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Gears 5’s Campaign Is Inspired By Open World Games And RPGs

Gears 5’s campaign has mostly remained a mystery since the game’s reveal at E3 2018. The Coalition head Rod Fergusson has hinted at big changes, even noting the dropping of “of War’ as a way to give even the title a different feel.

Speaking to Fergusson, Gears of War 4 was a way to show fans, and themselves, that the team at The Coalition was capable of making a good Gears of War game. And Gears of War 4 was exactly that, but it left some people wanting for more of an evolution from the series’ new developer. That’s the goal with Gears 5, which tackles open environments, adopts some light RPG elements, and encourages creative player choice in combat.

However, talking to the team at The Coalition, Gears 5 is not meant to be an open-world game or an RPG. After playing the campaign for about five hours, I can say with confidence that it’s still a Gears game. And speaking with many members of the studio, that’s exactly what they wanted: a Gears game for which they took the genres and traits they’re inspired by and made it all into something that works for the Gears series.

In one of my conversations, I got the opportunity to speak to Fergusson and franchise narrative lead Bonnie Jean Mah about Gears 5. We discussed what it’s like to take Gears in new directions under Microsoft; the inception of Gears 5’s unique vehicle, the Skiff; and the fierce battle over Kait’s hat.

The first thing I’d really like to talk about is how Microsoft is picking up all these studios, and obviously new games are being made in new franchises, but how has it been with Gears? Has Microsoft been good about changes to the franchise?

Rod: They actually don’t have any creative input at all. That’s one of the nice things about how Matt [Booty, head of Xbox Games Studios] runs the studio organization. And Phil [Spencer] as well, was really just about trusting the studio heads. 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. And so I think with the smaller studios, you’re seeing a bunch of opportunities for lots of new IP and new and interesting content that fits very well on Xbox Game Pass. And then on the more franchised studios like Halo and ourselves, it’s just about how can we continue to evolve?

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. So rule number one is to make a great game and focus on quality of execution. And that’s kind of what we pride ourselves on at The Coalition. 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.

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Xbox’s public image at the moment seems to have flipped on its head from the beginning of the generation, where it’s now a lot more forward-thinking, open to change, and focused on players. But I see this common public conception that Microsoft exclusives have not hit as hard as they did last generation. Did that ever put any weight on The Coalition to swing for the fences with Gears 5?

Rod: For us it was about growth of the franchise, you know? And 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. 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?

And the notion now of two comic book series, which just started its second novel; working on the movie; and now we’re on our third game with The Coalition between Ultimate Edition, Gears 4, and now Gears 5. And our licensed products and clothing thing with AAPE and Funko Pop and Tactics. We’re just trying to continue to grow the franchise and expand it in a meaningful way that runs parallel to what is going on at Microsoft. But it isn’t Microsoft saying, “You shall do three games or you shall do this!” In fact, when I announced the three games, they didn’t want me to announce all three games. They were like, “Oh, just save them.” And I’m like, “No, I want to tell everybody we’re doing three.” [laughs]

And so in some cases, again, 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. 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.

I think it’s very interesting to see traditionally linear shooters move towards a more open environment. How’s the team adapted to the open-world setting? Has it been exciting?

Rod: Yeah, for sure. It’s probably one of our biggest challenges. That’s one of the things we talk about. The unfortunate part is once you figure something out, you have to go down to where you truly understand it. 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 make a Gears game, we know how 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.

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I think the combination of RPG systems and the idea of really large levels that require traversal were challenges. I don’t know that you’ve gotten to it in Act III, but it’s really, really leaning into this sort of “Do it in whatever order you want to do it in,” and the idea of branching narrative and different combinations of “This is the third time I’ve been here, but I didn’t do these first two things, so how do I talk about that?” Huge challenge, and actually a bigger challenge than we expected. And that was one of the things that we developed through iteration. We did a new development process this time about what we call horizontal slices, and so because we had gone through Gears 4, we were able to get things stitched together quickly, more quickly, and so we were able to have what we call the Genesis Build.

