Road to E3 2018: What Gears of War 5 Needs to Improve Over 4

<p>With a 6&period;9 Metacritic user average&comma; <em>Gears of War 4<&sol;em> isn&&num;8217&semi;t a fan favorite&period; Different consumers have different reasons for disliking it&comma; but its campaign was the worst offender&period; Regardless of its launch status&comma; it&&num;8217&semi;s now a fully featured multiplayer game with thirty-four maps&period; Horde 3&period;0 is arguably the series&&num;8217&semi; best&comma; but there&&num;8217&semi;s less room to argue against how poorly The Coalition handled <em>Gears of War 4<&sol;em>&&num;8216&semi;s campaign&period; If <em>Gears of War 5<&sol;em> wants to honor the series&&num;8217&semi; legacy&comma; it needs to learn from its predecessor&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;138997" aria-describedby&equals;"caption-attachment-138997" style&equals;"width&colon; 3840px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-138997 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;30143356&sol;0d85c3f6-ef30-496d-82b0-0c185e1f3e221&period;jpg" alt&equals;"" width&equals;"3840" height&equals;"2160" &sol;><figcaption id&equals;"caption-attachment-138997" class&equals;"wp-caption-text">Gears of War 4&comma; Microsoft Studios<&sol;figcaption><&sol;figure>&NewLine;<h3>Taking Steps Back<&sol;h3>&NewLine;<p>After <em>Gears of War 3<&sol;em> and <em>Judgment<&sol;em>&&num;8216&semi;s full four-player co-op&comma; <em>Gears 4<&sol;em> reverts back to two players&period; As a minor change&comma; it signals The Coalition&&num;8217&semi;s first and least egregious mistake&period; While <em>Gears of Wa<&sol;em>r in its heyday was the most played Xbox Live title&comma; the series never skimped out on its campaign&period; They were the full package&colon; Compelling single-player&sol;co-op experiences with dedicated online communities&period; <em>Gears of War 4<&sol;em> is lopsided&period; The multiplayer and Horde mode offerings are great&comma; but the campaign feels like it was surgically attached later in development&period;<&sol;p>&NewLine;<h4>Where to Begin&quest;<&sol;h4>&NewLine;<p>Narratively&comma; four-player co-op may have been a bit too much to ask for&period; Regardless&comma; however&comma; every campaign section except for one scenario featured Kait&comma; JD&comma; and Del&period; The Coalition could have at least incorporated three player co-op at the minimum&comma; but apparently that was too much&period; The Coalition would rather play it safe than design inventive co-operative set pieces centered around three players&period; A stern two-player limit makes the development team&&num;8217&semi;s job easier&period;<&sol;p>&NewLine;<p>Aside from the butchered co-op&comma; <em>Gears of War 4<&sol;em>&&num;8216&semi;s main concern is its pacing and combat design&period; The entire first two acts out of this five-act game exclusively feature robots as enemies&period; This makes sense within the story&&num;8217&semi;s context&comma; but it doesn&&num;8217&semi;t make it any less stale to play through&period; Think back to the most satisfying parts of the older games&period;<&sol;p>&NewLine;<ul>&NewLine;<li>Pulling off headshots with the longshot or boltok<&sol;li>&NewLine;<li>Gibbing a locust with a gnasher or sawed-off<&sol;li>&NewLine;<li>Chainsawing through a locust&comma; watching the blood splatter on-screen<&sol;li>&NewLine;<li>Goring locust with a well-placed torque bow shot<&sol;li>&NewLine;<li>Weapon-specific executions<&sol;li>&NewLine;<&sol;ul>&NewLine;<h4>Gears of War 5 Needs to Ditch Robots<&sol;h4>&NewLine;<p>None of this carries impact against robots&period; Killing locust in creative and violent ways felt so good because of the combination of their reactions&comma; blood&comma; and gore&period; Pieces of machinery don&&num;8217&semi;t splatter blood&period; They don&&num;8217&semi;t leave behind fleshy&comma; gooey entrails&period; They don&&num;8217&semi;t react the same to gunfire and explosions&period; Several factors influence how it feels for a player to engage with a game&&num;8217&semi;s combat systems&period; These include&colon;<&sol;p>&NewLine;<ul>&NewLine;<li>Visual cues<&sol;li>&NewLine;<li>Sound design<&sol;li>&NewLine;<li>Animations<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>In addition to the tightly refined core shooting mechanics&comma; <em>Gears of War<&sol;em> felt good because the locust were interesting adversaries&period; G<em>ears of War 2<&sol;em>&comma; <em>3<&sol;em>&comma; and <em>Judgment<&sol;em> continued to introduce new locust varieties&comma; enhancing combat&&num;8217&semi;s potential&period; After overcoming waves of enemies&comma; finishing encounters with sprays of blood and gore served as intensely gratifying book-ends to these arena fights&period; Unfortunately&comma; the visual cues&comma; sound design&comma; and animations