Astral Chain: How To Get S+ Rank In Combat

One of the common features across stylish-action games such as Bayonetta or Devil May Cry is a system that grades your performance in combat. It’s motivation for playing better and using your suite of abilities to its full potential, which often leads to better rewards. Nintendo Switch exclusive Astral Chain does the same if you play on either Platinum Standard or Platinum Ultimate difficulty, but it works a bit differently this time around.

Astral Chain’s combat scenarios conclude by giving you a letter grade from D (lowest) to S+ (highest), and there are several factors that go into the grade you get. The number one thing to keep in mind is to use your variety of Legions and different skills as much as you can. Another important tip is to always hit your sync attacks and sync finishers; these account for a good chunk of points at the end of combat. Getting multiple chain binds and consecutive critical backstab hits also heavily factor into point totals.

Essentially any sweet move you can do in Astral Chain contributes to the overall score you get (10,000+ being the requirement for S+ rank). Time to complete the combat scenario is also part of your score calculation so its best to be efficient, too. There is nothing that will explicitly take points away from you since there are no negatives in the calculation, just points you leave on the table.

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However, Astral Chain differs from its contemporaries in a big way; its scoring system does not account for damage taken. That’s right, you can take as much damage as you want (though you don’t really want that) and still get the coveted S+ ranking–even using up your AED revives won’t prevent a top tank. The way damage can hinder your score is if your combos or abilities constantly get broken up, preventing you from pulling off the moves that add points to your overall score.

Though the game doesn’t make it explicitly clear what the conditions for achieving certain awards are, you can get a general idea of what they require based on their names. The following is a long list of the awards I’ve commonly earned in combat:

  • Legion Skill
  • Legion Skill Master
  • Chain Bind
  • Multi Chain Bind
  • Backstab
  • Perfect Call
  • Finishing Touch
  • Legion of Legions
  • Long Range Only
  • Running On Empty
  • Accident-Prone
  • Medicine Master
  • Dodge and Sync
  • Sync Attacker
  • Drop and Sync
  • Sync Attack Master
  • Naked Eye
  • Stunning
  • Full Arsenal
  • Multiple Legions
  • Item Hoarder
  • Chain of Command

At the end of the day, there are many ways to achieve S+ ranks in Astral Chain. It’s not exact science but in my experience, hitting multiple sync attacks, juggling between at least three different Legion, and using cool down attacks have been enough to earn consistent S+ grades. There comes a point in the game (especially in the endgame combat missions) where success is only really possible by playing in this manner; you’ll inherently earn top rank most times.

For more on Astral Chain, be sure to check out all our coverage and content:

Astral Chain Guide: Advanced Combat Tips, Advice, And Everything You Need To Know

Astral Chain Guide: The Tips And Advice You Need To Get Started

Gears 5 Has More Expansive Levels, But It Isn’t Trying To Be Red Dead Or Far Cry

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Gears 5 represents something of a change for the shooter series in that its campaign mode features levels that are “more open and expansive.” That’s according to The Coalition boss Rod Fergusson, who explained to GameSpot that while Gears 5’s levels will be larger, the studio isn’t aiming for a true open-world experience that’s similar to what you might find in the Red Dead and Far Cry franchises.

Some people who worked on Gears 5 previously developed open-world games in the Assassin’s Creed and Far Cry franchises. They’ve taken those learnings to Gears 5, but the game is doing something different.

“We just knew that we weren’t trying to be another Red Dead or Far Cry or Ghost Recon,” Fergusson said. “We were just saying, ‘How can we take Gears and make it feel more open and expansive without trying to go toe-to-toe with Ubisoft?’ Because that’s not really what this game is. We just wanted to take inspiration from genres we love to give a bit more freedom and that idea of player choice.”

Making Gears 5 less linear than previous Gears of War games has been “one of our biggest challenges,” Fergusson said. That’s in part because of the unique dynamic of The Coalition.

The studio took over development on the Gears of War series after Microsoft bought the franchise from Epic. The team made its first brand-new game, Gears of War 4, which was more linear. With Gears 5, the studio ramped up its ambition further, and this wasn’t easy.

“The unfortunate part is once you figure something out, you have to go down to where you truly understand it,” he said. “So we had a team that didn’t make Gears before, so we made Gears 4. We were feeling pretty confident. ‘Okay, we know how to to make a Gears game, we know to do all this stuff,’ and then this little thing called ambition gets in the way and you start creating new ideas that nobody has a clue how to do necessarily. And it makes an interesting challenge again.”

Gears 5 also differs from previous Gears of War games in that it has some light RPG systems that provide branching narrative experiences. However, Gears 5 is not an RPG at heart. In playing a section of the campaign, GameSpot’s Mat Paget speaks about how Gears 5 still feels like a traditional gun- and action-heavy Gears of War game.

Looking ahead to the future, Fergusson said he struggles to see how The Coalition can top itself with a potential Gears 6 in terms of size and scale. Not only that, it seemingly remains to be seen if future games–which have not been announced–will continue to include new elements like larger levels and RPG elements.

