00:00www.mesmerism.info
00:12www.mesmerism.info
00:13Hotel's a really interesting map.
00:14It's a classic Gears 3
00:16launch map, and
00:17hotel is almost two different
00:19maps. There's an interior section
00:22and an exterior section, and the
00:23inside of the hotel has these rich
00:25cover systems where players can
00:27swat turn, they can slip, they can slide,
00:30and they're all connected.
00:32And on looking over top of them is the
00:33sniper perch, and we've replaced
00:35the long shot with an M bar.
00:37And we really think that that's a very different
00:40sniping experience. We think it'll change
00:41up the interior fight as well as being
00:43able to be used outside in the street fight.
00:46That street fight sort of wraps all
00:47the way around the inside of the
00:49hotel, being critically important
00:52as people are going to still be fighting over the
00:53boom, and that power weapon is going to have
00:56big influence on the map.
00:58These two fights are very, very
00:59distinct, and they're very separate.
01:02You kind of can't see what's going on outside
01:04if you're on the inside, and vice versa.
01:06And that keeps these two fights heavily
01:08defined. We really wanted to
01:10make this version of hotel
01:11very visually distinct from the Gears 3 version.
01:14You know, a little moodier, a little
01:16darker, overgrowth of green
01:18ivy and moss
01:19have reclaimed the interior of this hotel.
01:22So this hotel is actually
01:24on the side of a cliff
01:26where you can see the surrounding rock
01:28around the hotel. And the whole
01:30thing has a very spooky kind of feel to it.
01:38The slab is a very different
01:40kind of five-player map.
01:42It almost looks like a two-lane map,
01:44where you can see a left path and a right path
01:46coming out of spawn. And because of that
01:48it creates a very different feel.
01:49The slab's fight is defined
01:51by this central corridor.
01:53It has almost a primal characteristic
01:55to it. If you have two people that enter,
01:57one is going to leave with a boom shot, and the other is
01:59going to die. Now, when you come out
02:01of spawn on the slab, you're going to see a left
02:03entrance and a right entrance into the prison.
02:05On the other side of that, there's a courtyard that connects the boat
02:07and that actually is one of the key
02:09places to fight. If you can push
02:10through the middle of the map into your opponent's
02:13courtyard, you're going to be able to play
02:15on their territory and try to hold them there
02:17while they're coming in from their spawn.
02:19The slab is a prison that really
02:21goes to the roots of the Gears of War universe.
02:23It's the prison where Marcus Phoenix
02:25was held, and we really wanted to retain
02:27a classic Gears look,
02:29but take it to the next level. So everything's
02:31grittier, bigger, bolder. Both sides
02:33are defined by these really big visual
02:35showcases, as well as on the outside
02:37there's an incoming wind flare that if you
02:39needed any motivation to break into a prison
02:41then it's going to be better.
02:46In the April update, we're going to be making
02:48significant changes to core and competitive
02:50weapon tuning. It's been about six months since
02:52launch, and we've been watching Gears fans
02:55play Gears of War 4, and we wanted to
02:57take that opportunity to learn from it,
03:00hear the feedback from online, from all the people playing.
03:04We recently made changes to things like the
03:06gnasher mechanically, and we also had to
03:08incorporate those into a new tuning update
03:11for everybody.
03:12So that includes both core and competitive.
03:15And for the core gamer,
03:17what we know is really important is
03:18the balance of all those basic weapons.
03:21We want to be balancing, you know, the
03:22lancer player, you know, they want to make sure
03:24that their lancer is, you know, feels really
03:26lancer-y, and the gnasher, really gnasher-y.
03:28But we also wanted to make sure that things like
03:30the hammer burst and
03:32the enforcer really had a role as well.
03:34And for the core gamer to have
03:36that selection of their basic weapon
03:38is really important.
03:39For competitive, some of the weapons
03:41were a little bit overpowered,
03:42and they were cutting off some of the
03:44deeper, more skillful play.
03:45So we've gone in there, and we've really
03:47took off the rough edges across a few
03:49different weapons to make sure that
03:51the overall experience really lets players
03:53play at the highest level possible.
03:55For more information and a detailed breakdown
03:57on the new weapon tuning,
03:58go to Gears of War.com.
04:03Thanks for watching!
04:04Let us know what you think on the official
04:05Gears of War forums and at Gears of War on Twitter.
04:08Click on a fly-through to see more of these
04:09latest two maps.
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