Gears 5: Huge, Open Levels And Creative Combat Deliver Big Changes

Gears 5‘s campaign has been a bit of a mystery since its announcement in 2018. There were hints of changes to the Gears formula, but we never got a good, solid idea of exactly what those might be. Developer The Coalition has kept the campaign close to its chest almost right up to Gears 5’s launch, but now that I’ve spent about five hours with it, I’m glad to say I was pleasantly surprised. I never expected I’d explore open environments, complete side missions, upgrade special abilities, and stealth-kill my way through entire encounters in a Gears game. These aren’t unfamiliar activities in video games, but for the Gears of War series, it is brand-new territory. These changes may sound like an attempt to reinvent the decade-old series, but Gears 5 is more of an evolution.

My time with Gears 5 was split between Act II and Act III, covering two vastly different open areas: a snow-blanketed mountain valley and a scarlet desert. It all started in typical Gears fashion: main characters Kait and Del fighting their way through a linear, cinematic mission, set in a village under attack by the Swarm. This all felt good and familiar, something series fans will feel right at home with. However, shortly after the final Swarm soldier hit the ground, I was introduced to the game’s first open world and the vehicle I’d use to roam it, the wind-driven Skiff.

Despite this new direction for the series, The Coalition was hesitant to call Gears 5 an open-world game. The open areas are big–director Rod Fergusson told me that in some cases, they were 50 times larger than the average Gears level. However, The Coalition isn’t trying to fit Gears into a Grand Theft Auto-style mould; it’s creating environments that fit the Gears mould and serve as open spaces that connect each mission and side area.

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During my time with the game, an objective marker was always present to point me towards the next story mission; however, I was told that the story would branch at certain points and things wouldn’t necessarily have to be completed in order. You also don’t have to head straight for the next story mission, as there are quite a few points of interest to discover in the world. I found the area for my first side mission, an abandoned train tunnel, thanks to my in-game partner Del pointing it out as we drove past it. Gears 5 doesn’t really draw attention to the fact that it’s set in an open environment, and so it took me a moment to realize I wasn’t locked into doing the main mission. What tipped me off to my freedom was one of the story missions in the second act’s mountains.

It tasked me with getting into a tower and scanning for a specific signal. I scanned several before finding the one we were looking for; however, each of the signals I decoded were locations for new points of interest. Yes, it was that kind of tower–thankfully, you don’t have to climb it a la Assassin’s Creed. I didn’t get to spend enough time with the game to see exactly how reliant the open environments are on these towers (I only ever found the aforementioned one during that story mission), but I was able to discover a couple side missions on my own while exploring the world. I hope the full game doesn’t lean too hard on towers because having Del point out specific things in the environment as you drive near them was a much more enjoyable way of discovering the world.

However, during my time with Gears 5, there wasn’t much going on in the environments outside of visiting new areas. I didn’t experience any random encounters with patrolling enemies or characters of any kind. The only things I found in the environments were the occasional abandoned building, hiding a special Relic weapon. However, the two areas I saw were fun to roam, thanks to the Skiff. The Skiff is basically a sled with a big sail attached to it. You won’t have to pay attention to the wind’s direction or speed to get around, as it controls similarly to how a car would in any other game: Right Trigger to accelerate, Left Trigger to stop, and the left analog stick to steer. Despite the similarities in control, it does feel distinct from a gas-powered vehicle.

Fergusson told me the team hit some difficulties trying to nail the feeling of controlling a sail-equipped sled, with some on the team even asking if they could switch to the more obvious choice for Gears: a big ol’ truck. The team persevered, and it definitely seems like it was the right choice. It felt great taking sharp turns, skidding, and getting air. I probably could have snuck in a couple more side missions if I had spent less time aimlessly driving around, trying to get the Skiff to tip over. It’s hard to say whether the appeal of driving it from place to place will carry throughout the entire game, as the only thing to do between destinations was listen to Kait and Del’s conversations. The two of them have great chemistry and were a joy to listen to, but if there isn’t anything to surprise you in these open environments, the journey from place to place could become a chore.

