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Gears Of War Controls Judged Lacking

Gears Of War Controls Judged Lacking

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Gears of War: Judgment is bringing a lot of new things to the table. Faster action and variable enemy spawns are chief among them, ramping up the difficulty well above that of the last Gears game (according to the staff at Epic, anyway. We’ll see for ourselves when we get some hands-on time with the game). In the interest of preserving balance, though, and keeping the campaign from becoming unnecessarily frustrating, Epic has also decided to revamp the series’ hallmark control scheme, streamlining it to fit with the faster action of the latest title.

The chief change is that weapon switching will no longer be on the D-Pad. It has instead been moved to the Y-button, a la Halo, Call of Duty, and a wide variety of other shooters. Also emulating those other titles, though, is the shift of the grenade from a selectable, distinct weapon to a single button press (the left bumper, at this time). Further, weapon switching has been sped up so that changing in the middle of combat is no longer a death sentence. The goal is to make it feel responsive, so that when the player dies it doesn’t feel as though the controls were the reason.



These are the elements of game design that the average gamer doesn’t really think about, but that sets the tone for their entire experience. In this case, it’s the fruit of hours upon hours of in-house testing at Epic. Unfortunately, smaller games rarely have the resources for such testing, and it takes a shot in the dark by developers, with maybe some small-scale testing of the UI elements, to determine what will and won’t work.

By Shelby Reiches

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