“I have trouble imagining a bigger game than Gears 5,” he said. “It’ll be interesting to see how people react to some of the changes. I don’t know how people will react to the RPG-ness, how people will react to the larger levels … “

Gears 5 launches on September 10, but the game unlocks four days early for people who buy the game’s Ultimate edition or subscribe to Xbox Game Pass. The game is available to pre-load right now, and you can see GameSpot’s rundown of the Gears 5 server start times, launch maps, and more.

For more, check out GameSpot’s new preview of Gears 5: Gears 5: Huge, Open Levels And Creative Combat Deliver Big Changes

How Gears 5 Was Inspired By Bioshock: Infinite

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The Gears of War series is known for a specific pace of combat. The cover-based mechanics helped revolutionize shooters, but Gears 5 is taking a very different approach inspired more by open-world shooters. In an interview with GameSpot, studio head Rod Fergusson explained how the studio took notes from another game he worked on, BioShock Infinite.

“We were saying we want to challenge expectations of player choice,” Fergusson said. “What are ways that we can give the player more choice? And so one way is player-initiated combat. I learned that lesson from Bioshock Infinite. And so, the idea that there are battles that the swarm are just kind of meandering around and whatever, and you get to look around and see that there’s a weapon over there or there’s a flank point there or a sniper over there, and then what are the tools I have in Jack that I can sort of use to overcome the situation? We wanted to allow you that moment to take it in and decide how you wanted to play it out.”

Fergusson went on to explain that introducing enemies with health bars helps more clearly signal to the player how aggressive they can be, as compared with past Gears games, and the RPG elements and upgrades help add more variety to combat.

“What are the ways that people are going to play? We didn’t want there to be one where you would just fill up all the upgrades, and at the end, everybody plays the same,” he said. “That’s why we didn’t do the tech tree thing. We wanted people to be like, ‘Oh, I want to invest in this thing’ or ‘This is the way that I like to play. I like stealth, so I want to do this,’ or ‘I don’t like stealth, I like this.'”

Gears 5 launches on PC and Xbox One on September 10, but early access begins a few days earlier for Ultimate Edition purchasers or Game Pass Ultimate subscribers. For more detail, read our hands-on impressions of the campaign, Horde Mode, and how its microtransactions and multiplayer progression work.

Gears 5: Dev Says Microsoft Had No Creative Input “At All”

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Gears 5 makes a number of big changes to the series with its new hero, Kait, along with bigger levels and some RPG elements. These ideas came from developer The Coalition, but how did Microsoft feel about these changes? “They actually don’t have any creative input at all,” The Coalition boss Rod Fergusson told GameSpot in a recent interview.

According to Fergusson, Xbox Game Studios boss Matt Booty and overall Xbox boss Phil Spencer put a lot of trust in their studio heads to manage their own projects.

“It’s really about trusting the studio heads and the teams there to recognize what’s the best way to leverage whatever it is they’re building,” he said. “Matt has a great line around just building great games. It’s just the notion of don’t worry about business models, don’t worry about subscriptions, don’t worry about changing things to adopt to a particular strategy. If you make an awesome game, then we can take that awesome game and apply it to different strategies.”

The first and most important rule is to “make a great game and focus on quality of execution,” Fergusson said. “We say what we do and we do what we say, and when we say we’re going to deliver you a game, we deliver you a game, and we do it at the highest quality we can.”

Fergusson said creative decisions shouldn’t be made from higher-ups on the top-down model. “I think the strength of the bottom-up way we’re doing things now allows for each studio to have its own identity and to be creative–the top-down stuff doesn’t work,” he said. “And we saw that I think. I was part of the Gears of War Kinect game that never saw the light of day, and that was okay. How do we force something to be on strategy? And now the strategy is to make awesome games and then we’ll figure it out.”

The business models at Xbox have indeed changed since Gears of War 4 came out. All of Microsoft’s first-party games–including Gears 5–launch into Xbox Game Pass for no extra cost. Microsoft hasn’t said how this change has impacted developers; some have wondered how royalty payments and other sales-related metrics change in this new model. Those specifics remain unknown.

Whatever the case, Fergusson said he’s focused on growing the Gears of War franchise to get it back to where it was during its heyday when it was developed by Epic Games. (Microsoft bought the Gears of War franchise from Epic in 2014 for an undisclosed sum).

“We looked at it like this: okay, Epic put Gears of War on a shelf and said, ‘We’ll never make it again.’ So when Microsoft bought Gears, I was really excited about the fact that we can actually see where this is capable of going,” Fergusson said. “And then sort of parallel to what Microsoft was doing, we wanted to expand the audience and the reach of the Gears of War brand. So how do we go back to what it was in its heyday?”

Gears 5 launches on September 10, but the game unlocks four days early for people who buy the game’s Ultimate edition or subscribe to Xbox Game Pass. The game is available to pre-load right now, and you can see GameSpot’s rundown of the Gears 5 server start times, launch maps, and more.

