![]() Picking up an ammo crate won't refill the Longshot sniper rifle, for example, and the Swarm's tougher enemies will shrug off several sniper shots before they go down. Landing skull-shattering headshots makes me want to slam a Jager bomb and high-five my bros, but there's frustratingly little opportunity for them. If there's a manual of design tropes from the past decade, Gears doesn't just pull from it-it reprints the whole book. Gears of War 4 provides some fun weapon variety, but its fights are so linear, and enemies so simple and bullet-spongey, there's little opportunity for surprise or creativity. Halo gives you a freeform sandbox with half a dozen ways to approach any encounter. Doom emphasizes improvisation and rhythm. Far Cry integrates stealth and the environment. That may sound reductive-couldn't I level the same criticism at virtually any shooter?-but so many of Gears' contemporaries offer more player expression and interesting choices in terms of how you approach their moment to moment combat. ![]() Pop up, empty the mag into the meat bag, repeat. With no savvy AI to speak of, or larger battlefields which require creativity, the type of enemy I was shooting didn't much matter. These add variety, but unfortunately don’t deliver much in the way of strategic questions. There are other enemies too, in the form of a robot army and a few Swarm creatures that differentiate them from the Locust of old. ![]()
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