Game informer gears of
You can see the full interview below. Bautista said he didn't mean to offend anyone with his ideas, but he found those potential roles more interesting. I don't think there's any harm in that. I'm not trying to step on anybody's toes or disrespect anybody else, I'm just saying this is what I love. I don't see any harm in chasing your dreams.
Bautista clearly has the look to bring Fenix to life, but despite numerous attempts , a Gears of War movie has yet to get off of the ground. New producers and different screenwriters haven't been able to figure out the right approach to get this video game property on the silverscreen. Attaching a huge name like Bautista, who wants the role and would likely be accepted by most fans of the game series, is a great first foot forward if talks continue in the future.
I'd love to see what Bautista would do with this role, and can see the battle against the Locust creating quite the spectacle with a nice budget. We speak with studio head Rod Fergusson and the rest of the team and discover how The Coalition is taking the franchise 25 years into the future, to a time when the world is wracked by massive windstorms that radically change the field of battle.
The Coalition is a big fan of the first Gears of War, so we talk with the team about how it aims to bring the series back to its darker, horror-themed roots.
Afterwards we break down the three new playable characters and confirm two-player couch co-op. Gears of War 4 will be an Xbox One later this fall. Check out the full cover image below for a glimpse of the adventure that awaits. Watch the trailer above or watch and share it on YouTube showing off our month of exclusive content. Beyond the revival of Gears of War, the April issue is packed with another month's-worth of great stories.
Matt Miller speaks with Joe Madureira and the team at Airship Syndicate about their video game revival of the beloved comic series Battle Chasers. Since this is the April issue, Darth Clark returns for our annual poke at the video game industry in Game Infarcer. You can also get the latest issue through third-party apps on Nook , Kindle , and Zinio starting tomorrow.
To show off this third race threat theme, I placed dead Locust at the feet of the Lambent creatures so that the viewer would hopefully "get" these aren't new Locust enemies; they are a real threat and are something much different. Other things we wanted to get across at a glance are the new character armor and weapons. It's summer time on Sera and the idea is that the armor designs from Gears 1 and 2 were bulky and hot.
The COG have disbanded in this third game and they've removed the outer shell, if you will, of armor plating so they'd be cooler and more mobile as the planet heats up for summer.
If you look close at the lights on Marcus' shoulders they've changed from the 3 light strip. This is supposed to represent the inner workings of that light. What's under the outer armor after it is removed.
There's also more leather padding and a grungy tattered tee shirt. New weapons can also be seen. The Lancer, front and center, is always the iconic one, but now it looks beat up, tattered, and torn — reflecting the condition of the team.
Dom is holding the new double-barrel sawed off shotgun. Cole has the One Shot, a massive cannon that can gib a Boomer. There are also other subtle themes if you look closer. The unified COG have disbanded and Anya has taken up combat and is wearing battle gear. A wireframe version Do you complete the entire art piece from beginning to end, or are there other artists who participate in the creation along the way?
There are many artists involved in the creation of the piece. The guys who create the environment assets, the character modelers, the guys who texture the characters, animators, etc. Without them we couldn't do something like this — it would be much different.
The covers we do here at Epic are essentially screenshots. Every one of them uses assets from the game so they really represent the titles well. Getting back to the artists, after all my rough posing is done and I have a composition I like, I'll chat with one of my senior character artists, Chris Wells. Chris is excellent at capturing the poses I want very quickly. We'll iterate a few times to get them right, but for the main character shots I like to use him to get custom facial and body poses.
How much time goes into creating a detailed cover image like this one? This image took about four days. That's with lots of other stuff going on. I could probably do one in six to eight hours if I had the idea nailed and didn't have any distractions.
What process do you use to create a piece of art like the one on our June issue of Game Informer? It's just setting up the scene in Unreal Ed, taking the screen shot, and tweaking a few things here and there in Photoshop to get it just right as a cover image that will appear in print. Are there multiple and clearly defined steps in the creation process, or does it all blur together into one big project? It's pretty straight forward.
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