Earth. "You can be more creative in video games, I think."
  • Games have caught the attention of prospective students, too. Colleges and art schools have doubled the video game art majors in the last two years, according to The Princeton Review's survey of schools offering video game coursework and degrees.
  • "Gaming courses and the number of schools that offer them have only grown" since The Princeton Review and GamePro magazine released a first-ever ranking of undergraduate and graduate programs in February 2010, says David Soto, director of content development at The Princeton Review. "Visual design and art creation, in particular, are two skills that high-ranking schools continue to emphasize."
  • In addition to the creative element, video game artists and animators are well-paid. They make, on average, $71,354, according to Game Developer magazine's 2010 annual industry salary survey, though not as much as game programmers, at $85,733 on average.
  • For current blockbuster games, budgeted at $40 million to $60 million, artists are needed to conceptualize environments and characters, create visual effects, add lighting and mesh the art with the game programming.
  • "We obsess over all the small details," says Bethesda Softworks' Todd Howard, Skyrim game director. "Our art team created all the stuff and placed it all by hand, every tree and every rock."
  • With rising interest for games, studios will need a constant flow of artists, says Michel Ancel, creator of the Rayman game franchise. "Video games are just at the start of their history, when you compare them to other styles of art," he says. "Thousands of worlds have yet to be designed, and artists are essential to bring these worlds to life. The story is just beginning."

Staying Connected

We here at Joystick Revolution are happy to announce that we will be branching out to Facebook and Twitter to better interact with everyone out there. Final touches are being placed so we will be online within the week. Stay tuned!

Sunday, November 13, 2011

Dovahkiin

 Coming Soon!

 Elder Scrolls V: Skyrim Review

 
 






















Thursday, November 10, 2011

The Early Bird Catches The Worm

Midnight releases are a lot like Saturday Night Live skits. Most of them suck, some are okay, a few are great, but then there's one. One that everyone will remember, and one that we will talk about for years to come. Call of Duty: MW3 was one of those releases. 3 hours of uncomfortable camping chairs on pavement, energy drinks, leg cramps, and pure good times was my Monday night this past November 7th.


Everyone who purchased the game received a pretty green wristband that gave us super powers.


Look at all this free stuff! Only thing that didn't come from the release was the table.

Dog Tags

Coming Soon! 

Call of Duty: MW3 Review




Tuesday, November 1, 2011

Deus Ex: The Eyeborg Documentary

 A story of inspiration, technological advances, and overcoming obstacles as an augmented.



Tuesday, October 25, 2011

2027

A live action trailer made for Deus Ex: Human Revolution advertising.







Monday, October 24, 2011

Evolution


Evolution




 
            Have you ever wanted the ability to pick up cars? To run like the wind? To jump off hundred story buildings and live? To be awesome in just about every imaginable way? Well that’s too bad you can't. No, wait! Come back, sorry I forgot that in the world of the new Deus Ex which was just released you can.
            Wait what? Yeah that’s right, you heard me, Eidos Montreal has finally released the long awaited third game in the Deus Ex series, Deus Ex: Human Revolution. The previous Deus Ex games have always been about choices and the impacts that come with them, and Deus Ex: Human Revolution only improves upon this system in Adam Jensen’s hunt for answers. Deus Ex is at its core a role-playing game, a game that is meant to be enjoyed and savored. So what do you mean by role-playing? No it’s not sitting in a basement with costumes rolling dice hoping you hit a critical on a dragon- burp, sorry nerd bubble. No a role-playing game is all about the story and the experience. You the player are given the role of a character or characters and progress through a plethora of possibilities in a set story. Again it’s all about the choice: do you want to go around with safeties off and play god, do you want to play Mr. Sneaky and take out an entire building of people without making a single sound, or do you want to play the nice guy and let everyone live? Whatever you want, whatever you imagine you could do, you can. And this is where Deus Ex shines, it’s your story, play it how you want to.
            First off let’s look at the story. The year is 2027 and humans are bored; bored of waiting that is. Humans feel they have waited long enough for evolution to take place and are discouraged by the lack of human improvements. People are still dying of sicknesses and diseases, military powers are too equal in strength, and IRobot hasn’t become reality yet. So thanks to Sarif industries and companies alike, humans have taken up the role of god and begun augmenting humans with robotic enhancements, amplifying every possible genetic and physical quality that exists. Humans now have the power of the gods and scientific marvels are routine. However it’s not that simple, it never is. Anti-Augmentation activists have started riots in every city over the world, pledging that these super advances in technology will only anger god and be the death of us. And corporations have now become more powerful then the government and determine the path in which this twisted future follows. 




