Last month, my feature-length Gears 5 preview hinged on the game's sales proposition: that Microsoft has positioned this shooter sequel to be immune to a standard game-review treatment. It's a living service. It's a four-in-one entertainment package. It's a no-brainer add-on for the Xbox faithful.
Those statements are true enough if you already pay for Microsoft's Xbox Game Pass service, which currently costs $10/mo on Xbox consoles, $5/mo on Windows 10, or $15/mo combined. Thanks to a bullish promotional campaign, you can test the subscription service for less. Gears 5 lands this week as arguably XGP's first perfect storm of polish, breadth, and newness, so it's no surrpise to see the game and the service holding hands, petting each other in public, and whispering into each other's phones at night: "No, you hang up."
That's the good news. If you're already enjoying an XGP subscription (and some people got a super-cheap path to this), Gears 5 has at least one great reason for pretty much any gaming fan to dive in. Or if you want to buy into XGP for two months, then Gears 5 is a perfectly fine $20 (or less) Trojan horse to get the service onto your PC or console.
Binge-worthy?
The bad news, then, is that Gears 5 as a standalone game resembles the comfort-food proposition that has become standard on video subscription services. The polish is immense. The feature depth is ridiculous, as if Microsoft dumped a full season of a star-studded TV series in order to bewilder fans with a binge. But where some game series fill their sequels with a cool mix of boundary-pushing risks and familiar delights, Gears 5 sees fit to cover an all-too-familiar core with a bunch of tinsel and accoutrements. I have enjoyed Gears 5. But everything that makes it a clever XGP add-on seems to simultaneously make it a shoulder-shrug in the "is this worth $60-and-up?" department.
Gears 5 breaks down into a few discrete modes: a plot-driven campaign, which can be played alone or with two friends; an online-versus arena, which includes a hearty variety of newbie-friendly and "hardcore" variants; the "Horde" mode of old, in which friends group up to battle wave after wave of AI monsters; and a new "Escape" mode, which simplifies the Horde PvE formula for better and for worse.
I'll start with the campaign, which I previously described as a breath of fresh Gears of War air when Microsoft served it to the press in a preview platter. Like other Gears games, you run around as a soldier, viewed in a third-person perspective, while blasting monsters with military-grade guns and explosives. Ducking-and-covering is still a core Gears tenet, and this means you're constantly bouncing between spots of chest-high debris (which your character conveniently auto-sticks to) while flanking enemies from opposite angles (and making sure they don't do the same to you).
I've been dreaming of a huge disruption to this formula for years. I still feel strongly that the series would be a blast if it kept all the weapons and controls the same, then added a room-warping grappling hook in order to speed up movement and add more vertical intensity. We didn't get something that intense in Gears 5, but the Skiff is a decent consolation prize.
Though some of the campaign content I encountered was straight-line fare, much of it required boarding and riding the Skiff, a wind-driven ski-boat, across a giant, open world. I saw two open-world zones during my preview time, in the frozen wilds of Act II and the burnt-sand expanses of Act III. My first impression of this change to the Gears formula was admittedly ho-hum.
When my characters first boarded the Skiff, the game served a brief tutorial, then showed me two possible destinations in the distance. One was clearly marked on my map as a campaign mission, and the other wasn't. I could ride around on open, vast plains, then dock freely and hop off to run and shoot, but there wasn't any payoff to being on foot anywhere besides the clear landmarks. So I rode to both, and each served a standard-issue Gears combat arena. Are they just padding out the time spent between missions with this open-world traversal thing?
In the course of riding the Skiff and exploring a mix of primary and optional missions, however, something clicked. For one, the Skiff is a blast to whip around on. I love the wind-swept quality of the game's particle effects and the gentle drifting of its archaic body while speeding across the game's open plains. Also, the amount of time riding on that pleasant Skiff between objectives fits neatly into the accordion-squeeze pause of combat that co-op players might seek.