For more, check out GameSpot’s new preview of Gears 5: Gears 5: Huge, Open Levels And Creative Combat Deliver Big Changes

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.

Gears 5’s First Support Hero Is An Exciting Addition To Horde Mode

Gears 5 brings back the series’ popular Horde mode but shakes things up with what developer The Coalition calls “Hero characters.” Gears of War 4 had character classes in its Horde mode, but they didn’t feel distinct from one another. This time, however, The Coalition has given characters their own unique ability cards and Ultimate to make them stand apart from each other. Some of these simply act as a great way to deal a bunch of damage, while others work in conjunction with each other to each become more effective–like Marcus’s instant headshots (and AOE buff that spreads to nearby allies) paired with Fahz’s ability to see and shoot through walls.

Despite these distinguishing traits, the vast majority of characters are still going to play like a Gears of War character. This isn’t a bad thing because playing Horde mode as Marcus Fenix, The Terminator’s Sarah Connor, or any other gun-toting character, is a ton of fun in Gears 5. And with the new adjustable difficulty, which increases your rewards for every modifier you flip on, there’s plenty to challenge yourself with. That said, The Coalition created a brand new type of character for Gears 5, repurposing the campaign’s drone assistant Jack as a support character in the same vein as Mercy from Overwatch.

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I recently played as Jack for nearly 30 rounds of Horde mode, and in that time I got the hang of what a good Jack player is responsible for and should focus on. Healing your teammates and making sure they’re safe is the obvious priority, and with the various turrets, decoys, and traps that players can construct, keeping these contraptions repaired and full of ammo is also paramount to success. However, I wasn’t just babysitting my team the entire time. Jack can be impactful individually and is often the most important character on the battlefield, able to turn the tides of defeat and get his team back in the fight.

A great example of Jack’s importance came up when I spoke to lead multiplayer producer Otto Ottosson. We spoke about Jack and his different utilities in Horde mode, when Ottosson, who told me he’ll take any chance to play a good support class, mentioned that he mains Jack.

“I’ve had moments where the team is all down, and they’ve even been killed,” Ottosson recalled. “Jack has this cloak ability … but if he gets too close to the enemy he de-cloaks. They become aware of him. So I was going around, picking up their COG tags, and trying to find my way around as the enemy can’t see me to get to the fabricator and spawn them back in. It’s very different from any other character you play in Gears.”

And it’s true. Playing Jack in Horde mode almost turns it into a stealth game. Whenever you’re not performing an action or speedboosting, you’re cloaked. This lets you do things like sneak up on a particularly bothersome baddie and shock them with your zapper, freezing them in place and dealing a small amount of damage. You’re not going to take on an entire army by yourself, but utilizing Jack’s zapper and communicating with your team can mean the difference between success and defeat. Shocking an enemy to prevent them from destroying your team’s meticulously placed turrets and then calling over a teammate to help you defeat them is one facet of Jack that makes for a satisfying new way to experience Horde mode.

Jack’s innate stealth abilities also help in support situations. At one point in our match, one of our teammates was grabbed by a Snatcher and pulled away from us. A group of Swarm soldiers stood between us and the Snatcher, but as Jack, I was able to sneak my way up to the Snatcher and shock him until he let go of our teammate. It’s moments like this that made me feel like the MVP of our match, and I never fired a gun… at least, not as Jack himself.

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Jack’s Ultimate is carried over from one of his abilities in the campaign. In Gears 5’s story, you can send Jack to use Highjack on an enemy, which turns them against their Spawn brethren to help you for a short period of time. This works similarly in Horde mode, except when you actually trigger the ability on a specific monster, you take control of them yourself. The enemies aren’t particularly interesting to control, as they’re mostly all just big, lumbering creatures, but if you hijack the right one at the right time, you can devastate the current enemy wave. I was able to hijack a rocket salvo-carrying DeeBee and completely obliterate the Swarm soldiers running ahead of me. It was extremely satisfying. You aren’t able to pull this off every wave, but when you can, it’s an incredible change of pace.

The focus on Hero characters with unique abilities and Ultimates is an interesting direction to take Gears’ Horde mode. The abilities and Ultimates seem to deliver another layer of teamwork that incentivizes working together and coordinating your attack. Jack is the cherry on top, serving as Gears’ first true support character, a stark contrast to the guns-blazing action that the series is so well known for. I think Jack could be a great way to bring new types of players into Horde mode. It’ll be interesting to see how players take to him and how he evolves as you level up and get new ability cards.

Thankfully, Gears 5 is expected to receive quite a bit of support for its multiplayer modes, Horde included. Multiplayer design director Ryan Cleven told me that Gears’ map builder is coming to Horde, in addition to new characters. There are also plans for big multiplayer expansions every three months, including a completely free progression system called Tour of Duty, which works similarly to a battle pass.

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