            While this is all happening, a lone scientist, Megan Reed, has come across a particular innovation that could change the very fate of augmentation: A gene ti allow augmentation for everyone. Soon human restrictions will be a thing of the past and everyday people can harness the will of the machine. One that in time becomes very controversial and sought after by every other company. A gene to allow augmentation for everyone, soon human restrictions will be a thing of the past and everyday people can harness the will of the machine. So with the need of some heightened security and a personal escort to Washington for the unveiling, who better to hire for the job then your ex-boyfriend? You. You the player take the role of Adam Jensen, an ex-cop/SWAT member who is on neither side of the augmentation revolution.




 

            It seems Adam Jensen and Megan Reed had a touchy feely kind of relationship but the player never really can seem to figure out how or why they broke up. All I know is it only takes one trip to Adam’s apartment to find, sitting on his desk, pictures of a fairytale couple. All that’s missing for Adam is a box of tissues. Anyway! With not even enough time to paint your nails, enjoy a hot cup of coffee, and have a nice chat with your boss, Sarif Industries is attacked by an unknown group of enemies. And faster than a bunny rabbit, Adam is thrown into battle. You’re given a tutorial to some of the finer techniques of death and eventually you feel like a badass. That is until you run into the real muscle of this mysterious group of mercenaries: one over sized and fully augmented Russian dude, prepped and ready. And even faster than the previous bunny rabbit, he throws you through a nicely dimensioned sheet of glass for a smooth and relaxing ride, hey look its Megan! Remember though, you’re a badass, glass can’t kill you. But that gun can, and without any final atonements or epitaphs you are shot in the head.
            Six months have passed and one really cool montage opening later Adam Jensen awakes anew with some interesting features. While Jensen enjoyed his coma-induced vacation, Sarif has been emptying their coffers into making him the perfect soldier. Fully robotic augmented neural circuitry, muscle replacement, heart implants, spinal housing, skeletal reinforcement, retinal scanning, respiratory expansions, energy based power cells, internally installed weaponry systems, and one pair of sweet ass sunglasses. A plentiful number of tools, yes? Well good because you’re going to need all the help you can get to finally get to the bottom of this conspiracy and save mankind from utter destruction. It is up to you to decide whether or not you want to accept these gifts, and while, yes, you never asked for them, they can be of great benefit. And it is your duty to show that even the augmented still have hearts. Just stronger. 




            Oh yeah, sorry Mr. and Mrs. Multiplayer™, Deus Ex: Human Revolution does not contain a multiplayer of any kind. But there was none really to expect as it is a RPG title.
            On to the technical side! Edios strived to create a game that would stand out and were successful given the launch of Deus Ex: Human Revolution. However it is also because this game was so ambitious that problems were so easily recognizable being that the game tried so hard to immerse the player.
            But immersed the player was. The player truly can feel that the power is in their hands and that the fate of this possible future lies within their decisions. Specialized augmentations allow the ability for the gamer to build the Adam Jensen “they” want to play. So whether you enjoy running around with a gun trigger happy or are fond of the more stealth based experience, this system makes it possible for the individual. Jensen will gain “Praxis Points” with every level achieved through your campaign which can then be spent on upgrades for things like reduced firing recoil for weapons or increased inventory space to create a flavorful arsenal of death. Or choose a completely different path and spend your points on upgrades towards your retinal scanner, allowing you to see through walls and monitor heart rates of characters you come across; so now instead of killing a group guards for an access key for a door, you can just sneak by or persuade them in conversation, pressuring them into giving you the code after you see their heart rate rise as the fold under anxiety.




