The problem with motion-controlled shooters is that the design hasn't changed to accommodate the strengths of the input device. It's as if the implementation of the controls wrestles against the design. For a specific example, think about camera control with motion controls vs camera control with analog sticks. Motion controlled shooters still haven't solved or eliminated the problem. Designers need to think outside the box. Perhaps there shouldn't be constant camera control in shooters. Super Mario Galaxy is a great platformer that uses motion controls in a 3D space and makes it feel natural by having you not worry about camera control.
For another example, it can get tiring to hold your arm straight out constantly pointing at a screen. That's why you end up with people sitting down with Wii remotes and resting their arms on their legs and making wrist motions - instead of playing to what's natural, and letting you point at the screen only when there is something to point at, most shooters have user interfaces designed to alert you of the problem that you are not pointing at the screen.
I am skeptical that Move shooters will solve these problems that Wii shooters have had because they're doing the same thing - take a shooter that is designed for and works with analog controls and throw in Move."
To me, the setting of Gears isn't ever a factor in driving me forward through the game. The tension is always in how powerful the enemies are and how it forces some level of tactics to beat them, since they can often be too strong to take on with brute force.
Some of the horror elements are actually unwelcome distractions to me, because it adds some other element to worry about when all I want is combat scenarios. For example, I liked the Kryll, but hated the factory in Gears 1.
I will admit that you mentioning the horror aspects has articulated one way in which Gears 1 is unique from Gears 2. I have great memories of playing through Gears 1, but ultimately, Gears 2 is filled of more of what I like, which is exactly that feeling of being a super-soldier yet still being overwhelmed by enemy forces."
I don't have any interest in a dancing game though. IMO, they messed up the software side. I expected big things from Rare, but their talents are wasted on Kinect Sports. There's literally nothing to get excited about.
Usually you're buying new tech either for the immediate applications, or the promise of new cool things to do with it in the future. It wouldn't be such a big deal if it was only the former that Microsoft had dropped the ball on. However, they are pitching this as something that is not for the hardcore gamer, so why should we expect anything cool for Kinect in the future at all? Child of Eden is the one and only such game that is coming."
(Penumbra: Black Plague and Mirror's Edge are in my backlog. My favourite parts of Fallout 3 have nothing to do with combat.)"
- Weekend Confirmed (hosted by Garnett Lee) on www.shacknews.com
- Feedback (hosted by Adam Sessler) on G4TV.com
Those two plus the Giant Bombcast and RebelFM make up my weekly podcast diet. I feel like those 4 have some personality, intelligent discussion, and good chemistry between the regulars."
I love playing guitar and I love playing games, so the idea of making a game out of playing real instruments is very exciting to me. The keyboard peripheral being a MIDI keyboard means I can play with it in game and with my computer. The guitar peripheral being a real guitar means instead of learning songs by ear, I can just pay a couple bucks for DLC and have a fun game teach me how to play it (while also getting a starter electric guitar for my wife to play). I'm so happy that Harmonix is willing to take the risk to pay off on the potential of the "music game" genre."
I think you are wrong in thinking price is a factor in piracy. World of Goo is cheap, a great game, doesn't have DRM, and 90% of the people playing it were playing pirated copies. (http://www.joystiq.com/2008/11/13/world-of-goo-has-90-piracy-rate/)
You say you need to incentivize legit purchases, but the problem is the technical solution to identify the legit purchasers. How do you do it? Like it or not (and I don't), Ubisoft and EA's always-connected DRM DOES solve this problem - it just does so at the expense of the user experience."
Sure, the mechanics in Gears were not brand new. However, the execution, and polish in combining the elements together is the template for the modern third-person shooter. There are now other games that might add elements on top of what's in Gears, but Gears sets the expectation - you have to at least have every element chosen for Gears and you have to aspire to its polish.
Frankly, I think it was so successful that (for me) it has taken third person to be a more comfortable perspective for a shooter than first-person.
Gears is either the best or among the best for the implementation of the following items:
- Cover system, movement (eg. the now standard roadie run), control accuracy
- Technically impressive graphics
- Weapon design/variety (all are different, all are useful, all are fun)
- Pacing and encounter design (appropriate difficulty, appropriate risk/reward, lots of options, great checkpointing, audio cues to when the encounters begin and end)
- Horde mode
I by no means think Gears is an essential game because I could see the themes and art style and story not resonating with people, but in terms of the polish in the mechanics, it's nearly unmatched. It plays as well as a shooter as Mario plays as a platformer."

It means I'm not getting the time I want to spend with more immersive experiences like Mass Effect 2 DLC or Dragon Age: Origins, but I do find time for games like Super Meat Boy, Pinball FX2, Bejeweled Blitz LIVE and short Kinect sessions. My daughter is entertained enough playing with her toys and wiggling in her play area in our living room so I just have to be available to stop gaming immediately and feed her/change her/play with her/hold her/etc. if she needs anything.
It's a transition, but ultimately having a daughter and seeing her grow is a more rewarding experience than any game. If it means I have to transition to different types of games if I want to keep playing, that's not a huge deal. In this day and age we are spoiled with quality gaming experiences of all types so I'm having no less fun with games."