i liked the mission with the big worm,the graphics were awsome when you get out of it aswell with all the blood ect.
It was cool at first, but then I realised they made a full mission out of it. A full mission. Read that, digest it, and read it again. In Gears of War, a tactical 3rd person shooter, they made a full mission that involved dodging predicable chomping teeth, and then running away from a chasing ball/wave type thing.
Up until that point the game was quite impressive to me; I thought they were just getting started (I fully believed all the crap the Epic designers were spewing about it being bigger and better and more badass) and thought i'd pretty much topped the intro to the game at that point.
That was a mistake I made comparable to giving Hitler the Sudetenland.
The game went up a little then, in the abandoned facility, with a nice attempt at some co-op work, but was fairly short and uneventful. That went on to a buggy as hell Tank mission and then MORE boring as hell underground events.
The first one just felt more...involved. As mish-mashy as the story was in the first one, there was a nice selection of locations and you actually felt like you were working with someone. In 1, me and my buddy were constantly on comms, sorting out who was doing what. We'd pick paths to move up or flank...but on this one, it was just move and shoot. All the charm had gone. There was no need for edge-of-seat moments rushing across open ground to new cover, it was sit behind cover, shoot everything that moves, move up to next bit, fight HORRIFICALLY bad bosses (The thing in the water, what kind of boss was that?)
Think about the first one, the night mission. How stunningly well designed was that? It blew my mind that they managed to put a whole new level of tactical thinking in. Working with your buddy to manoeuvre in and out of hot spots, covering each other with lights, then cumulating in a teeth-gritting defence of an outpost with a seemingly unending wave of locusts.
All that dynamic, moving up and having to change and react to situations. Gears 1 set down a challenge; It wasn't the best game, but it had the basis for a phenomenal game, and Gears 2 stepped up, tripped, fell down a flight of stairs, into a puddle of oil, slid across the floor, out the front door, came to rest and had a passing dog take a leak on it. Then got up and expected a prize.
Edit. I guess I need to clarify what I mean by lack of charm. To me, the idea is great. Humanity's last stand and you control a guy who doesn't have a choice but everyone is relying on.
The first one there was a sense of haste and desperation. Even though it wasn't clarified WHAT you were doing half the time, the atmosphere was awesome and you did really feel like everyone was relying on you. Tell me it wasn't awesome when you reached a nice, apparently abandoned area and suddenly three emergence holes appear around you and you've instantly gone from stalking slowly through a ruined town, to fighting for your life in a ruined square.
In 2, it just felt like it didn't matter whether you succeeded, there were so many other Gears, but it never felt like you were working with them. You kinda just dithered in and out of what everyone else was doing, and somehow accidentally ended up where you needed to be at the end. There was no haste or atmosphere and everything just felt pointless. I guess i'd use the word 'Bland'