
You may have come to this conclusion when you saw the debut trailer for Gears of War 2, but Variety blogger Ben Fritz is claiming that the hot, chainsaw-on-chainsaw action featured in the preview wasn't just a stylish cutscene -- it's also going to be a gameplay mechanic in the uber-anticipated sequel. Fritz apparently spoke to people who are "close enough to the development team at Epic to know" that chainsaw wielders will now be able to repel, and possibly counter, each other's attacks.
Epic hasn't confirmed this, but given the feature's appearance in the trailer, and the frequent complaints about an "unbalanced" chainsaw combat system in the first Gears of War, we think it's safe to assume we'll be spending many long winter nights playing Lumberjack Bushido Blade when the game drops this November.













(Page 1) Reader Comments
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I don't want to be the Negative Ned,but this idea sounds like one that looks good on paper,but in the actual game will be disregarded and never used (much like the Kryll on Bullet Marsh).
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Fail?
I don't run around with my chainsaw revved for the obvious reasons I stated. I take my chainsaw kills carefully.
The chainsaw animation takes about 3-4 second and 80% of the time the person doing the chainsawing WON'T survive because your enemies will wait for you to be done and blast you immediately after. I can't imagine people surviving at all standing there dueling back and forth for a good 10-12 seconds and not be noticed or killed. It would be a cool feature to add to single player,but in multi-player I can't see this working out well.
However they implement it, some defence against those late revvers who soak up so much damage and still get you, as well as a way of resolving chainsaw vs chainsaw battles would be nice.
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It's OK, we can be sad about it together :D
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I don't understand what disk space has to do with multi-player, but I can see the P2P being a hindrance.
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I hope they make it work; the chainsaw and the sniper rifle were my favorite weapons.
They should also fix the shotgun, killing someone online with the shotgun was more about luck than skill.
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1) Too complicated.
2) Next time, break it up into bullet points or something at least, OK? This is more a forum than a rapid-fire IM chat.
2)Don't bother replying if you're only paying attention to grammar and writing style but not content and ideas.
3)It's not complicated; your brain is simple.
4)HTML formatting is not allowed so you can't use BULLET points, dumbass.
There, I broke it up for your convenience. You're welcome.
"1)I'll rapid fire into your face."
hahaha
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Anyone that played online knew that the chainsaw, grenade slapping, and just about everything else in Gears was ruined by poorly implemented netcode. It was rare that you actually saw someone chainsaw someone that was right next to them. It was usually someone dying from ten feet away, unaware how they were cut right down the middle at range.
Anything that might require precise timing is going to require something better than what Epic managed to crank out in Gears 1.
Console gaming in general has garbage netcode, mainly because it almost exclusively relies on playing on Little Billy's DSL instead of a server that, you know, can actually handle network data for more than three people.
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This is totally something that is needed for GOW Series.
Now i hope they increase the # of players.
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the end....
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