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Where Would We Be without Gears of War?
Sunglasses_at_night
Friday, February 26, 2010
Editor's note: I think Jon has overblown the influence of Gears of War on gaming. Several of his points were (sometimes admittedly) introduced earlier in other games, like third-person perspectives, cover systems, and chainsaw weapons. I'd also rather stick with a traditional health bar than have my screen obscured and "bloody." What do you think? -Rob

To look back on Gears of War now and wonder what all the fuss was about is easy. The story is fragmented at best, the lead characters have the combined depth of a puddle, and at times the movement was clunky enough to feel almost tank-like.

Back then, though, Gears of War was as close to revolutionary as the industry gets, and without it we'd be playing games very differently today.

For one, we'd still be experiencing most of our shooters in first-person.

 

Perspective

In the span of a couple of years, most of the biggest games now use an over-the-shoulder camera viewpoint as opposed to the first-person perspective. Of course, I'd be insane to claim that every game has made this leap when that's clearly not the case; on reflection, the biggest first-person shooters released today use that perspective because of those series' long histories with it.

Games like Call of Duty and Killzone focus their gameplay systems around the close viewpoint afforded by first-person so much that to change this for a sequel would make the games completely unrecognizable. Modern Warfare is -- for better or for worse -- always going to be a first-person game, and Gears of War will likewise (in several years time when first-person inevitably comes back into fashion) remain in third-person.

So, why did this shift occur? You could point towards the increased graphical fidelity afforded by this generation of consoles and claim that developers have always wanted to work with an over-the-shoulder camera; therefore, they just couldn't make the perspective look good enough until now. A cynic might argue that this change has only taken place so that marketing executives can cash in on the wave of appreciation for Epic's seminal shooter, and there's probably quite a bit of truth to their claims.

Of course, there's another argument which claims that the only reason you'd go for such a camera angle is to be able to jump on another bandwagon.


Cover systems

Again, I'd be crazy to claim that cover systems hadn't existed before Gears of War. How often did players in Timesplitters crouch behind a waist-high object, only to stand up briefly to unload a couple of shots before crouching once more?

Cover systems have existed for years in the minds and strategies of gamers, but Gears of War finally took what we've always done with complicated strafing and crouching techniques and mapped it to a single button.

Needless to say, Epic's streamlined cover system was genius. Gone were the stalemates that often punctuated mid-level encounters (that, I'm sorry to say, still existed in Resistance 2), as were the insane bouts of circle strafing required against tougher enemies.

The solution was simple, elegant, and -- dare I say it -- cool. Who doesn't love frantically sprinting for cover, only to be ousted by a well placed grenade at the last minute? It's almost ironic that an innovation that revolves around hiding has the effect of making you feel like such a badass.


Subtle guidance

It's a small point. Something that -- to my knowledge -- didn't exist before this game's release, but allowing players to hold a button to point out items of interest is pure genius. Some might argue that having such a button is an admission of failure by the developer -- that a level should be designed in such a way as to direct the player toward things of importance. But not every studio has Valve's ability in this regard.

Even the best games have moments where I don't know where to look, and this problem only increases when large set pieces are displayed outside of cut-scenes. To entirely remove camera control from the player takes a huge amount of confidence. The "hold-a-button" method is a perfect middle solution for such a situation.


The traditional health bar is empty

Like many of the concepts that Gears altered, thinking about the way things used to be often illicit a response akin to "how the hell did we ever get by otherwise?" from me. A health bar to denote the player's life is such an arcane way of doing things that I wonder why games still use the mechanic today, especially now that health-regeneration is almost standard.

I don't think that the screen fading and becoming bloody is any more realistic than a bar consisting of hit points, but when everything's going to pot, enemies are closing in on your position, and you're close to death, don't you want the entire screen screaming at you with this information? Call me overly progressive, but I'm glad health bars have died out.

Now, if we could just simplify ammo counters in a way that doesn't involve displaying ugly numbers on my gun's hilt, I'd be one happy bunny.


Hello, I'm the Unreal Engine -- soon I'll be powering everything

The future always looks far shinier than the present. Although Crysis 2 screenshots give my eyeballs a bubble bath, but I just know that there'll be something even better over the horizon.

Gears of War managed to both show off the best of the present and hint at the great things which were to come over the next few years. Of course, we had no way of knowing that the Unreal 3 Engine would go on to power damn near every other game released this generation.

