Riders on The Swarm

The ‘of War’ bit has been taken out, but
don’t expect environments to be devoid of waist-high walls: explosions
are still prominent, and weapons remain ludicrous. Although, the series
has most certainly grown, from the first instalment, to be more than
just gratuitous violence against bipedal maggots. It now has open-world
bits; you can upgrade your flying robot friend; and there’s a new online
co-op mode where you run away from a gaseous murderer. Gears 5 might as
well be called Super Gears of War. Developer The Coalition embraces
what’s come before and expands on it: bigger, longer, and Gearsier.
Whether it’s a familiar face, like the hulking Carrier, with its
glowing belly, or an unknown entity, like the tornado of Swarm Leeches
that’s dubbed The Flock, Gears 5 – like all before it – asks you to
dispose of everything that looks a bit nasty in one location before you
move onto the next area to do the same. And it continues to work.
Gnasher and Overkill shotguns are as hefty as you remember; the weight
behind a Boomshot grenade launcher knocks back both you and your target;
and ripping a Locust in half with your silly chainsaw gun is weirdly
comforting. Over a decade later and Gears is yet to be bettered by
another third-person shooter.
Rather than focus on a new crop of enemies or weapons, Gears 5
tinkers with the best parts of its predecessors by, for example, adding a
grenade launcher attachment to the Lancer and slapping a bomb on a
kamikaze Juvie. Adversarial additions such as the aforementioned Flock
provide a nice challenge from the air, whilst the introduction of the
gargantuan Wardens will test you on the ground. They. Are. Bastards.
Soaking up clips better than a roll of Plenty kitchen roll, once downed,
they will leave behind one of the game’s best new weapons: the Breaker
Mace. It’s a giant club that obliterates anything in your vicinity, and
it’s fucking brilliant. When Gears 5 celebrates the core structure the
series is known for, it’s at its best. It does that in Acts 1 and 4; in
the middle it does things a bit differently.
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Gears has side missions now. Because the rewards are generally worth
it, and more shooty bang-banging is welcome, that’s not an issue; the
downtime in between is, though. Land sailing across two large, spread
out maps – one of which is 50 times bigger than any previous Gears of War level
– gives you a chance to appreciate the beauty around you in a moment of
calm; there isn’t much else to do, to be fair. Sure, there are
collectables to collect, and components to compone, but a lack of random
encounters in the point-to-point travel means there’s a distinct
emptiness in acts 2 and 3 not found in the more traditional sections.
Still, the optional was mandatory in my eyes, because I was eager to
engage in conflict and upgrade my little robot friend.
Series mainstay Jack is often a footnote, bless him, but he’s more important than before in Gears 5. The robot assumes the Tails role in co-op,
which wonderfully allows those who are apprehensive about fighting in
the foreground a chance to get involved; he also aids you in solo play
by zapping open doors and safes on your command, as well as providing
support in battle via his upgradeable abilities. Through passive and
active skills, Jack can do a multitude of things to help in your fight
against The Swarm: he can lay down shock traps to tease baddies out from
cover; he’s able to make you bulletproof, albeit briefly; and Jack’s
power to grant you invisibility for a short time is more than handy.
Thanks to collected components, and completed side quests, you can dump
points into Jack and make his contribution even more worthwhile. It’s a
wonderful, breezy advancement that asks for just the right amount of
engagement. I’m too busy staring at the detail in the world, anyway.
Try as I might in this paragraph, I know I’ll find it difficult to
express how exceptional Gears 5 looks. It nails grand exteriors and
detailed interiors in equal measure.The open spaces mightn’t offer
enough things to do, but they do look absolutely marvellous. The crunch
of snow under your boot in colder climes, and the trail you leave behind
in the blood red sand of the desert, is the cherry on top of sprawling
scenic views. The intimate spaces, too, glisten: a ruined hotel kitchen
illuminated by a gas fire, theatre signs that cater for the visually
impaired with braille, crates of perishables at a settlement. It’s like
walking around a movie set where everything has a place, and its place
has been thought about ad infinitum. Gears 5 wants you to appreciate
these locations rather than interact with them, however, resulting in a
slight disconnect. Try as you might, the outcome of shooting at
apparently glued-down objects is a red face and a tinge of
disappointment. That feeling is ultimately suppressed when you, again,
appreciate the game’s detail – finding the weekly rota in one of the
hotel’s backrooms proving to be a particular highlight for me. The burly
pals’ adventure, sadly, isn’t quite as concerned with the particulars
at times.
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It’s only right, after a first act where you play as the default-like
JD Fenix, that Gears 5 makes Kait the series’ new protagonist. She is
way more interesting, after all. Her backstory, revealed in Gears of War 4’s
conclusion, was a fascinating twist in the tale, and is the driving
force of Gears 5’s first half. But, like a number of the narrative
threads from beginning to end, more could have been wrung out of her
emotional turmoil and the visions she experiences. It’s frustrating,
because great strides are made in terms of character. Relationships
evolve over time with some wonderful exchanges between Del and Kait, as
well as Marcus and his son, but the bigger picture stuff doesn’t reach
its full potential. It’s entertaining throughout, definitely, but also a
tad fluffier than it promises at points.
Once you’re through the campaign, there’s reams of multiplayer modes
for you to fiddle about in, too, giving you the opportunity to revel in
the decimation of random opposition: King of the Hill, Guardian, Team
Deathmatch, and more allow you to kill and be killed across a variety of
maps. Horde returns to encourage teamwork, as you go through waves of
increasingly difficult enemies, all while fortifying your position with
barbed-wire fences and turrets. This time around, like popular hero
shooters of the day, each character has a unique ability, making your
choice of character more meaningful than it has been before. Fahz can
see enemies through walls; Kait can turn invisible, temporarily; JD can
call in an airstrike, and so on. It’s a delightful oddity to plonk on
top of the already well-established Horde.
The new online offering, Escape, is like a reverse Horde in that
you’re advancing on the enemies rather than waiting for them to come to
you. In a number of winding maps, you and two pals aim to get out of a
Swarm hive, as quickly as you can, before a poisonous gas catches up to
you. Ammo is scarce, forcing you to be more precise with your aim, and
communicative with your squad. Its longevity depends on the Gears
community and its desire to create Escape maps via the map builder, so
hopefully the skilled take to it.
Gears 5 is the accomplished third-person shooter that wants to show
you it can be more. It doesn’t always pan out – the open sections are
barren, and intriguing plot points have a tendency to peter out – but
those incidental interactions between characters on the battlefield are
terrific, as is Jack’s influence on the action. And Christ, the detail
in its world. Gears 5 is the ultimate showcase for the series; I’m
already looking forward to Super Gears of War 2.
Developer: The Coalition
Publisher: Xbox Game Studios
Available on: Xbox One [reviewed on], PC
Release Date: September 10, 2019
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