We didn’t know what to name it, we were like, “Okay, over Christmas, we’re going to be able to play the game all the way through, but we’re not at alpha yet, so what is it?” And we’re like, “What comes before alpha?” So we finished it and said, “Oh, screw it. Genesis comes before everything else, so we’ll start at Genesis.” And so we had a Genesis Build where we could see all the systems together and we could see the world stitched together, and then we just got a bunch of feedback from that and then we said, “Okay, we have to pivot a bunch of things.” And then we did another iteration of it; we did Genesis 2. And then we did another iteration and then we did Alpha. So those iterations were really about how we deal with the size of this level and how fast the Skiff can travel and how detailed we can fill the world, and how we deal with branching narrative.

I was just saying earlier that when we started, you couldn’t get off the Skiff until you pulled up to a dock, and now we’re like, “That’s too limiting,” so now you get off wherever you want. So what does that mean for the world and how do we stream it in? That kind of stuff. So there was just a lot that we had to go through to figure it out. And fortunately we had people from Assassin’s Creed and Far Cry, we had people who had previous lives that had been on those types of games. And we just knew that we weren’t trying to be another Red Dead or Far Cry or Ghost Recon. 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.

It’s funny you mention Ubisoft because when I was in Act II and it was like, “We have to go to that tower!” I’m like, “Oh crap, I’m going to have to climb this tower.” Thankfully not.

Rod: [laughs] No, no, there’s no tower climbing.

The two open environments I explored during my five hours with the game.

But going back to the Skiff. How did the team land on it? Because when you think Gears, you immediately think, “Oh, a cool guy truck that you’re going to drive around the world.”

Rod: It was a battle. 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.

Bonnie Jean Mah: I liked the hat.

Rod: I mean, you and I liked the hat.

Bonnie: Yeah, we liked the hat. [laughs]

Rod: 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.” And so it was one of those things when we got to the Skiff because Gears 4 was about wind flares, and I wanted this idea of Sera as a hostile host that’s trying to get rid of humanity with all these storms that are kind of fighting you as well. That idea of wind was really important to keep as a throughline, and so I really wanted a wind-driven vehicle.

But there was complexity around that. Originally, I wanted a sailing simulator because I’m that kind of a geek, but all of our user testing showed that nobody really enjoyed heading into the wind and having to understand the tacking. So we had to find ways to cheat it and make it feel different, but 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.

It definitely brought back some memories of snowmobiling. It’s a really neat feeling thing.

Rod: And I love in Act III when it gets overloaded because it’s a two person vehicle but you have four people, and watching them be tethered in and leaning to help you keep stable and stuff. The animations, I really enjoy watching them as I drive. And it feels really good.

Yeah, I was definitely like, “More people, easier to tip,” but I still couldn’t get it to tip.

Rod: [laughs] Exactly.

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So where does Gears go from here? Does it get bigger, even more open?

Rod: I have trouble imagining a bigger game than Gears 5. 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, and the skiffing around. We got feedback about how not everybody loved the Horde elements in the Gears 4 campaign where you had a fabricator and you had to defend that.

We were trying to create a Horde tutorial in the campaign and some people were like, “It’s not my favorite thing.” So it’ll be interesting to see how people react. I feel like we’ve changed the game enough that it’ll be really cool to get feedback on.

I was surprised by a lot of the new stuff, but even more surprised by how much it still felt like Gears. Just before I came in here, I did a whole little section completely undetected. And in that first area with the Rejects, I shot down a shock trap and got detected by one of them so they’d run at me and get caught in it. Oh, and shooting the frozen pond and watching them fall in was hilarious.

Rod: Yeah, that’s my favourite thing. Drop Shots on the ice are amazing.

Why did The Coalition decide to put such a focus on these player-created moments in combat?

Rod: We were saying we want to challenge expectations of player choice. 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?

