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Gears of War

Superfrog

Madruk
CliffyB And The Making of Gears of War (by Dean Takahashi):

http://blogs.mercurynews.com/aei/2006/11/cliffyb_and_the.html

The first time I met Cliff “CliffyB” Blezinski, he was wearing his flashy white suit with gold jewelry. Mark Rein, vice president at Epic Games, where they both worked, laughed at him in the press room at the Game Developers Conference.

“You look like a pimp,” Rein said. “You’re my Ho,” CliffyB shot back.

He’s got a lip on him, that CliffyB. Back then, he was the lead game designer at Epic Games and we were talking about the “Unreal” franchise.

Since then, he has moved on to bigger accomplishments. He has 2,788 friends on his MySpace page. It’s his hobby, he says.

“Surfing the Net and accepting friend invites,” he said. “That’s what I do instead of smoking.”

And he’s also the designer of “Gears of War,” the new blockbuster for the Xbox 360 which formally debuts today. I spoke with CliffyB a couple of weeks ago and have been playing with his finished product for the past few days.

“It feels great,” CliffyB said regarding the impending release of GoW. “We are going around the dark side of the moon. I feel like a Dad outside the delivery room. This is the biggest game I’ve worked on. The one I’m most proud of.”

(Fyi, much of this post is taken from my Xbox 360 Uncloaked book as well as my own subsequent interview with CliffyB).

GoW is indeed the biggest title to come out of Epic. As chronicled in my own book and in “Smart Bomb” by Heather Chaplin and Aaron Ruby, Microsoft and Epic came together out of common interests a few years back. CliffyB was feeling trapped by the success of the Unreal franchise. And Microsoft, realizing that the delays of Halo 2 meant that there would be no Halo 3 for the Xbox 360 launch, needed a good game.

At the Dice Summit in Las Vegas, CliffyB approached Ed Fries, then the head of Microsoft Game Studios, and said, “Going to make me the Halo of Xbox 2.” Fries said, “I just might give you that chance.”

CliffyB was one of those kids who got hazed in high school and was making games at age 17. He had sent his games on floppy disks in Ziploc bags. He hooked up with Tim Sweeney, a programmer who in 1991 had started what was then called Epic MegaGames in Rockville, Md. Sweeney had made a game called “ZZT,” a text-based adventure game that came with its own kit for modifying the game. Mark Rein joined as head of marketing, and James Schmalz joined to assist Sweeney with programming.

They worked on games such as “Epic Pinball,” “Jill of the Jungle,” and “Jazz Jack Rabbit.” That helped fund Sweeney’s tour de force in graphics, “Unreal.” The game took four years to make, but when it debuted in 1998, it was a big hit that sold a million units. The game exploited the newest 3-D graphics cards on computers and helped establish Sweeney as a leading thinker on 3-D alongside id Software’s John Carmack, the lead programmer on “Doom.” After Unreal, a series of sequels followed, making CliffyB wonder if he was ever going to get that chance to work on an original game.

By 2003, Epic, now based in Raleigh, N.C., was working on a new graphics engine. It could depict intricate textures for monstrous creatures that were properly lit as if they were under real light sources such as swinging lanterns. Jim Veevaert, a Microsoft business development manager, saw the demo at the Game Developers Conference in 2003 and was blown away. That’s when I saw it too, and I only knew at the time it was the basis for a future Unreal game.

Veevaert pressed Mark Rein for details, saying, “I know it’s a game.” Rein said it had a working title of “Unreal Warfare,” and Veevaert said he wanted to sign it up as a title for the upcoming Xbox 360, which was still more than two years away from launch. Epic business chief Jay Wilbur and Mark Rein negotiated to free the property from a publisher that Epic had already signed.

CliffyB wanted to expand beyond Unreal and do games similar to the horror games he fancied such as “Silent Hill” and “Resident Evil,” where fear prevailed.