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Thankfully, this is still Gears of War, so every mission–regardless of whether it’s a part of the main story or a side mission–showcases the classic Gears style of weighty, cover-based shooting. In past games, you would enter a room and every enemy would be aware of you. In Gears 5, the player almost always initiates combat. This means you can survey an area, see what you have to work with, and engage when you’re ready. And yes, this also means you can take out enemies undetected–there’s no stealth mode or crouching, but if you’re careful you can get away without being spotted. Gears 5 gives players quite a bit of choice for how they want to approach situations. In one section, I took out every enemy with carefully planned stealth kills–it seems like you can even get away with some cautious sniper rifle kills and grenade tosses if no one is left alive to notice them. In another, I set up a trap and got an enemy to chase me through it, electrocuting them and allowing me to finish them off with little worry. And lastly, in my personal favourite moment, I shot the ice out from under a bunch of Swarm soldiers’ feet, plunging them into the deadly, ice-cold water below.

While you have more options than previous games, combat in Gears 5 never felt like The Coalition was turning the series into Deus Ex or Dishonored. These combat arenas could have felt at home in any previous game in the series, and despite the removal of “War” from its title, you won’t be able to play through Gears 5 non-lethally. Every encounter still feels like the combat puzzles that Gears is loved for; you just have more options at your disposal. While the environment definitely plays a part, most of these options come in the form of the series’ good ol’ drone buddy Jack, who gets reintroduced after being absent in the last game.

This time, Jack is a character that is directly involved with combat and can even be controlled by a third player in co-op. He has three types of abilities: Assault, Support, and Passive. Assault options include blinding your enemies out of cover, setting up shock traps to prevent flanking, and temporarily hijacking an enemy to have them fight on your side. Support options, on the other hand, allow you to temporarily boost your health, scan the area for enemies, and cloak yourself to sneak around unnoticed. Jack can also be used to fetch ammo and guns, as well as revive downed teammates. These Passive abilities can be upgraded to be more effective.

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I got a chance to play Jack in Gears 5’s Horde mode, and while they’re an interesting support hero in a wave-based survival setting, I can’t see it being compelling enough for experienced players to play through the campaign as him–though he may serve as a great starting point for less experienced players. Thankfully, whether you’re playing as Kait or Del, Jack is incredibly useful and exciting as a support character. He added a depth to the combat that made me feel much less confined to the safety of my cover. As someone who hasn’t always been comfortable flanking enemies in fear of getting rushed myself, the Stim ability empowered me to play more aggressively. And being able to cloak myself and complete small-scale encounters undetected was a strange and satisfying contrast to Gears’ traditional in-your-face action. Gears 5 is still very much Gears, however, and in most situations, I wasn’t able to get very far with stealth before a Swarm soldier spotted me and the real battle started.

Upgrading Jack requires components, which are often found by completing side missions. This usually means increasing the duration of certain effects, but every now and then, I came across an Ultimate Upgrade that added a new dynamic to one of his abilities. Support abilities were given new Assault-based utility in the form of increased damage to scanned enemies or three times the melee damage while the Stim ability is active. You’re also able to respec Jack at any time for no cost, so you can refocus his abilities to better fit your newfound upgrades. This alleviated my skill-tree allocation anxiety and made me feel good about going in whatever direction I felt was right at the time. I was able to experiment with several different ability configurations over the course of my five hours. It feels strange to talk about the experimentation of different abilities and approaches to combat in a Gears game, but I’m very glad to be doing so. I hope there’s more for me to find and be surprised by in the full game.

Gears 5 is doing things that make me excited to play the final game. The freedom to choose how I approach encounters and Jack’s multiple abilities feel like refreshing additions to Gears’ third-person action. I hope there are a lot more opportunities for combat experimentation that I haven’t discovered yet, as finding out I could shoot out a frozen pond’s icy surface was awesome. Of course, my reservations about the open world remain, but the cordoned-off areas will remain tense and exciting as long as they keep up the great level and combat design I saw in my preview. The changes and additions excite me as a Gears fan, and I’m hoping that roaming the landscape and discovering new locations remains engaging past those five hours.