But when Gears loaded up on our shiny, new HDTVs for the first time, a combined thought reverberated around the world: "Oh," we said to ourselves, "so this is what games look like now."


To list all the games that have taken inspiration from Gears would be impossible, so I won't even bother trying. Suffice it to say that the landscape would be very different today without the game, even if chainsaws on guns didn't quite bring about such a plethora of imitators.

Oh, just so you know, I'm not dead.

But you already guessed that, right?

 
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Comments (15)
Lance_darnell
February 14, 2010
A great piece, Jon.

I think the next logical step is to now write a piece about which games influenced Gears. I know that Resident Evil 4 was an influence.

My favorite innovation that Gears gave us was the roadie run.
Bmob
February 14, 2010
I don't mean to be rude, but I don't believe Gears of War influenced or innovated much at all. What I feel they did correct was taking bits from different games, combining them, and adding a tonne of polish.

Third person shooters, for example, were always popular (Resi 4, GTA 3, Tom Clancy and SOCOM games, etc, and while I believe that subtle guidance is unnecessary, I don't believe it's at all 'new'. I can think of PS1 games that used it, though it was triggered by events, as opposed to a button push (which, really, is more stream-lined). Shadow of the Colossus is a game that did use the button-push, though. Remember pointing your sword at the sky?

Going back to the stream-lining issue, I believe that earlier cover systems are better. You can't use your right analogue stick until you've successfully covered, which is really rather clunky. You've got more fingers than thumbs; it's why shooters gradually moved more and more towards shoulder buttons. Give me an L1 or RT over an A, any day of the week.

Of course, this is my opinion, and yours is yours. I wouldn't bother responding if this wasn't a good article. ;)
Sunglasses_at_night
February 14, 2010
I take your point, but I wouldn't call something like GTA 3 a third person shooter, it's more of a third person action game in that there isn't a permanent reticule on screen. Whilst game like Socom obviously existed pre-GoW, they were definitely in the minority, unlike today.

I must apologize for my point about guidance. I was referring more to having a specific button on the controller that you can press to have the camera zoom in on a point of interest, rather than systems of guiding you through games in general.

But like you say, opinions are opinions right?

Thanks for commenting.
Default_picture
February 15, 2010
Good article and I respect your opinion, but your details are not completely accurate. One could argue that Resident Evil 4 was the first to make the over the shoulder view popular, but Gears did make it mobile while shooting. The cover system was used a long ago by a PS2 game by the name of Killswitch. And as for the recharging health system, it has been done many years ago but was made the most popular first by Halo, though I will admit the screen didn't change. As for the screen changing, you could say that Max Payne made that popular long before Gear of War.
February 15, 2010
Without Gears of War, we wouldn't have the artful use of pop songs in our game trailers.
Sunglasses_at_night
February 15, 2010
Yes, of course Kill.Switch can be credited with inventing the cover system, but Gears was the one that everyone copied. After all, I don't remember there ever being a rush on 3rd Person Cover-Based Shooters back in 2003.

Of course Halo invented recharging health, but that wasn't my point. Gears was the game to popularize removing the health bar entirely.

Maybe I should have clarified my points further. Gears of War didn't invent anything I've listed, but it WAS (in my opinion at any rate) the game that everyone's since copied these features from.

Oh and Brendon, that trailer is crazy awesome I agree.
Default_picture
February 15, 2010
Now, I can agree with all of that. Gears of War didn't invent anything new but I can agree that it did make them popular.
Default_picture
February 15, 2010
Darrell is right.

Killswitch had a single button to make you take cover. It actually worked better than Gears. In fact, I recently read an interview where the guy at Epic openly admitted that they ripped off Killswitch. That's fine, if somethings good, you should use it. Also, a great game that never gets much credit is 007 Everything or nothing. It pioneered a lot of what you're talking about here. Both the one button cover mechanics and the single button to draw your attention to important things in the environment. They called it 007 vision or something like that but when you hit a button, important feature would become outlined and/or your view would swing to them.

Gears really didn't do anything new. It just copied other games and then happened to become very popular. Then, because of its popularity, people further copied it.

With regard to regenerating health, I actually don't like it because I think it dumbs down the gameplay too much. I like the strategy of managing health through the course of a level. I love beating a badass boss on a sliver of health. Or surviving an encounter with a single HP left. You can't replicate that kind of intensity with recharging health. You just can't. My favorite is when you have a recharging shield and non-recharging health, much like the original Halo. The game that does this best in my mind is Borderlands. I'm sure others have dome similarly, but like Gears, this game is what comes to mind. The reason I like it is because you can upgrade your shields and your health separately. And certain weapons are more effective against shields and certain weapons are more effective against flesh. This adds a delicious element of strategy that just doesn't exist with pure health regen games.