against that machinery don&&num;8217&semi;t heighten combat in the same way they heighten fights against a berserker or theron guard in the older games&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;139014" aria-describedby&equals;"caption-attachment-139014" style&equals;"width&colon; 3840px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-139014 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;31113546&sol;ce2553a6-4a0e-4d3b-80ee-a38f0a8100c9&period;jpg" alt&equals;"" width&equals;"3840" height&equals;"2160" &sol;><figcaption id&equals;"caption-attachment-139014" class&equals;"wp-caption-text">Where&&num;8217&semi;s the blood and gore&quest;<&sol;figcaption><&sol;figure>&NewLine;<h4>It&&num;8217&semi;s Not All Bad<&sol;h4>&NewLine;<p>To be clear&comma; <em>Gears of War 4<&sol;em>&&num;8216&semi;s campaign does get better as its third act rolls around&period; By the time it introduces the swarm&comma; this game&&num;8217&semi;s replacement for the locust&comma; combat improves&period; If <em>Gears of War 5<&sol;em> has any hopes of cementing the franchise&&num;8217&semi;s legacy in a similar fashion to the original trilogy&comma; it needs to ditch those robots&period;<&sol;p>&NewLine;<p>By the end of the fourth act&comma; players are consistently introduced to the different swarm enemy types&period; Some are literal copy and pastes of their locust equivalent with a different appearance&comma; such as the standard drone&sol;grunt types&comma; whereas others are variations on existing locust&period; The trackers&lpar;yes&comma; they are robots&rpar;&comma; this game&&num;8217&semi;s replacement for the tickers&comma; leave behind an area of effect shock after being killed that lasts a few seconds&period; Tickers&comma; on the other hand&comma; exploded and that was it&period; Beyond these variations&comma; <em>Gears of War 4<&sol;em> also introduces entirely new enemies to the mix such as the pouncers and snatchers&period;<&sol;p>&NewLine;<p>Pouncers and snatchers are some of the most fun to fight because they force mobility&period; <em>Gears of War<&sol;em> is at its best when players are fearing for their lives&period; Pouncers hop all over the place&comma; launching projectiles and pouncing onto players&period; Snatchers are four-legged freaks that can swallow a player whole&comma; giving the team a small window of time to save their comrade&period;<&sol;p>&NewLine;<h4>Is it&quest;<&sol;h4>&NewLine;<p>Exciting combat scenarios were so few and far between in the campaign&period; The Coalition tried to mix things up slightly with intensive weather effects&period; Lightning rains down&comma; serving as an obstacle from point a to point b while wind impacts movement and grenade throws&period; They&&num;8217&semi;re interesting ideas on paper&comma; but I can count how often they occurred on one hand&period; A stronger commitment to weather could have gone a long way in some of <em>Gears of War 4<&sol;em>&&num;8216&semi;s most hectic fights&period;<&sol;p>&NewLine;<p>One can only imagine a wind flare going off in a courtyard as players contend with juvies and pouncers&period; Horde 3&period;0&&num;8217&semi;s biggest strength over the campaign is its disconnect from any narrative nonsense&period; This allows a healthy mix between the robots and swarm&comma; forcing varied approaches as the wave count increases&period; The campaign only mixed robots and the swarm in one instance&semi; A missed opportunity&period;<&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;139020" aria-describedby&equals;"caption-attachment-139020" style&equals;"width&colon; 3840px" class&equals;"wp-caption aligncenter"><img class&equals;"size-full wp-image-139020" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;05&sol;31114725&sol;c111a57e-6db5-48ba-965c-f0effd9e2acc-1&period;jpg" alt&equals;"" width&equals;"3840" height&equals;"2160" &sol;><figcaption id&equals;"caption-attachment-139020" class&equals;"wp-caption-text">That&&num;8217&semi;s more like it&period;<&sol;figcaption><&sol;figure>&NewLine;<h3>Conclusion<&sol;h3>&NewLine;<p><em>Gears of War 4<&sol;em> is far from a bad game&period; Longtime fans will most likely love the multiplayer and horde mode as I did&comma; but that campaign needs massive retooling&period; Its new cast lacks the old games&&num;8217&semi; wit and charm while nearly 40&percnt; of its campaign is a straight dumpster fire filled with boring firefights&period; If The Coalition wants to step it up&comma; they need to reexamine their approach to campaign combat and level design&period; Give us more swarm varieties&comma; more set-pieces&comma; more interesting environmental hazards&comma; and more writing on the level of  &&num;8220&semi;Ah shit&period; They&&num;8217&semi;re gonna mess up my fucking tomatoes&excl;&&num;8221&semi;<&sol;p>&NewLine;

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