            The world around changes with your decisions; local newspapers scattered throughout the cities and its buildings reflect past events determined by you. Whether you turned a psychotic murderer against himself and spared a civilian's life, or in fact saved them both, the event will be in headlines on those very newspapers. You'll also be the talk of the town. A.I.s change their passive dialogue towards current events and you the player are often a popular topic, and the televisions and reporters covering the news can’t seem to halt your name from their Teleprompters.
            The art style of the game is based strongly and heavily on the colors black and gold, helping along with an atmosphere that really captures the dark story going on. City life is bustling, music pumps from local night clubs, conversation fills the streets, and guards go about their regular routine. Even cities placed around the world have their own distinct and recognizable differences adding a new layer to immersion. Making the act of traveling to strange and alien places such as china, or the middle of the arctic a more pleasurable experience. 



            However in this story of choice there are a few bugs that can ruin the flow of the game. While emphasized on the act of choice and the importance of such, certain missions require a certain collection of augmentations. Forcing you to take paths that otherwise wouldn’t have been chosen by your personal preference. Side missions and quests rely heavily on hacking and if you’ve spent your Praxis Points on various other augmentations it may lead you to come back later or skip the entire mission all together, removing vital and story-rich material from your play through. The game also offers no continuous replay engine: where I had hoped to eventually buy all the augmentations and truly have an Adam Jensen to reckon with, I was sadly let down. However that is only a personal grudge, being as the game has a fantastic replay value in raw. There were numerous times during missions where I wanted to play it again and try a different strategy; an important aspect for adding shelf life to a game and making it last.
            The largest disappoint for this game would have to be the boss battles. In a story of choice these linear boss battles are only of frustration and annoyance. The time it takes to actually complete the battles takes far too long and there are no options when it comes to how you will defeat the boss encounters. A difficult thing to swallow when you’ve been basing your play style purely on stealth and you find yourself in a heated battle requiring pure brawn. This also takes away from the immersion as well, where frustration and countless load screens can pull you out of the story.
            Deus Ex does not stretch the foundation of modern day games either. In fact Deus Ex is plagued with technical issues including slow load times, frame rate lags on the console versions, and stiff facial expressions in dialogue. The game has a unique and pleasurable take down system which is a lot of fun to play with but can be misleading at some points when characters glitch into the walls or A.I. is motionless in the background.




            Now while that may seem as a heavy load of issues digest, it is minuscule to the sheer entirety that is Deus Ex: Human Revolution. The only reason why problems stick out is because Edios has done such a good job at creating a game and environment that draw the player in and keep them in. Deus Ex is a fantastic addition to the gaming market and one that is totally fun. The story is one that keeps you involved and guessing and can take several dozen glorious hours to complete. The expansive range of options, creativity, and personal touch that can be produced with this game is unbelievable and you can really play this game how you want to play it.
            Deus Ex: Human Revolution has become an extremely successful prequel to the Deus Ex series and a fantastic game in its own way. It was truly a pleasure to play and I can’t wait to get started on my second play through. Funny to think that in 16 years, we will have robotic super humans running around redefining society. All I can say is I’m going to start saving my allowance because I really want a pair of those Jensen sunglasses!





Picture Copyright

Monday, October 17, 2011

Tuesday, October 4, 2011

Brothers to the End


Brothers to the End


I said brothers...