“Remember that phrase about how ‘the only thing we have to fear is fear itself?” he said. “I say, ‘Fear, it sells.’” CliffyB had had a game in mind since high school. He called it “Over Fiend,” a horror game where a character lost his wife to demons in a post-modern city. For a time, “Unreal Warfare” was put on ice while the team finished “Unreal Tournament 2004.” CliffyB wanted to get away from the shooters that had no story. When Capcom’s “Resident Evil 4” surfaced with a second-person view, he thought, “That’s really the way to go” for characters that would look outstanding.

Epic commenced on the work, dubbed “Project Warfare.” It would slow the pace down compared to a typical shooter game. The character would partially obscure the player’s view of the scene. CliffyB thought back to the chaos that followed 9/11. He was struck that a surprise attack could bring down something so grand. He thought of the ruins of a cathedral and of the last scene of the film “The Planet of the Apes,” where Charleston Heston discovers the fallen Statue of Liberty. He recalled the hysteria about Anthrax and people going to buy duct tape to protect themselves against terrorist chemical warfare attacks. The theme of “destroyed beauty” occurred to him and it mixed with his demons from “Over Fiend.” CliffyB wanted to call it “Apex War,” after a small suburban town near Raleigh, N.C. He thought of the ruined cities of Europe in World War II, where soldiers had to hide under cover and take pot shots rather than run through the streets with guns blazing. “What if you had enemies that take cover?” he wondered. “They’re smart and they think about what they’re going to do.”

This time, CliffyB wanted the enemies to come from underground. The shadow and lighting features of Sweeney’s graphics engine could render the pale, vaguely humanoid race to fit CliffyB’s imagination. CliffyB liked “Halo,” which featured smart enemies. CliffyB wanted a console experience and was frustrated with the PC. To make the break from the PC, the team saw that they should create a new brand beyond Unreal.

The phrase that stuck with him was “the gears of war lubricated with the blood of soldiers.” It conjured the image he had in mind. He did a search on the name “Gears of War” and found that an anime comic fan owned it. Epic bought the rights to the name. It was one of dozens that the company filed as possible trademark names for the game.

CliffyB figured that with Halo 2 running late, Microsoft would need a game to launch its next console, and that game would have to be “bad ass.” He got impatient to move forward with it. The demo at the GDC was the groundwork for Tim Sweeney’s new graphics engine, now dubbed Unreal Engine 3. It would feature “high dynamic range,” which meant that the graphics would accommodate bright sections and dark shadows within the same picture frame. That would enable effects such as rays of sunlight piercing through dark clouds.
 

Superfrog

Madruk
In March, 2003, Epic merged with Scion Studios, a start-up which had been working with Epic on Unreal derivatives. That meant Epic would need a new building, and Sweeney decided now was the time to dramatically expand. Now the company would have enough people to maintain the Unreal franchise and work on other big games too. CliffyB saw his chance to pitch the story-based horror game as a new franchise.

The story took shape. Mankind would be engaged in an insane war, only to be surprised on “emergence day” by a subterranean monster race. It would be a game with destroyed cities, the foulest creatures and soldiers with heavy body armor. The main characters would be buddy marines who fought together. The story would unfold with “forced looks,” which were cinematic sequences that were spliced into the action seamlessly. CliffyB had enough material for a trilogy of games. He went to Redmond for the pitch.

On the morning of his presentation, he was nervous. He did 60 push-ups. At Microsoft Game Studios, he met with Ed Fries and Ken Lobb, a former Nintendo game producer who wondered how CliffyB could pull off the cooperative mode. CliffyB had had a hard time convincing Tim Sweeney, his boss that the third-person view would work.

The Microsoft planners were counting on Gears of War as an exclusive. Epic wanted a big check, but it was also promising that it would tune its graphics engine for the new Xbox and make that engine widely available to a large number of game companies. That meant dozens of licensees would find it easier to make games for the Xbox 360. Rein was impressed with Microsoft’s enthusiasm and he knew it would market the title with gusto. Studio manager Bonnie Ross and Laura Fryer, head of the Advanced Technology Group at Microsoft, loved the idea. Fryer even quit her job to become the producer on Gears of War.

