First Gears of War 2 Footage


Recommended Posts

Check out the analysis video, they do a good job of detailing many of the new features:

http://www.gamevideos.com/video/id/18777

Sweet! cant wait

"heres the new carmine - he got killed in the first one but ehm...now hes back" wtf? :huh:

Will it have more than 2-player coop through LIVE?

I take it that was directed at my post :laugh:

Well to me his face looks a little bit "broken" :p

I hope your a virgin otherwise I'd be making sure you haven't been making love to Cliffe's face all these years if that's what you think a vagina looks like.

Sweet! cant wait

"heres the new carmine - he got killed in the first one but ehm...now hes back" wtf? :huh:

Will it have more than 2-player coop through LIVE?

What number were you exactly thinking? There is a reason why it was set to 2 for GOW, it balanced the gameplay. I think anymore than that and the challenge is gone.

I have more friends with an xbox than 1 :s

The more the merrier

Yes and so do I. The point is that if you would try to play a Co-op Live campaign with more than 2 people it would be greatly unbalanced in your favor. People would then complain, it isn't hard enough and want a higher difficulty when it wasn't meant to be played like that in the first place.

Yes and so do I. The point is that if you would try to play a Co-op Live campaign with more than 2 people it would be greatly unbalanced in your favor. People would then complain, it isn't hard enough and want a higher difficulty when it wasn't meant to be played like that in the first place.

So add more enemies? up the difficulty?

So add more enemies? up the difficulty?

As I said before, no matter how high of a difficulty you have, people will always want more. When you have that many people, any difficulty would be destroyed by those numbers.

Besides that, the fact that having that many enemies using a better AI script (higher difficulty) is eventually pushing what one game could do.

Once again, this is a reason why 2 person Co-op hasn't been changed much in the last 2 years, its right where it is.

What number were you exactly thinking? There is a reason why it was set to 2 for GOW, it balanced the gameplay. I think anymore than that and the challenge is gone.

Yes, for GoW1 it would imbalance the gameplay, but I'm sure that now Epic is showcasing their updated engine to handle more enemy AI (hundreds if not thousands of enemies on screen at once) that it would actually make more sense to have more than 2-players in Co-Op mode.

So add more enemies? up the difficulty?

Exactly. Epic has already stated that there are a lot more enemies in GoW2.

As I said before, no matter how high of a difficulty you have, people will always want more. When you have that many people, any difficulty would be destroyed by those numbers.

Besides that, the fact that having that many enemies using a better AI script (higher difficulty) is eventually pushing what one game could do.

Once again, this is a reason why 2 person Co-op hasn't been changed much in the last 2 years, its right where it is.

I'm not so sure about that. Look at Halo 3, having 4-players in a Legendary campaign with a few difficulty skulls turned on is, for lack of a better term, epic! It is a lot of fun and I'm sure that Epic has the capability of pulling it off just as well as Bungie, if not even better (since they can look back and see what worked and what didn't in Bungie's campaign).

I'm not saying multiple co-op is definitely coming to GoW2, but I'm saying it's very possible and I wouldn't be so quick to rule it out as you have.

Yes, for GoW1 it would imbalance the gameplay, but I'm sure that now Epic is showcasing their updated engine to handle more enemy AI (hundreds if not thousands of enemies on screen at once) that it would actually make more sense to have more than 2-players in Co-Op mode.
Their updated engine can handle more enemies, but if you look in the video shown, when Marcus fires at the enemies, he doesn't hurt them. The shooting reticule shows up white instead of red. So yes you could have more enemies on screen, but if you can hurt/kill them in a battle, what's the use? In the video, it is effective for creating a deeper sense of a battle, but if you can't shoot them, that's just it, they are there for the looks not the game play.
I'm not so sure about that. Look at Halo 3, having 4-players in a Legendary campaign with a few difficulty skulls turned on is, for lack of a better term, epic! It is a lot of fun and I'm sure that Epic has the capability of pulling it off just as well as Bungie, if not even better (since they can look back and see what worked and what didn't in Bungie's campaign).

I'm not saying multiple co-op is definitely coming to GoW2, but I'm saying it's very possible and I wouldn't be so quick to rule it out as you have./quote]Halo can be compared, but I am not sure how great of a comparison it is.

First, Halo is no where near the graphics of Gears. The detail put into Gears (into smaller settings) is enormous. Many of the Halo stages were sent in large more open battlefields, thus making it viable for more than 2 players. Putting 4 players into certain aspects of Gear's campaign would just be insane, because its just too small. I can see why Bungie had so many enemies in Halo 3, because it was more spread out, giving the enemies more angles of attack. The close quarters in Gears just don't allow that.