            So here it is, three years later. Three years of painstaking and hair pulling insane difficulty campaign runs, three years of 4-player horde mode where we all made and “lost” friends (headsets will be the death of us, or at least our ears), and three years of trying to party like it's 1999. I’m guessing that 1999 was a time of towering pizza boxes, sleep withdrawal, Xbox RRoDs, and degrading social bonds. Anyway however you spent your three years, we can all agree that three years of time has passed and what does that mean? That’s right, Gears of War 3 baby. 



Epic Games finished its trilogy on September 20, 2011 but seeing how the game has been so far, I can easily see it living on for years to come; and not only in the players but for the developers as well. Epic did a solid job in this latest installment by tying up loose ends in one of the best and most emotional campaigns I’ve had the pleasure of playing, and cleaning up familiar glitches and bugs that come with any game series.
 Gears 3 brings with it some long cherished and loved past times along with some new and refreshing twists. Obviously at the first moment you popped in the disk you knew you’d be faced with the overwhelming and unnecessary gore we have come to love and crave, memorable chainsaw cut downs, and witty banter between Delta squad, woot!  But Epic made some interesting changes with the game which all seemed to perform nicely while not ruining the Gears of War we have come to love.
First off let’s look at the campaign. Gear of War and shooters alike have always been about throwing players into a campaign in hopes of immersing them in a story that they will remember and have fun playing. However Epic had some creative ways of achieving this and made the end of the bro-mance Gear-heads know so well, truly epic.


Little bit to the left, little more. Perfect! Now smile!

At the start of the game we find our oversized heroes in a less awesome state then at the end of Gears 2. It seems that while we were practicing for beast mode and saving our allowances for the epic edition, Sera (the planet which the Gears of War story takes place) has taken some turns for the worse, leaving Delta squad in a bit of pickle…again. Except this time instead of being really bad, it’s really-really bad. The Locust have crawled out of the ground once more but this time for good, it seems that Delta’s makeshift bomb once again, failed. Getting a lot of déjà vu vibes here, hmmm may just be me. With their hollows and tunnels flooded they have been forced to set up camp surface side, and we all know what we mean by setting up camp in Locust terms, oversized bases with overpowered weapons and over the top surplus, but hey it’s all good, we got chainsaws man.
Hmmm I feel like I’m forgetting something. Locust, biodegrading world, and… Oh yeah the Lambent are back, with some upgrades as well. Instead of just the generic recolor of locust with a few steroid-like enhancements, we now are encountered with an entirely new set of enemies. Not symbiotes of the Locust, but fully evolving self-perpetuated killing machines made of all sorts of living organisms and body parts. Kind of like a Neapolitan of flesh, with a scoop of neon glowing skin, and more than one scoop of explosive gore. Mmmmm anyone else getting hungry?

To think that the Locust are only half the problem.

On the good side of our campaign we have our favorite gang of brothers to accompany your trip through Sera with their incisive talking and banter, but hey we love it. Woo! Cole train baby! Haha…ha… yeah its old now. However our squad of death has found some new friends to drag along to hell and back. Our new recruits include Samantha Byrne, the newly armored up Anya Stroud, Jace Stratton, and the new Carmine to weigh our team down is Clayton. However Clayton seems to be much more of an asset then a liability in this game unlike his previously gamed brothers. Even though these characters were thrown right in with the classic Delta squad, they quickly became likeable and players soon recognize them as a part of the squad, being as if they were with us through the whole series. Save Carmine!
Moving on from characters, let’s get to the story. Is it any good? Is it worth the time? Was that you crying at the end of Act III? Yes! Yes! And Yes! Wait, well that’s not entirely true. Epic is without question a group of passionate story tellers. Being a lover of rich stories and campaigns, Epic always caught my eye. The last two installments of Gears of War built a universe to last and built a foundation to share. And luckily Gears of War 3 doesn’t disappoint. Gears of War 3 is to gamer as super amazingly awesome book is to bookworm. My eyes we literally glued to the screen as I played and experienced the campaign. The story really had a lot of moments that pushed all the right buttons; varieties of epic firefights, heartwarming closures, and soul shattering cataclysms. The story was like a candy that was meant to hit all taste buds, if games were eatable and emotions were specified to certain locations. “But love is in the heart” shut up, it’s in your brain. Or is it?
Now don’t you worry Mr. and Mrs. Multiplayer; while Gears of War 3 is often recognized for its campaign, the Multiplayer is nothing to look beyond. Entering your first match you will see how far Epic has evolved from Gears 2. They really took into account all of the aspects of modern multiplayer-heavy games and bundled it together to really create a complete and substantial multiplayer that will last for years. The newest addition to multiplayer games in the last decade is the customization engine. Players have really taking a liking to the idea of personalizing their characters which everyone sees them for online. Gears of War 3 doesn’t incorporate the strongest of customization but it does have its qualities. The task of unlocking and choosing from the large variety of characters on each side is a fun process and it adds nicely to the immersion when instead of having 5v5 of the same characters every time, you have a bit of diversity to make the experience all the better.