To learn more about Gears 5, how it handles microtransactions, and more, check out our articles below:

The One Thing Gears of War Dev Rod Fergusson Pulled Rank To Make Happen

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Studio head Rod Fergusson has discussed the one time he chose to pull rank and put his foot down on a creative decision. Surprisingly, it was to ensure the survival of protagonist Kait Diaz’s hat in Gears of War 4.

In an interview with GameSpot, Fergusson and franchise narrative lead Bonnie Jean Mah revealed that they were the lone hat advocates at the studio. And he used the hat to illustrate a related point, about how skeptical the studio was of the Skiff vehicle segment.

“It was a battle,” Fergusson said. “It was literally a battle, much like Kait’s hat. So in Gears 4, we had the beret on Kait, and almost everybody hated it.”

I liked the hat,” Jean Mah interjected.

“I mean, you and I liked the hat,” he continued. “We essentially had to fight really hard to keep Kait’s hat. It was one of those things where I was like, ‘Look, I don’t pull rank very often, but we’re keeping the hat.'”

He went on to explain that the Skiff was a battle too, and that it sprung out of his desire to do a sailing simulator. The team kept hitting engineering challenges to make a wind-based vehicle, but he was steadfast that they couldn’t change it.

“The number of times that engineers came up to me and said, ‘Can’t we just make it a dirt bike? Can we not make it a Jeep? Please, God, let it be a monster truck.’ And I’m like, ‘Nope, it’s a weird sailing thing that you ride on the back of.’ You’re kind of parasailing or wakeboarding off the back of this thing. And so, there was a number of times where people were trying to rebel against it, and it felt like it was an opportunity to do something really cool and ownable, and at the end of the day I think where we landed, much like Kait’s hat, was that it turned out really awesome and I think it is a unique sort of differentiator for us.”

Tragically, her hat appears to be nowhere to be seen in Gears 5. For more on the next Gears, check out our hands-on campaign and Horde Mode impressions. Gears 5 launches on September 10 on Xbox One. Early access for Ultimate Edition buyers or subscribers to Game Pass Ultimate will start on September 6.

Ubisoft Explains Why It Doesn’t Release Games On Steam

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Recently, Ubisoft’s Chris Early spoke out against Valve’s PC digital store, Steam, saying its business model is “unrealistic.” He added, “It doesn’t reflect where the world is today in terms of game distribution.” Now, Ubisoft has further clarified its position on the matter.

A spokesperson for Ubisoft told GameSpot that the publisher elected to release The Division 2 on the Epic Games Store instead of Steam because Epic’s distribution model is, in the long-term, more beneficial to publishers.

“It was a business decision to not put new releases on Steam and focus on the Epic Store and Ubisoft Store,” the spokesperson said. “Ubisoft fully supports Epic and their third-party distribution model, which is in the long-term, beneficial for publishers both large and indie and the video games industry. We hope this partnership helps to validate and evolve the model.”

Early’s comments and this statement are likely connected to the revenue split that Epic offers relative to Steam. Typically, Steam typically keeps 30 percent of game sales, with 70 percent going to publishers. By contrast, the Epic Games Store offers much more to the people who make games; on the Epic Games Store, 88 percent of revenue goes back to developers.

Looking ahead, one of Ubisoft’s next big releases, Ghost Recon: Breakpoint, will also skip Steam in favor of launching for the Epic Games Store and Ubisoft’s own Uplay.

The Uplay part of this story is important, too. Uplay is Ubisoft’s own store, so removing Steam from the equation helps drive sales on it. For The Division 2, Ubisoft saw Uplay sales of that game grow tenfold over The Division 1.

It remains to be seen if Ubisoft will ever release another new title on Steam, but for the foreseeable future it seems the company has no intention to.

For what it’s worth, Epic has stated it will change its policy of chasing exclusives if Valve reduces the cut it takes from game sales on Steam.

AHS 1984: Trailer Breakdown & Season 9 Preview

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100 Thieves Won’t Compete In Call Of Duty World League, And Here’s Why

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One of the biggest and most prominent eSports organizations–100 Thieves–will not have a team competing in the Call of Duty World League scheduled to begin in 2020.

