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Gears of War: Ultimate Edition is a remaster of Gears of War, a 2006 third-person shooter video game developed by Epic Games. The game features remastered graphics, textures, and sound. The game is natively displayed at 1080p or Full HD, and runs at 30 frames per second in the campaign, and 60 frames per second in multiplayer modes. Additional features include mechanics from newer Gears of War games, such as spotting and switching weapons while roadie running. Skill-based matchmaking was added for the game's multiplayer modes.[1]
Ultimate Edition has the same plot as the original game, with visual upgrades and some stylistic changes. It adds five single-player chapters, which were exclusive to the PC version of the original game, to the campaign's fifth act. The additional chapters take place before the original Xbox 360 release's Special Delivery chapter, which describe the events of Delta Squad escaping a giant creature called a Brumak between the fourth and fifth acts, culminating in a boss fight with the Brumak.[2] The ending cutscene is also changed to show a glimpse of Myrrah, the Locust Queen; in the original game, only her voice could be heard.[2]
The developmental period for Ultimate Edition took 18 months in total including pre-production, and included the remastering of over 3,000 art assets, original motion capture, and refinement of the control scheme.[3] During the pre-production stage, the development team had to choose between starting with the original codebase, starting with the most recent iteration of the Unreal Engine 3, or update the entirety into Unreal Engine 4. It was determined that the team ought to maintain a playable build of the game throughout development, and so the best starting point was with the original codebase; from a content perspective, this meant things would already be working on the first day of developmental cycle.[4] As they had limited exposure to the gameplay code, the team worked closely with Epic Games, the original developers, which included making site visits to their office for discussions and meetings.[4] Technical Lead Jaysen Huculak said that the technical inconveniences and lack of efficiency encountered by dealing with the original gameplay scripting on the original engine is offset by the fact they did not have to rebuild everything from scratch and that the final product would be "true to the original".[4]
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