Perhaps more important is how the game's combat arenas don't have to be as logically chained together as in previous, straight-line entries. After so many Gears games, shooting through an endless city with a half-dozen conveniently placed battlegrounds can feel ridiculous and inorganic. But what if players can ride on a Skiff a great distance and encounter a mix of massive towers, tucked away plane wreckage, and underground dives into the plot's seediest elements? We do still see a few traditional, longer missions, but there's something about hopping off the Skiff (which is required for most combat encounters), squeezing through a narrow passageway, and having new tension come from a combat arena looking nothing like earlier games—the kind that either winds around in a circle back to your Skiff, or leads to a crazy dead-end that then auto-warps you back to your bulky windcraft.
Great peaks, but a rough climb to the summit
I quote this massive block of text because it's all still true. While some of the between-Skiff missions are formulaic, there's just enough surprising design stuff going on to make me wonder what direction the next Gears 5 mission is going to take. And the variety of enemy types—from the familiar Locust to the newer Swarm to a refined take on the last game's boring robo-soldier baddies—fits neatly into a new emphasis on larger, more spread-out battle arenas.
But Gears 5 isn't a marvelously orchestrated procession of battles. This became abundantly clear when I finally played the opening chapter, which The Coalition hid from the press during August's preview event. Honestly, I can see why. This chapter is a total snoozer in terms of combat, plot, and stakes. Players are dropped into a standard-issue military mission to recover lost technology. They must follow the happy-go-lucky version of Gears 4's main character, JD Fenix, who follows orders and reeks of Generic Tinder Guy in terms of his vacant personality. (Lemme guess: he loves hiking and Quentin Tarantino films, too.)
As each straight-line mission leads players into a familiar slate of rush-ahead, no-flanking battles, we are fed a groaner of an obvious twist: Del argues with a new squadmate (Fahz) about senseless murder of civilians during an event that happened in the distant past, which the newbie defends in nearly comic-villain fashion. The topic keeps coming up for no organic reason. Eventually, we learn that JD authorized this civilian slaughter, a fact that Fahz drops into casual conversation as an utter non-sequitur to invent some sort of plot tension. The two-hour mission's only real purpose, it seems, is to slow the game down enough that we stare at a magnificent, pastoral military town before it's irrevocably changed by monsters.
Which is a shame, because the second and third chapters are so much more graceful about making us care about the characters between the combat (not to mention spicing up the game's aesthetic and geometry via new ice and sand worlds). Chapter 2 begins abruptly and drops another Gears 4 character, Kait, as its lead, yet the chapter hits the ground running in terms of setting up her own dramatic tension and difficult choices. Why The Coalition didn't open the game with this mission—which itself takes an hour to get us to the satisfying Skiff portions—is beyond me. (This chapter, by the way, fast forwards the timeline enough to reveal a newly grizzled and distant JD, a move that neatly fits into the Kait-centric plot.)
But the opening chapter isn't just a momentum killer; it's also a been-there-crouched-behind-that reminder that Gears 5's best bits are subtle. You have to march through nearly three hours of series' cliches to get to the elegantly updated stuff, and I don't blame anybody bored by Gears to sit this out as a result.
Thankfully, the spread of primary and optional missions from Chapter Two onward are solid. Meanwhile, the final, fourth chapter recalls some of Gears 2's most epic fights in a fresh way—mostly thanks to a massive, spiraling chain of battle arenas and some epic bosses. These more than make up for the linearity of the chapter (not to mention the bait-and-switch on plot resolution in an emotional-but-unsatisfying ending).
Versus modes: Arcade, and the other stuff
The retail package's best example of "subtle changes, obvious impact" comes from "Arcade" mode, a new spin on Gears' classic online-multiplayer combat. No, Gears 5 didn't jump onto the battle royale fray or any other gimmick. Every one of the game's versus-arena modes still revolves around five-on-five team combat, either with objectives, control zones, or limited pools of lives. They're all time-tested ways to goad people into flanking around each other and unloading tons of ammo.