In a video statement, 100 Thieves founder Matthew “Nadeshot” Haag said the decision basically came down to money. Activision charges a reported $25 million per team, and this fee was just too high for 100 Thieves, which is still operating as a start-up company with only around 30 people on staff (in addition to its paid competitors).

“Activision has decided to franchise, and obviously there are a lot of costs that come with that,” Nadeshot said. “The CDL is incredibly expensive. It’s so expensive.”

There are upfront costs related to joining the league, as well as operational costs that 100 Thieves would have to bear for “years,” Nadeshot said.

“We are just not equipped and not prepared to make that jump and to make that decision to be all-in,” he said.

Joining the Call of Duty League and putting up the money and resources is “a risk we can’t take right now,” Nadeshot said.

“We’re a start-up. We’re still a new company,” he said. “To make a financial commitment as large as this isn’t possible for us right now.”

Not only that, but because the Call of Duty World League is city-based–like the Overwatch League–100 Thieves would need to plant itself in one particular place, and it isn’t ready to do that. Nadeshot said 100 Thieves is a global brand that doesn’t want to be tied to one particular location.

Nadeshot and the other leaders of 100 Thieves debated this decision for “so long,” he said, but ultimately they decided to pass.

“It’s just a shi**y situation, man; there’s no other way to put it,” he said.

100 Thieves not competing at Call of Duty World League is a big loss for the competitive Call of Duty scene. The 100 Thieves team won twice in the Call of Duty majors competitive circuit in 2019 and came in second during August’s Call of Duty World Championship.

As ESPN reminds us, eight of the nine current members of the Call of Duty World League are financially backed by the same extremely rich groups that own Overwatch League teams.

“For those buyers, the $25 million expenditure is a way of doubling down on Activision Blizzard and trust in that company’s CEO, Bobby Kotick,” ESPN said. “If you’re Los Angeles Rams owner Stan Kroenke, Minnesota Vikings chairman Zygi Wilf or the New York Mets’ Wilpon family, $25 million is a drop in the bucket. But if you’re 100 Thieves, that’s a huge investment–one that could make or break your startup in the future–and it’s arguable if the reward outweighs the risk.”

The next Call of Duty game is the Modern Warfare reboot which launches in October for PlayStation 4, Xbox One, and PC.

Valve To Fight EU Antitrust Charges While Five Other Game Companies Agree To Settle

Valve will be fighting EU antitrust charges over geo-blocking within the EU. Five other video game companies that were presented with similar charges will settle the case.

Reuters reports from sources familiar with the matter that six companies – Valve, Bandai Namco, Capcom, Focus Home, Koch Media, and ZeniMax – have been charged by the European Commission for antitrust practices.

Specifically, the EU claims that the six companies prevented customers in the EU from shopping for better deals on video games within the 28-country bloc. The EU alleges the six companies used geo-blocking keys, so a customer in one EU country couldn’t access another EU country’s web store which might offer the same game for less.

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Check out These Beautiful Shots from the Yakuza 7 Trailer

SEGA threw Yakuza fans for a loop this week with the reveal of Yakuza 7 in a gorgeous new reveal trailer.  The new title, called Yakuza: Like a Dragon in the West, is due out in 2020 on PS4.

The new trailer shows off the newest protagonist Ichiban Kasuga and follows his story in Isezaki Ijin, Yokohama. In the trailer, he appears to turn himself into police, serve some time in prison, and is released 18 years later. The trailer, of course, has its emotional moments, but also shows off some of the quirkiness Yakuza is known for. Check out our favorite stills in the gallery below.

This iteration of Yakuza is a bit of an outlier, however, from what long-time fans might know the game to be. This Yakuza is steering away from its brawler roots to a turn-based combat system.

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SEGA Genesis vs SNES

Decades of video game tribalism, juvenile insults, and schoolyard myths about distant uncles working at certain console manufacturers can be traced back to one provenance: Super Nintendo vs. Sega Genesis. Yes, there were ancient console wars in the ’80s, and today there exists a mild chill between Sony adherents and Microsoft lifers, but the battle was never more ferocious than it was in the mid ’90s, when Sega fielded their Hedgehog against Nintendo’s plumber, and threatened a fight to the death.