Ed Fries faced a choice. He had received another pitch for a big Xbox 360 game from Valve LLC, the makers of the “Half-Life” games. But that deal was a tough one. Valve negotiated tough deals and wanted to keep the right to sell the game on its own through its downloadable games network, dubbed Steam. John Kimmich, a planner who had signed the Bungie deal with Microsoft, came to Fries with both the Epic and Valve deals at the same time. Fries held stacks of papers from both deals in his arms at the same time. He tossed the Valve deal into the garbage can. Fries hoped Gears of War would be a launch title for the Xbox 360.

Fries left Microsoft at the end of 2004, after the launch of Halo 2. Sweeney was sad to see Fries go. But the Epic team soldiered on, building up to 40 people. The pre-production phase had lasted so long that it was becoming clear that the schedule would stretch out. CliffyB says the Epic team never promised it for the launch. Microsoft would have to rely on other titles such as “Perfect Dark Zero” to launch the machine. In the spring of 2005, Sweeney led the charge to get Microsoft to put more memory in the Xbox 360. At first, the console designers had planned on 256 megabytes. But Sweeney’s team sent over screen shots that showed what Gears of War would look like with 256 megabytes of main memory and with 512 megabytes. Microsoft gave in and doubled the memory. That decision cost the company an estimated $1 billion in higher component costs.

At E3 in May, 2005, Microsoft’s then-top marketer Peter Moore showed off Gears of War for the first time. The demo was stunning. Thereafter, CliffyB was a staple at every Microsoft press event where it showed off upcoming big titles, from Tokyo to Amsterdam. He relished the spotlight and quipped as he narrated for journalists, “Game’s probably for kids, by the way,” as he splattered some enemies in a demo. At E3 2006, Gears of War became the spearhead of Microsoft’s argument that the Xbox 360 was going to be a better purchase than the more expensive PlayStation 3. While Halo 3 was pushed back to 2007, Gears of War would hit stores at the same time as the PS 3 and the Nintendo Wii. It had to sell Microsoft’s console.

When the Xbox 360 debuted in November, 2005, CliffyB was there at the Zero Hour event in the aircraft hangar in the middle of the Mojave Desert. Many of the 3,000 fans present were stoked about Gears of War, and CliffyB said it felt refreshing to feel such fan appreciation in contrast to the normally skeptical gamer press.

Within Epic, CliffyB said that the tough job was balancing the single-player game, multiplayer combat, and cooperative play. The size of the team ranged from 25 people to 45, with considerable support from Microsoft. At one point, every artist at Epic was working on the game. CliffyB says Sweeney’s graphics work was like “ancient Sanskrit to me.” The team added new features such as splitting the player team and resurrecting soldiers who were wounded. Cooperation was going to be key, and saving your partner’s butt was paramount for the mission to succeed.

CliffyB came to think of the game as much different from Halo. “Halo has a soft M rating, but we’re in third-person, super-hardcore, over-the-top mature. The control scheme was much different from Halo. In fact, someone who was familiar with Halo would find that relearning the controls was a jarring experience.

“There is a little bit of a learning curve and I’m not ashamed to say that,” he said. “We’re not an aim and shoot game. We are an alternating stick game. I think it’s more accessible than run-and-gun. You peek around a corner and shoot.”

Players had to outflank enemies in cooperation. They worked to make sure the core game play was addictive.

“You go, ‘I want to play that again,’” CliffyB said. “Everyone wants to pinpoint what it is that made Halo great. It’s everything working together in a perfect balance of art and science.”

CliffyB says the game cost about $10 million to make, not the most expensive in the industry but a step up from other Epic games.

“It’s the best-looking game I have seen, and I’ve seen everything that is out there right now,” he says. “A lot of people are being bogeymen on the next-generation costs. With careful and smart management, we produced a triple A title with far less of the budget that people were expecting.”

He’s heartened that fans are writing fiction for the Gears of War universe already. On his MySpace page, fans have left more than 1,800 messages of support. While CliffyB is the heart of Gears of War as the lead designer and concept pitcher, he points out that he’s just the “face” of the game and that the whole company has worked on the title. He’s been made famous by an MTV documentary on the game and he’s been doing lots of on-camera interviews. Looking at his original PowerPoint slides, CliffyB says the team delivered 90 percent of what he promised. The game is five acts, broken into a variety of chapters.

