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Cliff Bleszinski interview

We go in-depth with Epic's creative director on Gears Of War 3's story, themes and design.

Cliff Bleszinski

Now that Gears Of War 3 has been out long enough for fans to wrap up the campaign, we sat down with Epic creative director Cliff Bleszinski to discuss the game's story, themes and design in detail. We also talk about how his admiration for Miyamoto squares with his work on games that seem to have so little Nintendo influence, the scrapped idea for an aquatic Locust enemy type and his desire to steer the series towards Band Of Brothers and away from Predator.

[Warning: this conversation discusses critical Gears Of War 3 story elements, and therefore contains spoilers.]

Gears 3 is filled with subtle innovations. When you've spent so many years working on the same series, how do you stay sensitive to aspects that could be improved?
There was an if-then chart that went around on the Internet that I retweeted at some point. 'If it's the same game then everyone says it's a rehash. And if you change it, you've ruined my franchise and I don't like you anymore.' I used to say it this way, for Gears 3, if we didn't do anything different people would say, 'Oh, it's Gears 2.5', otherwise it's, 'You've changed too much and you've ruined my memory of what I thought I loved'. So you're damned if you do, you're damned if you don't.

Our ultimate barometer of all of this is, do we want to go down to the playtest lab and play the damn thing? Not just people who are new to the team, or people who are just fans of the franchise. Myself, who's been there since day one. Would I rather be at home on my couch levelling up on Gears 3 right now as opposed to being in this room being interviewed? Absolutely. And I can't always say that about our games, and thankfully now I can. And that's ultimately the test, right?

Gears Of War 3

How much of the impetus behind Horde 2.0 and its tweaks to the formula, like fortifications and upgrades, is driven by the need to stay one step ahead of other developers who ape the wave-based survival games?
You could say a little bit of it might have been inspired by tower defence type games or Call Of Duty's boarding up the windows, things like that. But we knew if we were going to do it we were going to make it an integral thing and go deep with it. Our mantra for Horde 2.0 was "don't fuck it up". Because for many people Gears Of War 2 was Horde mode.

It feels like a natural extension of the player-improvised fortification system that arose in Gears 2 with players staking out a corner of the map and planting Mauler shields.
We weren't doing a lot of that before Gears 2 shipped, but then it became this thing online where you hoarded the shields and boarded up. Later on we added in the ability for some of the enemies to kick over the shields. That desire to build your fort goes back to childhood; there's multiple things I tell designers I work with: first and foremost make your project personal but when in doubt go back to when you were a kid, senses of exploration, senses of wanting to strike out and build your own fort. Your instinct as a human being is to have your own home. So it's just turned out to be a natural fit for the game, as far as fortifying and building things and actually upgrading it eventually to laser fences and mechs.

Comments

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jb1's picture

I expected Cliff to come across as insufferably smug & arrogant in this interview but to be fair he actually seemed pretty cool.

deckofarcadia's picture

don't forget that cliff is, and always has been an sorta of genius on par with adam sandler. the kind of silent impression he makes is never below a certain psyhedelic standart. just like mr. sandler always ends up with an orange shirt, there is no mistaking cliff knows what he is doing. much kudos to those who take it seriously. bet ya a fiver that backround was chosen by the years in the industry developed master that is cliff bleszinski.
(or, ofcourse: by edge)
i rly had to say this because i respect this guy so much-

toadwarrior's picture

Funny you compare him to Adam Sandler, a guy whose movies are teh same exact thing every single time. I can only hope this comment is supposed to be sarcastic.

gavmoffat's picture

You are a tool.

jb1's picture

Possibly the most bizarre comment i've ever read.

toadwarrior's picture

The guy makes nothing but sequels and borrows heavil from others all from way Jazz (ie Sonic clone) to Unreal (ie Quake clone) and he's what like 3ft tall and, imo, has issues about it.
He's highly over rated.

JeffBell's picture

Cliff, I want to thank you again for being such a good sport! When I suggested GOW was the start of a story arch, I was unaware that the trilogy was a secret. As the newbie at Xbox, I thought I was the last to know. I see that this game will be great. I only wish the marketing leadership would have moved to a new level and not rehashed the same formula as GOW and GOW2 (try to pick a hit song and run non-game footage). But hey, it's MSFT! LOL

AC DevilChild's picture

I've always seen this series as an excellent shooter with a good plot but I never thought that it would've had some deeper meanings or anything like that at all. For example: to me the infected people were just brainless and soulless zombies who tried to rip your head off, not desperate humans crying for help.