I had the pleasure of sitting in on a Gears of War demonstration in the front row as Cliffy B. of Epic described what they were doing with the game. Perhaps that's why I have a better outlook on the game: Cliffy B. sounded very dedicated to the project, enthusiastic and knowledgeable. He talked of how he wanted to recreate the experience of using gameplay cover (and how that introduced an almost platformer aspect to the game, going from cover to cover instead of platform to platform), and talked of capturing visceral experiences such as sprinting into cover and "slamming" your shoulder against the cover's surface physically.
I was also impressed by small innovations, like a system where players can shift their attention and their camera to points of interest or doors in a room with a simple press on the D-pad, or bounce indicators for grenades. And of course, because they want the game's weapons to be physically on the character so that players can actually see the character physically switch/pull out weapons instead of them magically appearing, this will by its nature pare down the variety of weapons, and make the game based on other game mechanisms.
It almost seems as if the game is going back to old-school gameplay-based challenges. The game is more about using cover than aiming guns. Heck, the enemies are immune to headshots! I really do think that, considering the subtleties of how the game was designed, it doesn't deserve to be lumped in with the "rest" of those FPS'. With the rest of the sci-fi third-person shooters, yes, but not the FPS'.
~Carmine M. Red
Kairon@aol.com