Putting the amount of enemies required for a 3-4 co-op, enough so people don't complain, added with the graphics of Gears is just too much for a 360 to handle right now. Maybe I'm just spit balling, but for Gears, it just won't work.

^ Again, you're assuming way too much.

The fact that the reticle was white instead of red could simply mean that the enemy was "out of range" of that particular gun that Marcus was using at that point it time. It does not necessarily mean that those enemies are just for show, although that is a possibility. But in that case, if they were just for show, why would the player have bothered to shoot at them? We don't know for sure either way.

You're also assuming that GoW2 will be the same close-quarters combat as GoW1. Who is to say that Epic hasn't expanded on the battle gameplay and made it more open, etc?

Unless you know for a fact because of some inside source or something or other, I wouldn't be so quick to rule out certain things. I think you're assuming way too much here.

First off, I should have said I am a realist. It means I don't always assume, but I try to keep things in perspective.

The fact that the reticle was white instead of red could simply mean that the enemy was "out of range" of that particular gun that Marcus was using at that point it time. It does not necessarily mean that those enemies are just for show, although that is a possibility. But in that case, if they were just for show, why would the player have bothered to shoot at them? We don't know for sure either way.

I agree, it could mean there will be more on the screen that are shoot-able, but not to the extent that he saw running on the ground (4 man team versus all that...yea right :p). I think the player shot at them because he is normal. If I were in his spot, I would have shot too, why wouldn't we. :p

You're also assuming that GoW2 will be the same close-quarters combat as GoW1. Who is to say that Epic hasn't expanded on the battle gameplay and made it more open, etc?

Epic had a winning formula on their hands when they made the original Gears. They aren't going to drastically change an essential element to that formula if they want to innovate in other areas of the game.

Unless you know for a fact because of some inside source or something or other, I wouldn't be so quick to rule out certain things. I think you're assuming way too much here.
That is the key. I didn't say something would never happen, I am just trying to keep people's expectations in perspective. People get over-the-top hyped up for something, and it doesn't deliver every hype exception (but is still an awesome game), people will predictably yell.
Glad we could reach some sort of agreement. :p

:p For the record, I wasn't disagreeing with you. I just felt like you were assuming way too much and I decided to play devil's advocate.

Either way, I'm sure GoW2 will be a great game regardless of whether or not Epic decides to introduce 2+ player co-op.

Their updated engine can handle more enemies, but if you look in the video shown, when Marcus fires at the enemies, he doesn't hurt them. The shooting reticule shows up white instead of red. So yes you could have more enemies on screen, but if you can hurt/kill them in a battle, what's the use? In the video, it is effective for creating a deeper sense of a battle, but if you can't shoot them, that's just it, they are there for the looks not the game play.

QUOTE-SNIP

Halo can be compared, but I am not sure how great of a comparison it is.

First, Halo is no where near the graphics of Gears. The detail put into Gears (into smaller settings) is enormous. Many of the Halo stages were sent in large more open battlefields, thus making it viable for more than 2 players. Putting 4 players into certain aspects of Gear's campaign would just be insane, because its just too small. I can see why Bungie had so many enemies in Halo 3, because it was more spread out, giving the enemies more angles of attack. The close quarters in Gears just don't allow that.

Putting the amount of enemies required for a 3-4 co-op, enough so people don't complain, added with the graphics of Gears is just too much for a 360 to handle right now. Maybe I'm just spit balling, but for Gears, it just won't work.

But there was always 3 other NPCs with you in the game? :huh:

I cant see why real human beings cant take their roles?

But there was always 3 other NPCs with you in the game? :huh:

I cant see why real human beings cant take their roles?

Are you kidding me? NPC's aren't even closing to an actual human being that thinks.

NPC's will never provide the same amount of intensity (bullets, strategy, actually doing something, etc.) that a human would. NPC's may put up "cover fire" or fire, but I don't think much of a comparison can be made.

Are you kidding me? NPC's aren't even closing to an actual human being that thinks.

NPC's will never provide the same amount of intensity (bullets, strategy, actually doing something, etc.) that a human would. NPC's may put up "cover fire" or fire, but I don't think much of a comparison can be made.

But that's the thing. The skeleton is there, adding human players just means you'll need harder AI. The transition really is not all that difficult. I really think you will be surprised. But, who knows, we'll see...