But Arcade wins out by emphasizing under-the-hood math tweaks. Movement speed is slightly faster. Damage amounts are wholly remixed. And shotguns are no longer the instant-kill stunners that dominate the game's other "hardcore" multiplayer modes. In action, the result is that your longer-ranged assault rifles can truly wipe out an opponent, especially if your squad keeps tabs on approaching foes and picks them off for not advancing carefully. (And boosted movement speed makes rotating and flanking all the more doable.)
So far, Gears 5's rotation of multiplayer arenas delivers on Arcade Mode's potential. A new emphasis on vertically raised geometry matters in a series like Gears, where players can't freely hop or climb. In action, this means that many Gears 5 arenas' running paths are faster in one direction (where you can instantly drop down and madly dash) than the other (where you might have to stop-and-hop to return, or you might have to run to an alternate lane altogether).
Want to advance on your foes and surprise them with close-quarters butt-kicking? Or rush a position where an explosive weapon will spawn? That's going to take coordination and flanking to cover your squad's hottest dog, lest they get ripped up by longer-ranged assault rifle shots in an open alleyway.
As far as the rest of the multiplayer package, it's all perfectly fine stuff... that we've seen in so many Gears games before. A new "Escalation" mode funnels plenty of ideas into an eSports-minded package, but it's laboriously slow to play in practice. Every round requires waiting for teams to vote on placing items and weapons on a map, but I still can't get my head around any tactical payoff for these pauses. The rest is all subtly tweaked stuff from Gears 4, which was fine enough in its straightforward online-versus modes. Mostly same weapons, identical emphasis on shotgun-rushing combat. I'm glad Arcade is in the mix, but the rest might be a yawn for anybody whose favorite Gears friends already own the last game.
Horde’s classes are finally classy
On the flipside, this year's version of the Horde co-op mode is a blast, but it also feels like a 2.0 version of what Gears 4 should have pulled off with its over-complicated, card-filled mess of a Horde experiment.
For the uninitiated: Horde asks up to five players to team up and hunker down in a large arena. AI enemies descend upon your position, with pauses between each "wave" to catch your breath, and the waves get harder as time goes along. Your team is expected to spend "energy" (only earnable in a match, not a microtransaction thing) on building defenses and upgrading your soldiers to compensate for the jump in challenge.
I can't blame the devs at The Coalition for experimenting with Horde last time around, but it juggled a few design priorities in messed-up ways. Namely, the devs asked players to pick "classes" before starting a two-hour Horde onslaught, which strictly restricted what players could do for a super-long session. Then the updates doled out random cards as post-match rewards that often had nothing to do with your chosen class.
The idea was, you'd grind through Horde sessions to earn cards which you could later equip to beat the odds in future Horde matches. But the long sessions and lousy card distribution made this carrot-dangle feel hollow.
So the short-story version of Gears 5 Horde is simple. The rewards make more sense. The new "heroes" system of powers is more flexible, so that you can get certain class-based perks while still playing however you want. The increased variety of enemies makes each wave of combat more thrilling than the last. And the campaign's floating-drone character, Jack, is an awesome new Horde option if a friend wants to join in and help without necessarily being good at Gears games.
But this take on Horde still takes for-freaking-ever to play, and while that's fine, it makes Horde a little tricky to enjoy—especially if you depend on random online-player matchmaking to fill out your five-person squad. Hence, The Coalition built a new alternative co-op mode called Escape. The good news is that it's indeed snappier: about 15-20 minutes per co-op session, and it only requires three players in all. The bad news is that The Coalition isn't done building Escape.
Wait, what exactly are we escaping?
Instead of hunkering down in one Horde-like spot, Escape asks teams of three to run out of an underground bunker after placing a bomb in one end of its cavernous hallways. You start with limited weapons and ammo, then dash from room to room, either killing AI-controlled enemies or running past them (since ammo is scarce, even on "beginner" difficulty) until you find an outdoor exit. Get out, then fend off a final wave of super-tough baddies. And you win.