Y! Y! Y! Y! Y! You like that?! Y! Y! Y! Y! Huh?! Y! Y! Y!

And rejoice gore lovers and blood enthusiasts, for multiplayer has just as much of our favorite red intoxicating vintage as the campaign. With the help of new and improved executions, the guys at Epic have finally found a way to vent all that inner rage that comes with a good game of multiplayer. Instead of the quick “one-two your dead”, a player can now take full advantage of their downed, crawling, and helpless prey. Depending on how much time you’re willing to spend on that player will determine how long you get to sate your increasing lust of revenge. You may feel the need to leave the on-switch on your lancer in the enemy’s abdomen for an unethical amount of time or countlessly and rapidly press Y as you play surgeon with your nemesis’ face. Reminds me I need a haircut.
Epic has also developed a Call of Duty-like badge system. You can now follow your progress and show off to your friends your metals of glory and not so glory. An engine that is fun to follow while at the same time presses you to focus on the game in front of you; in hope of avoiding the humiliation of your peers. So no more excuses when we rip on your K/D. “No man, that was my little brother that ruined my K/D” please we know you’re an only child. You know who you are.
The only downside of the multiplayer would have to be beast mode. Nothing in fact that has to do with the actual mode, it’s a ton of fun, but the way they throw you into it can be a bit misleading. There were no real instructions in the beginning and Epic just dropped the player into the mode while they tried to figure out why there was a ticking clock in the corner of the screen. But it only takes a few matches and some good laughs with buddies to eventually figure it out and really find the “Beast” within. Too cheesy? 
Towards the more technical side of Gears of War 3, let’s talk about the performance of the game. As a package the game comes across as polished as they get, but that doesn’t mean it is void of technical glitches and errors. There was a few times through my playthroughs that I had to run back and reactivate certain checkpoints to move my team forward. Again not that big of a problem and easy to fix, just ruins the immersion a little when you’re in an grand firefight and your team is standing there with their feet glued to the ground and gossiping. What if they are making fun of me? Honestly however that’s the only thing that struck me as incomplete and I’m sure Epic is already working on a patch to fix it.
Graphics wise the game is gorgeous. The pure scale of the game is overwhelming yet amazing. While the game is a platformer and you follow a predetermined course, give or take a few side roads; the game feels as if it was completely open to the player. The character models are really clean and the voice acting is fantastic. Lips match words and movements match the conversation. A must have for any game trying to immerse the player without feeling like a 1980s Godzilla movie. 


All I wanted was a nice group photo.

All in all Gears of War 3 will be a game to remember. One that is sure to create with it some good memories and powerful examples for games to come. Epic can really come out of this trilogy with their heads high. The only thing close to a disappointment when it comes to the team is that fact that we can’t look forward to a Gears of War 4. But hey I’m sure there next game will be as great as this one and I’m excited to see what Epic will dish out next, no matter the genre. Now excuse me, I’ve got to get back to playing. 














Picture Copyright

 







(retrieved Oct. 4, 2011)