GameTap writes: "You know how Gears of War is pretty much every high-octane, summer blockbuster action extravaganza with some sci-fi aesthetics and a buddy-cop attitude squeezed onto a disc? Well, based on what Epic design director Cliff Bleszinski showed of Gears of War 2, you can now add "all that but cranked up and we'll even throw in the sensation of an out-of-control theme park ride" to its general description.
Before demonstrating a 20 minute segment from the second level in the game, Bleszinski delivers a whole lot of exposition and context. It's now six months after the events of the original game, and the nasty Locust Horde are making a push towards the human capital city of Jacinto in response to the massive bomb that Marcus and company dropped at the end of the first game. They're doing this by basically sinking every city they run into; to prevent the premature sinking of Jacinto, Marcus and his buddies in Delta Squad are sent on an offensive counterattack via grindlifts. Grindlifts are infantry transport pods combined with a really big drill designed to send troops right into the Locust Horde's home deep underground; Bleszinski calls them "express elevators to hell. However, Bleszinski reassured the audience that the campaign is composed of only about 30 percent underground scenarios; he also stressed that there will be a much larger variety of environments to shoot through in Gears 2."