But each game and each gamer is different and the way I play games is likely different than the way others do. Personally, I didn't really care for Gears. I thought it felt very clunky and having played Killswitch and 007 Everything or nothing rather extensively, it felt like a pretty blatant ripoff, but not as well done. Thats just my opinion though and I recognize that most other people probably didn't play those games, so gears probably felt fresh and new for them.
Jason_wilson
February 26, 2010


You have no idea how many chain saw/chainsaw arguments we had on the copy desk at Ziff (especially when used as a modifier). I had to finally make a blanket decree. I hate Gears of War for this. 


100media_imag0065
February 26, 2010


Perspective- Resident Evil 4 did it before Gears of War. Gears stole the idea from Capcom.



 



Cover Systems- As you have said. Gears of War hardly created the cover mechanic. They also hardly perfected it. The A button was way too sticky, causing you to "attach" to cover you never meant to and jumping out when you never intended to. They certainly created a craze for it with third person shooters though. It is often agreed upon that Rainbow Six Vegas (which came out at almost the same time as Gears) has the better cover system.



 



Subtle Guidance- I am not sure if this was a "New" mechanic or not. I did enjoy it though. Like you said, some people could argue that it just proves Epic's lack of direction since they need you to press a button when they want you to look at something, as opposed to Valve who finds more organic ways. I disagree. I rather enjoyed it because it guaranteed I would never miss anything, and although the Half Life franchise is amazing, I missed way too many things because they assumed I was looking (Like that massive explosion in Episode 2).



 



Health Bar- Halo did the same thing. You saw the flash alerting you that your shield was down. Goldeneye for the N64 also had a similar mechanic that popped 2 big bars representing health and armor on both sides of the screen when taking damage.



 



Unreal Engine- Can't argue with this one. The first Gears took my breath away in term of graphics. Even Gears 2 blew me away. It really proved what was capable on consoles. Theres only one problem with the engine, and that's the fact that no one has been able to do it like Epic can. Obviously this is because Epic are the ones who created it, but the Unreal engine does not look very good in a lot of games. Look at Damnation for an example. An Engine is only as good as its mechanic.


Default_picture
February 26, 2010


The influence of Gears is hard to deny.



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.


Me_and_luke
February 26, 2010


@Ed: The difference between Gears in comparison to Halo and GoldenEye, however, is that there is no health bar whatsoever.  The skull logo slowly forming on the screen when getting shot in Gears is the only indication of your current physical status.  



Any game that makes an attempt to decrease unnecessary clutter in the HUD gets a thumbs up from me.  It was one of the reasons I was able to appreciate Dead Space so much (@Jon: I think the ammo count on the gun is usually the best way to do it; what would you propose?).



@Shuborno: Agreed.  I will almost always take an FPS over the inevitable clunkiness of a TPS, but Gears made a TPS feel really damn good, better than any other out there, and still unmatched today (haven't played Uncharted).


Default_picture
February 26, 2010


I think there's nothing wrong with the assertion that Gears of War popularized many of its mechanics and features because it presented them together and executed them well, not because it reinvented the wheel. Much the same could be said for Halo - it's not that Halo was "omg teh best FPS evah!!1!!one", its that Bungie crafted an excellent first person console based shooter... you could probably even say the same for Rare and GoldenEye in their respective day.


Img950653
February 26, 2010


Like a lot of the people that have commented, I don't think Gears of War is anywhere near as influential as you claim, Jon. If it were, there would be no argument about how influential it was/is; we'd simply all agree. HOWEVER, thanks for presenting your opinions in a well-written, non-fanboyish manner. Quite refreshing, given that this is the Internet and all.


100media_imag0065
February 28, 2010


@Bryan. Goldeneye did it first. The health bar would not appear on screen in Goldeneye until you get hit. This was purposely designed so the screen would not be cluttered. When you got hit a health and armor bar would pop up on screen quickly and begin emptying until you get to cover and stop taking damage. It is the same thing as Gears. Gears has a skull that pops up when taking damage, Goldeneye has Bars that pop up when taking damage. I do not think it matters if it was a "Health Bar" or not. All that matters is a symbol representing your health appears on screen when taking damage and the symbols will continue to change the more damage you take. Ala Gears and Goldeneye



 

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