Gouki's Page of Whatever never covered a Gears Of War
title because it was long-gone before that generation started, but given
its strikingly-similar gameplay and Lost Planet 2 X Gears Of War promotional
connections, it could very-well have been covered if GPOW had still been
around. Even more subjective, however, is when Capcom's Spawn was covered
on GPOW. Spawn was even subject to classification debate back on GPOW,
when it was first stated that "More info on Capcom's new arcade title
Spawn, it is an action fighting game, running on Sega's Naomi arcade system.
This game supports up to 4 players simultaneously by linking the machines
together. It plays like a cross between PowerStone and Sega's SpikeOut,
in which you form a team with other players to battle against the computer
opponent or other human players." We can see the obvious connections
with Gears of War 4 when we consider the linking of machines to play together.
However, the game's genre was even subjective back then, when a rare correction
with a later headline stating "E3: SPAWN NOT A FIGHTER", for
a short bit that read "It's been made official in an E3 report today
on PSX.IGN. The rumored Spawn title being worked on by CAPCOM will be
shown on video at E3. And it turns out NOT to be a fighting game, but
an action adventure game instead." This same sort of gray area in
genre classification seems to follow Gears Of War 4, too. I consider it
a fighting game of sorts because you fight and battle, but there are definitely
others who call it an action-adventure game. It's amazing that a game
which is basically a spiritual-successor (Gears Of War 4) carries with
it the same subjective genre as the title it's similar to (Spawn - In
The Demon's Hand).
Both Gears of War 4 and Spawn: In the Demon's Hand were
developed on the most cutting-edge technology of their respective generations.
With Gears 4 on the Unreal Engine 4, and Spawn on the DreamCast/Naomi
hardware, both used current-gen technology of their time to bring their
dark, tragic stories to life. Both the Unreal Engine 4 and DreamCast/Naomi
have been praised for their ease of use, and developers have been able
to design a wide variety of games with them. From shmups and fighting
games (AIPD and Street Fighter V), to puzzle and third-person shooting
games (Unreal Match and Gears of War 4), developers have used Unreal Engine
4 to deliver all these different experiences. Before this, the same was
done with the DreamCast/Naomi hardware, with developers able to deliver
that same wide variety of games ranging from shmups and fighting (Giga
Wing 2 and Capcom VS SNK), to puzzle and third-person (Sega Swirl and
Spawn: In the Demon's Hand). The fascinating thing about this is that
games using these technologies all have a similar "look" to
them, but also granted the flexibility and quality to make different types
of design possible. In other words, everyone has the same tools, but have
the freedom to create something unique. Examples of this are how Street
Fighter V and Gears of War 4 are on Unreal Engine 4, and have the same
visual fidelity, yet still have their own unique design style. We see
a similar comparison between Capcom VS SNK 2 and Spawn: In the Demon's
Hand, both of which are DreamCast/Naomi titles, with the same visual fidelity,
but with obvious differences in tone. Though these games may look different
from their contemporaries, the same quality is still there. That being
said, Gears of War 4 looks every bit as impressive as Street Fighter V
and Marvel VS Capcom Infinite.
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