![]() The Gears Pop version of Kait Diaz Microsoft Studios The decision to have Kait become the protagonist was really an organic decision, it wasn't a forced or contrived situation where we were trying to follow a trend. Things like racism, sexism, homophobia, are things that aren't part of our world. "There's an underlying optimism in that world, and that's something I wanted to have in our world as well. "I kind of see the Gears of War franchise Star Trek," he continues. "When you look at our cast, we've always tried to have a diverse cast, both in ethnicity and in gender, and we've really been focused on trying to make that part of our world." "One of the biggest things that I'm proudest of with the Gears of War franchise is we've always been about diversity," Fergusson says. Has The Coalition prepared for that predictable outcry? However, just like Fury Road, one can imagine Gears 5 attracting the ire of those who can't contemplate a woman as an action hero. " since it already was Kait's story, why not embrace that further and let the player play as Kait in 5? It felt like a natural way to pivot the franchise a little bit, and allow you to actually play the true hero of the story." Trying to bring the super gritty, realistic look to the phone isn't going to translate the best." "Our offices are just covered in Funko Pops it just occurred to me that there's an art style already established out there that meets the needs for us, without having to go off and invent a new look. "Mobile is one of the biggest growth areas in gaming, so we felt that was an obvious place to go," he continues. "With this art style, we're able to create a game that isn't M-rated, that allows us to have fun with the characters in a different way, in a different style, and maybe reach an audience we haven't been able to reach before." "What it does is give us permission to go and try some interesting things and play with it," says Fergusson. The cuter art style may surprise long-time Gears fans, but it's allowing the developers to experiment in ways a more realistic looking game may not. "We wanted to make sure it wasn't just lining up three cogs together to enter 'insect mode' or whatever." "We didn't want to do a licensed match-three or a licensed endless runner, we wanted to find what felt both true to the mobile platform, but also true to the franchise in terms of game mechanics," he adds. Read more: All the games, trailers and highlights from E3 2018 Again, it's not about just porting something over and getting it running on a new platform, it's actually saying, 'What are the strengths of that platform, and how can we make a Gears experience for those players?'" "This is a MOBA rush, authentically mobile-first genre, for the mobile audience. ![]() "It's not re-creating Gears as a third-person shooter on a phone," Fergusson says. It's really beneficial to have this sort of open minded perspective about where the franchise can go." "We leave negative space so that when we work with a new collaborator like Kurtis [Weibe, writer of recent Gears of War comics, there's some life to find, a hook to go and create new parts of the world, which is exciting. If there's something that isn't locked down in our universe, then we don't try to artificially lock it down," he says. "We really like working in what we call negative space, where you leave gaps. Its placement comes as a result of Fergusson and The Coalition's 'negative space' policy, which applies to wider entries in the Gears mythos told in other media. The core though – who's there and what you fight – are intended to be canon." "It's a new squad, and of course, being a tactics game, you get to create a lot of that squad yourself in terms of customisation. It's a story that takes place 12 years before the first Gears of War, before the first Marcus Fenix story," Fergusson reveals.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |