The game's blend of caution and verve is personified by the new enemy factions, the DeeBees and the Swarm, more properly known as the RoboLocust and the Locust: Necromorph Edition. Nothing says 'pro' like a gun that appears to have been dipped in vomit. Gears of War's weapon skins are as utterly tacky as ever.
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The multiplayer component is dominated by old favourites like Warzone and Guardian, plus some clever reinventions and extensions - a round-based mode that is aimed squarely at the eSports scene, now an important fixture of any shooter's marketing strategy, and a robust versus-AI option to help newcomers learn the ropes. The campaign adheres firmly to the spookier, sparser, more intimate feel of the original Gears of War, with co-op support for no more than two players, and a story whose principle draw is the deepening magnificence and threat of the environments underfoot. It's not about striking out anew, but polishing up beloved concepts to make them sing for a new generation of players, while overhauling the tech to majestic effect and borrowing a few tricks from younger properties. What you get is a sure hand and an eye for detail, a sequel that reins in the crazy while subtly reworking some aged mechanics and variables. You don't get much of that outright weirdness in Gears 4, though the game's Arms Race mode, a team-based riff on Gun Game in which players obtain a new weapon after every three kills, can be delightfully bonkers. I wouldn't call it an essential feature, tragically forgotten, but there's something to be said for the novelty of scuttling across cover layouts as a gigantic mutant centipede. One of the notable absences here is Gears 3's Beast mode - a reversal of Horde in which you fight as the hated Locust. Sure, he swears like a trooper and isn't above punching the odd skull to pieces, but the days of bellowing about "getting cooties" from mutant offal are well behind us. It's the return of the prodigal son, now a squeaky-clean graduate with a minor in Renaissance architecture (much of the game's terrain is based upon research trips to north Italy). Much of what used to define Epic's series - the sordid wisecracks that positively squelch on impact, those mid-mission swings from apoplectic rage to mushy sentimentality - has been removed or dialled back, as familiar as everything may seem on the surface.
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