"Other effects are of sky-high quality, from the fluid simulations on blood splatter and the lambent Locust's toxic spills, to the water shader and mortar fire alpha effects during the impressive Normandy landing-style siege."
Variety is the spice of life - Baird's adventure takes us from dingy wine cellars to striking outdoor areas with beautifully drawn backdrops. Closer by, high-grade textures and reflection mapping bring the foreground to life.
It's not all about the sky-boxes. Actual geometry draw distances are stunning, and the Academy area really shows People Can Fly has a handle on colourful locales.
Environmental destruction is limited, sadly. Even in multiplayer it's a step back from previous games, where you could deal chip damage to cover for a strategic edge.
Details like rubble and bullet decals may be pre-baked, but they set the scene very well for Judgment's many turret defense-style battles.
Gothic mansions make an iconic return for the series, complete with all adjacent cover points you'll ever need. Attention to detail is superb, with statues and ripped, flapping banners decorating the lobby here.
The current Unreal Engine 3 tool-set allow for a broader range of opaque materials, as seen in this shot with convincing glass-work arching over the building.
We get a strong implementation of the UE3 light-shaft tech in Judgment, streaming between tree branches and even the stained glass materials used for buildings - complete with a diffused effect
The chaotic Normandy landing mission brings out alpha effects in full force, plus water caustics, causing more tearing than usual. This is generally hard to pick out during the action.
Not a hint of sub-par ******ing or dithering in sight, character shadows are convincingly managed around spotlights. Each outline looks smooth and falls against nearby scenery naturally.
Gears of War: Judgment brings the big guns as far as lighting goes, with light-rays pouring through gaps in buildings and trees, and high-dynamic range shifting the balance when moving indoors.
Particle-based lighting and bloom bring out the toxic nature of the Lambent Locust.
FMV sequences are used to link each mission to the larger story. Quality is high, and artifacting is only spotted with a magnifying glass to hand - a massive improvement over previous Gears cinematics.