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • How many other companies will follow Ford's lead? Or, have they already gotten lazy and become enslaved to AI--and now can't figure out how to get out of that mess.
    • Why would any self-respecting intelligent person follow any recommendation by Donald's GOP administration? With almost two years of fabrications, deceit, and blatantly illegal behavior, why believe them now? They had best be gone after the November 2026 election, so we'll wait and see.
    • AltSendme 0.4.1 by Razvan Serea AltSendme is a minimal, cross-platform application designed for fast, secure, and private peer-to-peer file transfers. It allows users to send files or entire directories directly between devices without relying on cloud servers, accounts, or any personal information. Everything is encrypted end-to-end using modern protocols like QUIC and TLS 1.3, ensuring both strong security and low-latency performance. Transfers are verified with BLAKE3 for data integrity, and interrupted downloads automatically resume, making the experience reliable even on unstable connections. You can transfer anything—images, videos, documents, and more. Integrity checks are performed on both ends, so your files are automatically verified for correctness during both sending and receiving. AltSendme works seamlessly across local networks or long-distance links, capable of saturating multi-gigabit connections for extremely fast delivery. With built-in NAT traversal and encrypted relay fallback, it connects devices almost anywhere. The app integrates with the Sendme CLI and will soon support mobile and web platforms. Fully free and open-source, AltSendme offers a lightweight, privacy-first alternative to traditional cloud-based services, removing size limits, upload costs, and unnecessary data exposure. AltSendme 0.4.1 changelog: Release Highlights Self-hosted relays: Run your own iroh relay so transfers don't rely on public infrastructure. Includes a full deployment template in deploy/relay/ with Docker Compose for a VPS and configuration examples for production use. Fly.io support: One-click deploy template for Fly.io, including a quick-start config (fly.dev.toml) for testing without a custom domain, plus production setup with Let's Encrypt and your own hostname. Relay settings UI: New Settings → Network panel to choose how AltSendme connects: automatic public relays, custom self-hosted URLs (with optional auth token), or disabled. Test connections, verify latency, and see live relay status in the footer. Disable relays: Turn off relay servers entirely when you only need same-network transfers (e.g. LAN). Direct connections only. No relay hop required when devices can reach each other. Android graduates from beta: Android is now part of the regular release cycle alongside desktop. APKs ship with each version (universal, arm64, and armv7). Other improvements Private relay access control via shared auth token Relay fallback notifications when a custom relay is unreachable Broadcast mode toggle in sharing settings Android release build fixes (split-per-ABI APKs, universal APK preservation) UI polish: mobile safe-area insets, dropzone layout, transfer progress animation Bug fixes for minification-related serialization issues and system tray icon loading What's Changed feat(relay): add relay status functionality and settings UI (a120cdf) feat(relay): implement custom relay server configuration and verification (51276c7) feat(relay): add configuration for private relay access and enhance observability features (48fbabf) feat(relay): enhance relay URL validation, display connection status (d4fffa0) feat(relay): add RelayChangeGuard component and enhance relay-related translations (16ba514) feat(broadcast): add toggle setting for broadcast mode in sharing UI (ca6d977) fix(relay): correct QUIC discovery port, pin image, templatize fly.dev (52a2ba5) fix: More broken serialization due to minification (67491a9) fix(android): preserve true universal APK across per-ABI builds (e9f256f) fix(ui): conditional safe-area insets padding on mobile (1182f0e) refactor(transfer): CircularRing component animation fix (944572b) chore(android): drop x86 and x86_64 release APKs, keep universal+arm64+armv7 (34ada0b) Download: AltSendme 0.4.1 | ARM64 | ~9.0 MB (Open Source) Download: AltSendme for MacOS | Android Links: AltSendme Home Page | GitHub | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • You are mostly right about the ephemeral nature of it. As I mention in the article, if you dont add a second device or take a backup of your account before uninstalling it, then yes you will lose access to your account. That said, in terms of actual user experience when you sync multiple devices your message history carries across and there's also a Saved Messages chat like there is on Telegram to send messages and attachments between your installs. But yh, what you point out are correct and its not trying to emulate Messenger or Telegram.
    • OK so SearXNG is a meta search engine that you can install locally or use via a public instance. It scrapes other search engines which you choose and then sorts the results. Not as complicated as multiple relays
  • Recent Achievements

    • Week One Done
      flexorcist earned a badge
      Week One Done
    • One Month Later
      Woland13 earned a badge
      One Month Later
    • Week One Done
      Woland13 earned a badge
      Week One Done
    • One Year In
      bernmeister earned a badge
      One Year In
    • Week One Done
      Scoobystu earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      492
    2. 2
      +Edouard
      224
    3. 3
      PsYcHoKiLLa
      150
    4. 4
      Steven P.
      75
    5. 5
      FloatingFatMan
      71
  • Tell a friend

    Love Neowin? Tell a friend!