Ok, critical post incoming. I will preface this with me saying I really want some sort of response from Cliff to try and explain some of Gears 2's design decisions. They baffle me.
Firstly, in numerous interviews post launch Rod Ferguson and Cliff declared that they were altering significant parts of the gameplay to meet their original vision with the title. Pre launch none of us fans understood just how drastic these changes would be which lead to a post launch sting as Gears 2 multiplayer was an absolute disaster. The game suffered from not only terrible design decisions which contradicted what the fans wanted from the sequel but also became a swimming pool of online problems from severe latency issues which still plague the game just like the previous installment and matchmaking issues which prevented fans from playing the game, despite fans not actually wanting the matchmaking system in the first place after Gears 1's freedom of choice system.
Many players played the previous game with first to 19 rounds on small maps, this focused on Gears close quarters combat and tight movement and cover mechanic. The feeling of mantling round cover to charge an unsuspected enemy with a shotgun spread to the torso which ripped them in two was unmatched. Ranged combat was still present in the game with the Boomshot and the Sniper rifle which were fan favourites and provided the game with enough depth to remain fresh.
The "sequel" changed all this with the first initial disgusting design decision. Cripple the players list of movements. Not only was the game pace slowed to the point where movement became a chore, characters now couldn't fire as soon as the player pressed the trigger. When coming out of cover it takes roughly a second for the character to lift the shotgun into a firing position. An archaic decision which causes players to frustratingly die to the games devolved design. This change to the fundamental design of the shotgun alienated the fans from the game as everything they did in Gears 1 didn't work in the "sequel". Combine this with the games fundamental latency issues and the game becomes a chore.
Why can you afford to provide servers for UT3 when you can't provide servers for your flagship franchise which has surpassed UT as the game that EPIC made from a public point of view. Especially when it seems Gears 2
wasn't a particularly expensive game to make considering your estimated knowledge of what sort of return you would make.
You guys made the claim that everbody was shotgunning and that was not your original design decision, well it turns out you made a better game than the one you intended to make, you should treat that as a positive not a negative. Gears 1 is not some unwanted child, many people loved it, moreso than the "sequel". Why is it that people pick up other weapons such as the Sniper Rifle and the Boomshot but don't wish to swap their shotgun for a Lancer? Because the Lancer isn't a cool weapon to use. The shotgun blew off limbs, the Sniper exploded heads, the Boomshot caused a vertical explosion of body parts when it even skimmed the slightest of players and grenades caused players to disintegrate into a plethora of chunks. What does the Lancer do apart from cause instant death to whoever happens to be sucked into its unnatural radius, fuck all. It is an unrewarding weapon when fired. Hell, even the pistol could pop a head every now and then. Why did people tolerate these power weapons of instant body destruction?
Because they can be fucking countered. Shotgun fights were intense and close. Unlike the "sequel" where bullets don't appear and players are too fat to evade. This lack of agility makes you feel like you are running away from a bull with your legs tied together. This is the case with all the power weapons in Gears 2. None of them come close to these two North Carolina fuck ups though...
The mortar and the Grenade planting. Firstly, in a game where you are told to value cover, why can somebody with little skill rain mortar rounds from above. Not just one either, multiple pieces of bullshit that you don't have to be under to be destroyed by. It is a terrible addition that goes against the initial Gears of War design you originated with. Then you have the grenade planting. People can plant frag grenades in walls which are unavoidable and cheap. How was this ever a good idea. It promotes camping and lack of map movement. God it makes me angry just thinking about why you guys decided to implement it.
Now this is my final complaint but this is no means a full list, I am just too tired of typing and fucked off to continue with the knowledge that once again you guys will ignore your fans. The maps are shit. Why does River, the only initial map with any visual style have 6 power weapons on it? You preferred map from the original Gridlock had half that, and that was before grenades turned into bullshit bombs. Environemntal hazards are also cheap and cause uneeded frustration when a player dies from them. Especially when he dies from rain.
Ok, so to conclude. You made a "sequel" which was a major step backwards from the original as concluded by the fans themselves. Not only in design decisions and online implementation but also in visuals. Gears 1 was notably clear and crisp with sharp textures. Gears 2 is dull and flat with muddy textures. How did this happen. Did your need to escape the gritty stereotype of the original cause you to go overboard and forget to create detailed textures for the "sequel"?
I have written this post in the hope for an answer Cliff, I have used my time I would hope you can use yours. I care for the game and the franchise but Gears 2 is past the point of resurrection. I just hope you go back to the drawing board for Gears 3 and make the correct improvments this time, especiall with the added year of development time afforded to you by Halo: Reach. If Gears 3 releases with similar gameplay and design flaws then say goodbye to your fans, many of which have already moved on, or even moved back to the original.
And finally, test your games online.
I await some sort of response.