4) Action/Adventure – use of dialogue, graphics, mood and gameplay. Survival Horror/Soldier Concept where you take on the role of lead character Marcus Fenix, who leads an elite human group, the COGS, on a series of missions in an attempt to save humanity and drive out the Locust Hordes. This makes the game good because without such a good story and character development, it would probably be just another average third person shooter. The mood and story of the game makes it seem darker than other third person shooters because of the survival horror element.
Gears Of War is distinctive because of the settings the game takes place in. They are modelled so well they look life-like and this encapsulates you as you take a 360 degree look around the level. The level designer makes the landscape look bigger than it actually is with the use of horizons and buildings in the background. The environment is also destructible so as bullets hit a wall, for example, bits of the wall will fly off. The use of lighting in the settings also adds to the feel of it. If the lighting is darker you will approach the level a bit more slowly and cautiously than if it was a well-lit area.
It is also distinctive and original because of the characters and sound. The characters are given a thorough design and are detailed down to the last eyelash. Their weapons and armour are also beautifully made and this makes the characters look big and bad. The enemies are just as detailed, with their different textured skin, ugly faces and dirty, ripped clothing. They also come with the latest weapons and armour, and if you look really close they have accessories such as a torch and sniper goggles.
The character's stories are told in such detail, for example Dom is looking for his wife and the game depicts him dealing with his emotions as he fights on the battlefield. People everywhere are desperately trying to stay away from the Locusts and survive on what food, water and fuel they have. The Locust Horde have built a network of underground tunnels and are now coming up to street level via emergence holes. They are controlled by The Queen, and she gives the orders to go and wipe out humanity. Although you never actually see the Queen, in fact you only hear her voice at the end, you know she is their leader because of the dialogue between the main characters.
The dialogue is beautifully written and it fits in well with the characters appearance. General Kim talks in an aggressive, leadership tone, and comes across as someone who has experience on the battlefield. The same can be said for the game's protagonist, Marcus Fenix, who is appointed leader of the team sent in to deal with the Locusts. There is also a lot of humour in the dialogue, for example another character, Augustus Cole, constantly remarks how he is the "Cole-Train" and how he could take on the Locusts on his own. There is also a sombre tone in the dialogue, for example when they come across dead soldiers Marcus will say "remember the fallen" or something along those lines.
The dialogue of the Locusts has also been thought out. The main difference between them and the COG's is that when they run they breathe heavily, and this kind of gives them away if they are hiding and you can't see them. They also talk, but don't say many lines; they only say things like "Frag Out!" or "Get Behind Cover!". They mostly make monstrous noises to add to the idea that they are repulsive creatures.
The sound of the game mixes between dark and scary and all out action. For example if you are walking into a dark place, the creepy music will start and the sound effects of something unseen, e.g footsteps will begin to get louder and louder as you progress through the level. If you are in the middle of a firefight the sound will be greatly increased as gunshots, explosions, cries for help and tactical orders fly left, right and centre from both the COG's and the Locusts. This is distinctive because you never know when to stick your head out from behind cover and run to the next objective.
5) Gears Of War features realistic human characters and incredibly detailed but unrealistic Monster-like characters. They need to be extensively modelled and animated, so you need concept art, 3D modelling and animation for it. The characters also have their own distinct movements, such as the crouched run and the reload animation, so motion-capture is also needed. The settings and levels are also detailed so again, 3D modelling and concept art is needed. This then needs to be bought to life by the programmers who will implement it so it becomes an environment.
The game features a really good story, so you need a good creative department who will provide a good narrative for the game. This is especially important to create the mood in the game. You also need a good sound team/orchestra to give the characters and story a voice, and who will also create the realistic sound effects and music that can be found in the game. An audio programmer then needs to fit this into the game so that it goes with the story.
6) The team members that would be needed for this would be:
- A Lead Designer to make sure the characters get designed properly.
- A Lead Programmer to implement all of the ideas.
- A 3D Graphics Programmer to make sure the game is realistic.
- An AI Programmer to make sure the characters act in the way they are supposed to.
- An Audio Programmer to make sure all the sound fits in the right places.
- An Art Director to make sure the characters and levels are drawn in the right sense.
- A Concept Artist to sketch out the first ideas and present them to the programmers and designers.
- A 3D/Character modeller to make sure the models of the game are how they are supposed to be.
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