On paper, that's a solid co-op alternative to Horde. Speed and conservation are this mode's priorities, as opposed to waiting and building, and that changes the run-and-flank tactics required to survive with friends. But Escape is a brand-new mode, as opposed to something beloved by Gears fans for multiple games in a row, and Gears 5 does zilch to teach players how the heck the game works.
What's this poison cloud behind us? What's the best way to conserve and find ammo? How do I get the highest possible score (which pays into Escape's own economy of power-up cards)? Why does the game rewind to an arbitrary checkpoint if even one of our squadmates dies? How come the mode doesn't become easier to manage if one of the squad members rage-quits?
After playing for a few days, I'm still scratching my head on some of these points, mostly because I keep matchmaking with disgruntled players who quit too early or won't communicate tactics, or because the game glitches out in ways that leaves us stuck waiting for minutes at a time to restart. There's also no way to non-verbally point out useful directions or commands, so there's no shortage of blind-leading-the-blind in the mode's early days. This could very well change as the game's online community matures, but until we get clearer instructions, it's currently a mess in practice.
And while I'd love to have this mode work as a local option—so that three people can crowd around a single screen and team up, shouting to each other in glee and terror—The Coalition decided not to enable local co-op for Escape. Seriously? You have three-player split-screen in the campaign, yet you couldn't do the same for the game's repeatable three-player co-op "arcade" mode? It's a baffling omission.
If you made it this far...
Whew, that's a lot of content. Should you have read this much of a Gears of War-related review, I imagine at least one of the above four modes sounds up your alley. Just because Escape is currently wonky in action doesn't mean it's not a unique and satisfying co-op action experience. The campaign's herky-jerky start is likely worth enduring for a certain brand of shooter fan. And both Horde and versus are likely to delight fans old and new for entirely different reasons.
All of which is to say: if you still have any room in your heart for Gears' thrilling, unique brand of cover-based combat—whether because you're a series addict, a lapsed fan, or a curious newcomer—one value proposition is easy to recommend. Take a free-trial dip into Xbox Game Pass, then set a calendar reminder for possibly canceling the subscription within 30 days. A subscription service like XGP needs a something-for-everyone smash to make those free trials worth burning through (especially if they only work for first-time subscribers). Gears 5 is that smash.
The full $60 purchase, on the other hand, makes more sense if you plan to dive into a large percentage of the above content. I'm not sure that its 12-hour couch co-op campaign experience (with or without a non-gamer as a co-op droid) scratches the same itch as its hours-long, hunker-down Horde sessions or its frantic, limited-resources Escape romps. I'd sing a different tune if Gears 5 took more risks with its core mechanics after so many years, instead of trying to be the end-all, overstuffed, Costco version of Gears. But The Coalition has made its sequel's bed, and I don't blame non-XGP people for not lying in it.
The good:
- An absolute graphical stunner. Standard Xbox One cranks at 1080p/60fps with tons of effects, while high-end PC owners can look forward to insane shadow, reflection, and particle VFX.
- At its best, the campaign weaves surprises and thrills into both its open world and its fresh, revealing plot.
- Versus mode has new excitement in its tweaked "Arcade" variant.
- Horde mode finally executes on the addictive, class-based potential of Gears 4's uneven version.
The bad:
- Escape mode needs more time in the oven in terms of helping players old and new make the most of its co-op twists—not to mention more non-verbal communication options.
- At its worst, the campaign will wear out both old fans and curious newcomers thanks to lousy pacing.
- An all-too-familiar air, particularly in standard Versus modes, might make you wonder why The Coalition didn't infuse the core gameplay with some truly new mechanics.
The ugly:
- When the campaign ends, remember that the journey is sometimes better than the destination. (In other words, it's not a great ending.)
Verdict: Whether you get it as part of a paid Xbox Game Pass subscription or plan to spend $60 on the game by itself, consider this a very, very firm "try" recommendation.
https://arstechnica.com/gaming/2019/09/gears-5-review-an-obvious-gaming-recommendation-if-you-already-paid-for-it/
2019-09-10 11:00:00Z
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