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We wanted to allow you that moment to take it in and decide how you wanted to play it out. And then with some enemies having health bars, it allows for a different style of play because it means that if I know that Carrier is down to one-twentieth of its health, I know I can rush it and maybe kill it before it crushes me. But in previous games, you’d be like, “It’s a bullet sponge and I don’t know when it’s going to die so I don’t know when to make my play.” And even things like Stim, where I can go into overhealth and be super aggressive because it’s my get-out-of-jail card.

It allows me to play it differently. Normally, I’m back of the room sniping, and now I kind of go a little bit more on the frontline and use Jack to save my ass whenever I make a mistake. And with the RPG elements [Jack’s upgrades], we mix it up. 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. 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.”

I thought it was really cool that when I was going by certain things, Del was like, “Holy crap, there’s a condor, or holy crap, there’s a train tunnel. Maybe we should check it out.”

Bonnie: And the cool thing is, if you do explore all that, we’ve actually worked really hard to build a history into the world. So environmental storytelling was a big push this time around, so it’s not just the world that you’re exploring, it’s what lies beneath. So we tried to add layers, like in Act III when you’re going through the BYR Space Facility. There was a civil war there, so we have these layers of story.

We have what the facility was, and we have the war that took place there, and then we have the Swarm here now. Why are they here? We have all of these layers of story and collectibles all throughout the whole thing to fill in the blanks if you do want to know more about those stories.

And the side quests, like you just mentioned. There’s a condor crashed over there, you can decide to delve into that or not, but it’s a way of enriching our world.

Rod: Yeah, and the combination of when you go into the ice level and we can tell you a little bit about Gears 2 with Operation Hollow Storm. And so you’re learning about the derricks and the grind lifts, but at the same time you’re learning these things, you’re picking up a collectible that eventually unlocks the freezability on Jack’s Flash ability. So it kind of duo-layers, we sort of breadcrumb you through with lore with a payoff at the end, which is a gameplay changing mechanic that you can apply to Jack.

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Alright, I’m all out of Gears questions, but Rod, I’m very interested in how you’ve found the experience of moving to Vancouver, Canada, to work on Gears.

Rod: I love it. Yeah, I love Vancouver. One of the things that surprises me is the downtown and how vibrant it is, because there’s all the tall buildings, and I don’t think a lot of people realize that all the tall buildings are actually residential and not business. So when I first moved here, I lived over by Rogers Arena, and I would go to the airport and be coming out at like 3:30 in the morning to catch a cab, and there’d be people walking around. It felt like it was 10 in the morning, you know?

And so there’s just this sort of interesting culture and vibrancy to this city, and it’s really clean and beautiful and I get to drive through Stanley Park every day on my way home, so it’s been great. And one of the things that surprised me, when I moved to Epic in North Carolina, we lived there for like seven, eight years, and it felt like a lifetime. We shipped three games and I felt like I’d been there forever. And so now I realize, starting in January, I’ll have been here six years, and it’s gone by in a blink. I’ve been so fortunate to come to a place that not only is a beautiful place, but it’s just such an amazing team and studio here. I’ve been very fortunate with Epic and The Coalition to work with the best in the industry. I built a career around getting to work with the best people possible, and so that’s been awesome.

Bonnie, as a Vancouver-native, how has it been seeing the big studios return to Vancouver? Because years ago, it felt like they were all leaving or getting closed down, but now there seems to be a reinvestment in the community from larger studios.

Bonnie: It’s validating for our community. We have an amazing group of artists and technical folk and the game industry here, I mean, there’s a reason why so many of us come here and so many of us stay. It’s because you have that community of developers. We support each other. You’ve got to be nice to everyone because chances are, you’re going to work with them again. It was very concerning when the studios were pulling out, but now you see the big names coming back and we feel like we do have a future. And our industry is strong and growing and we’re not–knock on wood–as worried that people are going to pull out. And we get to keep making games in Vancouver, which is awesome.

