Gears Tactics Review-As the battle against locusts turns to turn, the brain and muscles will join forces • iGamesNews.com

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Gears Tactics Review-As the battle against locusts turns to turn, the brain and muscles will join forces • iGamesNews.com

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The War Machine has always been built around its cover system. When squeezing its muscular heroes behind a wall or something, they have nearly 15 years of experience because they exchange firepower with the same muscular underground companions. Once in the proper position, the player then decides how to gain an advantage, perhaps pushing the enemy off cover with a grenade, or rushing forward to take advantage of the bare side. When described in these terms, it makes sense that the Gears series will eventually put quite a lot of their toes into the world of turn-based strategies, but how well does it actually translate?

Gear tactic review

  • Developer: Splash Damage / Alliance
  • announcer: Microsoft Game Studio
  • Platform: Review on PC
  • Availability: April 28th on PC

Anxious to answer this question for us, Tactics quickly re-introduced another major element of the War Machine: execution. The pace here may be slower, but see, you can still cut people in half! Shooting down enemies sometimes sees them falling to their knees, letting you a clumsy young man jog and hit his head with a pistol, or kill them with a bayonet. As a visual spectacle, I ’m not as excited about it as in 2006, but as a game mechanic, let me tell you that execution can make some excellent decisions. The sentence typed out is very strange. Let me explain.

In Gears Tactics, each soldier in each team has a small amount of action to spend, whether by moving, shooting or using abilities. Once everyone cannot take action, the bad guys can take action. This is a standard thing. However, obtaining executive power will change things. Once you have defeated the poor locust with your limbs to death, your entire class (except those who executed the death penalty) will receive additional action point rewards. Even sometimes, you can chain a series of executions together and actually double the number of actions that you originally intended to take. This has dramatically changed the game.

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First, it means that Tactics can enable you to fight more enemies than normally expected. Usually, your odds are high, and I hope you can regain control of yourself through some timely beheading. This was the first time I really realized this, in an early mission, my flight was surrounded by Wretches, a very weak enemy that would be fatal when encountered in large numbers. In his last available action, Sid Redburn (one of the heroes in the game) managed to execute a nearby drone, which provided a new round of action for his teammates. This allowed another soldier to revive the teammate who was knocked down. It turned out to be crucial because she was the one carrying the fragile grenade and could deal with W Zi before the Zi dropped to my team. What a hero!

Correct execution at the right time can sometimes even reverse the most doomed situation, and these moments are the best time for the game. If you've played "Into the Rift" (and it should be, that's excellent), you may realize this feeling, because you suddenly glanced at the way out of the most unlikely scene.

In addition to these death sentences worthy of Eureka's execution, Gears Tactics' experience in combat has greatly borrowed from the Firaxis XCOM game. Your team may have entered the battlefield by armored vehicles instead of Skyranger, but the end result is similar. You will shoot and miss the shot, you will use Overwatch (although this time with the cone range!), You will complete the goal and complete the game before the evacuation. Redesigning Gears ’weapons and skills will be a bit interesting (even here, bayonet charge is still a bright spot), but I hope the enemy units can provide more. Unlike XCOM, in XCOM, each alien usually has many different tricks, and here, your opponent feels more limited.

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For example, compare XCOM's Sectoids with Gears tactical drones. Both units can move, fire and set cover, but most importantly, XCOM ’s Sectoid may use a suppressive fire to hold one of your soldiers in place or merge with other aliens to improve their data , But also exposes them to further danger. They are all units you often encounter in their respective campaigns, but one of them is more interesting than the other. Unfortunately, this comparison can be felt in many Gears Tactics enemies.

An exception to this rule is the boss battle at the end of each bill, in which you will clash with some of the more deadly monsters in the Gears universe. Brumaks and Corpsers, big guns. These battles provide more variety, with multiple attack types, forcing you to continue to move troops and compete for new cover while moving a formidable large medical fence. Gears Tactics said that boss fights can play a role in turn-based games, and I tend to agree.

Outside of the task itself, Gears did deviate even more from the XCOM formula, but chose to abandon the infrastructure, research, and strategy layers at the same time. Your soldiers can still upgrade and unlock new features, but their weapon and equipment upgrades are located in crates, and you need to pick up the crates when performing missions or get them as rewards for completing optional goals. There are no microtransactions here, but these crates still have the unique feel of special boxes, and even the opening animation.

Maybe some people will be happy to hear that you do n’t need to research new weapons or hire engineers to make weapons for your squad, but these color-coded crates have never been a substitute. Although I admire the extra power they take on the risk during the mission, it often feels trivial to open them and organize all the various weapon attachments that I subsequently unlock. I have never really discovered what I have, I think this is the real problem. These are not the weapons or armor I intend to make, but another sight or rifle barrel I found in the loot box, which seems to be random.

Advertising activities are divided into story tasks that need to be completed and auxiliary tasks that can be selected between the two. These sidebars usually provide some more interesting settings, because they will have their own modifiers, such as W lock damage increased by 100%, or the squad's movement range increased. You are also limited by the fact that you cannot accompany the same team every time you perform a task, because sometimes they need to rest, otherwise you will not be able to use a role due to narrative reasons. This means you will need to recruit enough units to enrich a small roster, and then switch between them as you proceed.

In theory, most of your soldiers should be ordinary equipment recruited during this process. You can customize these people, women ’s names, armor and color schemes according to the current world practice of turn-based tactics … if you treat them with harm, you will only see them die forever.

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But in fact, the most important thing is the hero unit of the game. They must survive in order to continue your battle (if they die, you are forced to re-execute the mission), because they are the key to the storyline and usually require you to carry some of them with you in most missions. This means that when you want to focus on upgrades and equipment, you will be at the top of the priority list. In fact, considering that I also received a pre-order reward from AKA The Cole Train, I rarely use more than one or two non-hero units at any time because I feel it. d Doing so is a waste of experience. I can't help but wonder if I would manage the classes more fun, mix and match different classes without "heroes". At least I feel like I'm making a choice.

As for the storyline itself, "Gears Tactics" is a prequel to the original "Gears of War", set 12 years before anyone decides to release Marcus Fenix ​​from prison. Actually, I think he hasn't been in prison yet, is he? Lucky him! Your task is to find a locust scientist, a "monster that makes monsters". The whole operation is still somewhat mysterious politically, but in the end I found it all uninspired. Your team jumps between each other's trust and distrust at an alarming frequency, and the end result is that none of them are particularly true.

At some point, Tactics is indeed a successful marriage between the Gears of War and XCOM that you hope to hope for, but overall, I do n’t think it ’s so good. I commend it for trying some new ideas and providing a solid entry point for those who have never been persuaded in the past to become an entry point for a turn-based strategy type. But before that, things like Enemy Unknown and XCOM 2 paved the way, Tactics' shoes were full, and even Sid Redburn (looks like at least 16) couldn't manage it for me. But that executive mechanic! What a great idea.



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