Now, t here’s the option for ranked play, or more casually for social quick play. Like always, it’s a big bloody mess, where someone will unexpectedly execute you in some shockingly violent way. And i t all works so well because it’s so damn tight. There’s also destructible cov er in the form of Swa rm pods – which, when destroyed, sometimes produce enemies. Gears 4 also introduces a combat knife and cover grappling that allow cover- based executions. As well as the usual snapping to, and ducking out of, cover, you can now seamlessly traverse obstacles while roadie running. The cover mechanics are so polished that combat actually feels effortless. New enemies combine with the environmental effects of the ‘wind-flares’ to introduce totally fresh gameplay components. The level design is nothing short of brilliant. Make no mistake: t his is Gears of War, but it’s very much a new generation. It’s familia r enough to preserve the formula, but there’s enough new content to make this feel different.
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And while it may not reach the same storytelling pinnacles as Gears 3, Gears of War 4 ’s gameplay is the best the series has ever seen. Again, the ending isn’t bad – it’s actually exciting – but it’ s just a bit abrupt.īut those are my only real complaints. But I’d like to point out that there’s a difference between a cliff – hanger and a cliff jump: one of them has you coming back.
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Again, I know the developers are raising our interest for the sequels that are obviously going to follow. But t he end just doesn’t feel like the end. See, t he final act, totally changes everything : pacing, mechanics and combat. And it bothers me that Gears 4 ended at the only part in the game that could be considered a low point. Earlier, I mentioned the importance of going out on top. But they don’t make for a good ending, especially for a game that’s otherwise so incredible. I wouldn’t eve n be raising the issue if they were i n the middle of the game. That’s not to say that these levels are bad. But it’s a novelty that quickly wears off. I’ll happily admit that it’ s a novelty, initially. But then in the fifth act, you’re wacked in a massive robot suit. The cam paign plays out so well, with the changes of scenery and the appearances of new, and old, characters w orking to push the series to new heights. Truth be told, their volatility was more intriguing than it wa s infuriating. There’s undoubtedly some reason that the characters acted like they did. But, then again, there are a lot of unanswered questions here. There are more than a few moments where I was shaking my head at how trigger- happy the characters were. You’d think that, in the face of extinction, h umanity might have gained an increased perspective on things – at least to the point of talking before going to war within itself. I just cannot believe, on a planet that just recovered from an almost all-consuming war, that t he characters would be so prone to violence and insult. Of course, I can’t just shower this game in praise, I’ve got to point out two issue s with the campaign. And that’s where the story really takes off. This, however, eventually gives way to the larger issue: the discovery of a new strand of the locust threat, the Swarm. You’ll have a number of confrontations with COG’s various robots, which introduce new weapons and combat elements to the game.
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Without spoiling too much, t he initial conflict is betwee n the COG and these outsiders. They deserted from the COG army, and took up allegiance with a group of outsiders led by Kait’s mother, Reyna. JD and Del have that sort of brothers-in-arms relationship that Marcus and Dom had be f ore them, e xcept they’re younger, friendlier and much more reasonably proportioned. And his rapport with his father and the COG plays heavily into the storyline.
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It’s no secret, by now, that JD is Marcus Fenix’s son. They’re not half as disgruntled or violent as characters before, but JD, Del and Kait are excellent protagonists. Outside of the COG’s jurisdiction, more primitive settlements house residen ts c alled outsiders, o f which our new protagonists form a part. Each settlement is thoroughly protected by Deebees, the robots that seem to have replaced overly armoured soldiers as the COG’s primary defence units. The COG has developed walled cities and settlements that are scattered over the planet. The planet itself is suffering in the wake of the wars, with Imulsion creating environmental hazards called windflares – which can only be described as lightning filled hurricanes on steroids.
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In their years of peace, the people of Sera have been slowly repopulating and rebuilding.