“It’s core to the vision,” he says, adding, “No, I can’t talk about what we cut.”

The deadline was hairy. CliffyB says, “It came in a little hot. We had to put tons of testers on it. I was trying to cram everything I could into it. I would go to someone and ask if they could slip something in. I would get a nasty-gram from Rod Ferguson.”

CliffyB hopes the game does well everywhere, including Japan. But he adds, “Japan is an enigma wrapped in a mystery wrapped in a tortilla shell. The game might have a shot of doing OK. I’m a big fan of Resident Evil 4.” He knows that Gears of War is going to be compared to “Resistance: Fall of Man” for the PlayStation 3.

“Everyone wants a competition, like Jennifer Aniston versus Angelina Jolie. I played Resistance at Digital Life. It’s a cool shooter. I think you look at our intentional decision not to make a super-fast paced game. Gears stands on its own as a shooter hybrid,” he says. “The player isn’t just Marcus Fenix. The blood gets on the camera. Dust kicks up. You get the shaky cam. You feel as much danger as Marcus as the intrepid reporter. It speaks to CNN’s war footage.”

What’s next? A Gears of War movie? “I think movies are their own medium,” CliffyB says. “Is there going to be a Gears of War movie? I don’t know. Maybe. Who Knows? I don’t see it being turned into one. I’m working in the most compelling sector of the entertainment industry right now. This is an IP-launching platform. You have gamers’ ears for dozens of hours. You can introduce toys, tools, weapons and music.”

He says, “I’m looking forward to promoting this game and a damn vacation.”
 

Tempest2K

JeffMinterVerehrer
also, soweit ich weiß, gibt es keinen Unterschied. Es ist eben nur anders verpackt, hat paar Gimmicks dabei und ist eben einfach sexy ;)
 

Ganymed

pro erderwärmung.
mal sehen, wann marc schreibt, dass alle games raus sind. er hat zwar heute früh geschrieben, dass er sie heut versenden will, aber vom genauen zeitpunkt ist es abhängig, ob das game schon nach einem tag bei mir ist oder erst nach 2 tagen.:dozey: d.h. wenn er es gegen 1600uhr aufgegeben hat, dann bekomm ichs ziemlich definitiv erst am freitag.:(
 

rYu

Neuling
Anscheinend geht daweil wieder mein Inet... Hab mal wieder 1 Stunde Multi gespielt...hahahahah es ist so geil... auch über Xboxlive keine Lags ... läuft alles top.. Köpfe rollen, Körper zerfetzen und explodieren, taktisch ist es fast wie Counterstrike ... einfach genial gemacht. Sniper oder Raketenwerfer in der Mitte der MAp finden und ab gehts :D

Die Kettensäge rockt sowieso ;)

Muss dann morgen oder heute wenn inet geht ..... Coop auch nochmal probieren.. :)
 

Lukas

fsaa fetischist
Meine CE wurde heute mittag schon versendet nachdem ich am vormittag erst geordert hatte, sooo viel stress scheints dann doch nicht (mehr) zu geben.

Gameware schickt aus österreich irgendwie direkt mit der deutschen post, also entfällt die verzögerung wenn es die österreicher an der grenze oder wo an die deutschen übergeben.
Trotzdem wird das knapp werden :D
 

Mojo

Goldständer
mann ey meine schwester tut mir jetzt schon leid. hab ja seit der profilaktivierung noch den kostenlosen goldmonat und wenn das piel da is wird gezockt bis zum abwinken. bin nu voll rattig nachdem was ich hier schon wieder so an erste eindrücke lese. müssen unbedingt dann alle mal zusammen zocken. den sp werd ich denk ich ma auch gleich auf ganz schwer anfangen sonst hab ich das ding wieder schneller durch als es eigentlich angesetzt is. :naughty:
hoffentlich kommt es morgen schon. wär ja was. :love:
 

SniperFood

Computer-Futzi
Mein Fernseher glüht auch schon vor :sabber:

Habe mir als Vorgeschmack das HD Gameplay Video drauf angeguckt :sabber:

Online zocken .... würde ich sehr gerne mal :love:
 
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