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

from GameSpot – Game News https://www.gamespot.com/articles/gears-5s-campaign-is-inspired-by-open-world-games-/1100-6469463/

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:

from GameSpot – Game News https://www.gamespot.com/articles/gears-5-huge-open-levels-and-creative-combat-deliv/1100-6469464/

How Gears 5’s Microtransactions And Multiplayer Progression Work

Xbox Game Pass players and Ultimate Edition owners will be able to jump into Gears 5 in a week, with full access to all of its multiplayer modes. We already know about the return of Horde and Versus, and the introduction of the new Escape mode. Multiplayer design director Ryan Cleven recently assured players that its monetization would be “player-friendly,” and after speaking to Cleven myself, we know exactly how it’s all going to work.

Cleven told me Gears 5 will not feature real-money loot boxes or any kind of randomized packs. The only microtransactions in the game will be relegated to their own store and won’t affect gameplay in any way. Things like premium cosmetics and DLC characters–like the playable Halo Reach characters–are expected items. You’ll pay for these items directly, so you’ll know exactly what you’re getting for your money.

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You also won’t be able to purchase items you can earn for free with real money, eliminating the “Pay Us Now, Get It Sooner” mentality of some microtransaction-laden games. I was told that the ideology behind Gears 5’s progression was achievement-based–not Xbox achievements, but instead the challenges and feats you perform in gameplay.

This is where Gears 5’s Tour of Duty comes in. It’s a battle pass-style system that you can work your way through by completing challenges and collecting items as you level up. The big difference between Tour of Duty and battle passes in games like Fortnite, however, is that it’s completely free. Cleven told me that it was important to The Coalition to provide it for free as part of the $60 AAA game experience.

Cleven also said that the plan for Gears 5 is to release sizable multiplayer expansions every three months. These will include new content, characters, and more and sound a lot like the season system you see in many modern multiplayer games. One of the things players can expect is the map builder coming to Horde mode.

Gears 5 releases for Xbox Game Pass subscribers and Ultimate Edition owners on September 6, while its official launch is four days later on September 10.

To learn more about Gears 5, how its campaign tackles open environments and RPG elements, and more, check out our articles below:

from GameSpot – Game News https://www.gamespot.com/articles/how-gears-5s-microtransactions-and-multiplayer-pro/1100-6469484/

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:

from GameSpot – Game News https://www.gamespot.com/articles/gears-5s-first-support-hero-is-an-exciting-additio/1100-6469485/

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

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.

from GameSpot – Game News https://www.gamespot.com/articles/the-one-thing-gears-of-war-dev-rod-fergusson-pulle/1100-6469494/

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

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

from GameSpot – Game News https://www.gamespot.com/articles/gears-5-dev-says-microsoft-had-no-creative-input-a/1100-6469505/

How Gears 5 Was Inspired By Bioshock: Infinite

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.

from GameSpot – Game News https://www.gamespot.com/articles/how-gears-5-was-inspired-by-bioshock-infinite/1100-6469507/

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:

from GameSpot – Game News https://www.gamespot.com/articles/astral-chain-how-to-get-s-rank-in-combat/1100-6469497/

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

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.

from GameSpot – Game News https://www.gamespot.com/articles/metro-exec-on-epic-games-store-exclusives-we-shoul/1100-6469508/

Gears 5’s File Size Revealed For Xbox One And PC–And It’s Big

Gears 5 is now available to pre-load ahead of its release in September, and that means the shooter’s file size has also been revealed. It’s big, but it’s not too colossal.

On Xbox One, the file size is 50.04 GB. As for the PC edition, the game’s Steam page shows that players need 80 GB of free space on their hard drives to install Gears 5.

With all of its updates and extra content, the file size for Gears of War 4 grew to more than 120GB over time. For Gears 5, developer The Coalition is promising the “biggest and most extensive” post-launch support in Gears history with more maps and new features, so you can expect Gears 5’s file size to grow substantially over time as well.

Gears 5 officially launches on September 10, but people who buy the Ultimate edition or subscribe to Xbox Game Pass can start playing on September 6. For lots more on the game, check out GameSpot’s rundown of the Gears 5 server start times, launch maps, and more.

from GameSpot – Game News https://www.gamespot.com/articles/gears-5s-file-size-revealed-for-xbox-one-and-pc-an/1100-6469506/