Disney decided to throw gasoline on this long-dormant fire on Wednesday, when the company announced they’ll be remastering a pair of the classic platformers: The Lion King and Aladdin, to release fall 2019.

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This New Movie Will Be Filmed Over The Course of 20 Years

Film director Richard Linklater is outdoing himself. The director filmed his Oscar-winning movie Boyhood over the course of 12 years, and now his next film will shoot over a span of 20 years.

According to The Hollywood Reporter, the movie is Merrily We Roll Along, and it’s based on the 1934 play of the same name. The film adaptation stars Beanie Feldstein, Blake Jenner, and Ben Platt, all of whom will be filmed over the course of two decades to tell the story is what appears to be an unprecedented manner.

The story follows a composer, Franklin Shepard (Jenner), who leaves his job making Broadway musicals to pursue a career in Hollywood. The story begins at the end, and works backwards through time to display the key moments in his life. Feldstein is set to portray the theatre critic Mary Flynn, who is also a friend of Shepard’s.

According to THR, filming on the first part of the movie is already finished.

“I first saw and fell in love with Merrily in the ’80s, and I can’t think of a better place to spend the next 20 years than in the world of a Sondheim musical,” Linklater said in a statement. “I don’t enter this multiyear experience lightly, but it seems the best, perhaps the only way, to do this story justice on film.”

Boyhood, which was released in 2014, was filmed over the course of 12 years as it chronicled the early life of actor Ellar Coltrane’s character, Mason. The actor and character grew older through the course of filming as the story reached several key moments in his adolescent life. It was a tremendous use of extended filming, and it’ll be interesting to see how it works over an even longer period of time with Merrily We Roll Along.

Boyhood was nominated for six Academy Awards, including Best Picture. The film ended up with one win, with Patricia Arquette winning for Best Actress in a Supporting Role.

Metro Exec On Epic Games Store Exclusives: “We Should Welcome Epic And Their Business Model”

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Metro Exodus was among the first big-name games that skipped Steam in favor of releasing exclusively on the Epic Games Store. This announcement upset some portion of the audience, in part because the game was up for pre-order on Steam before the switch was made. Those who pre-ordered on Steam had their orders honored, but the move still caused some controversy.

In an interview with GI.biz, Koch Media CEO Klemens Kundratitz said his company’s deal with Epic did indeed cause “some ripples,” but overall he is “very happy” with how the game is performing commercially.

“Overall, I’m still of the opinion like I was at the beginning that, as an industry and as a publisher, we should welcome Epic and their business model,” he said. “We have a strong relationship with Epic and we continue to have a strong relationship with Steam as well.”

One sour spot for Kundratitz was the timing of the announcement. He said he wished his company could have revealed the news sooner. “That was not perfect,” he said.

Looking forward, Kundratitz said Koch Media–which owns Deep Silver and itself is owned by THQ Nordic AB–will continue to consider more Epic exclusivity deals in the future. The company does not have a “no Steam” policy, as it will release the game Iron Harvest on Steam in September.

Part of the reason why Koch cut a deal with Epic for Metro Exodus was because the Epic Games Store pays more to publishers. Steam typically gives 70 percent of game revenue to publishers, while the Epic Games Store pays 88 percent. “We need to embrace a digital partner that offers a much more compelling rev share model than anybody else, and I think they act as a role model for us and for other digital partners as well–a 70/30 split is quite frankly anachronistic,” he said.

Back in February, Kundratitz said much the same when it was revealed that Metro Exodus was leaving Steam for Epic. “Epic’s generous revenue terms are a game changer that will allow publishers to invest more into content creation, or pass on savings to the players,” Kundratitz said.

Metro Exodus skipping Steam did not appear to hurt the game’s sales. THQ Nordic announced in May that Metro Exodus sold 2.5 times more copies than Metro: Last Light did during its PC launch window. Exodus recouped all development and marketing costs shortly after launch.

In other news about the Epic Games Store, Ubisoft recently explained why it no longer releases games on Steam, which the company says has an “unrealistic” business model.