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Turn-Based Tactics Gears Tactics - turn-based tactics prequel to Gears of War

baud

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RPG Wokedex Strap Yourselves In Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
So it's 70 € OR 60 $. They must have been drunk at Microshaft when they set those prices. It's nearly 25% more expensive in UE :argh:!
 
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Verylittlefishes

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15$ regional, but why in the world do I need the TB Gears?

Btw, I like the series, however, "deep immersive storyline" is simply ridiculuous, Gears always had the TMNT-like story arcs.
 

passerby

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So it's 70 € OR 60 $. They must have been drunk at Microshaft when they set those prices. It's nearly 25% more expensive in UE :argh:!

It's actually 30%, anyway it's 21% average EU VAT Tax, rounded up, thank your overlords for that. I'm always amused by eurofags clueless about the taxes they pay.
 

Dodo1610

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https://www.pcgamer.com/gears-tactics-is-a-shockingly-good-strategy-game/

Gears Tactics is a shockingly good strategy game
Gears Tactics sets itself apart from XCOM with smart reinventions of overwatch, action points, skill trees, and more.

Gears Tactics was announced at E3 two minutes after a Gears Funko Pop mobile game, which automatically made me skeptical. Spin-offs can be a bad even when they aren't playing second fiddle to Funko Pops. I didn't expect Gears Tactics to be bad so much as I didn't expect much at all. But after playing Tactics for three hours, I was taking it seriously.

What I found was really fun strategy combat, a bit breezier than XCOM but a far better adaptation of Gears than I thought possible. Even in the context of an XCOM-inspired strategy game, chainsawing baddies in a shower of ludicrous gore is still the good stuff.

Gears Tactics brings several surprising and thoughtful new ideas to what could've been a very derivative game, and the developers at The Coalition and Splash Damage really wanted to get across how serious they're taking this as a game built first and foremost for the PC. "From day one we wanted to write a love letter to PC gaming, care of the Gears brand," said design director Tyler Bielman. "It was really always in our minds that we wanted a deep enough experience, with compelling enough gameplay to really hold a PC gamer's attention."

That commitment to the PC also extends to the tech powering Gears Tactics, from its detailed cutscenes to its embarrassment of graphics settings. But first, we had to talk about executions.

From shooter to strategist
From the very beginning we wanted to see if we could pace up this genre and create a more action-feeling game.

Tyler Bielman
Gears Tactics immediately sets itself apart from XCOM in a few obvious ways. Movement isn't locked to a grid, and instead of the two actions XCOM soldiers can typically take on a turn, Gears units get three. This is a bigger difference than it sounds, because Gears' more freeform approach means you can choose to stand in place and fire three times, or you can fire and then move, something I'm annoyed the average XCOM soldier can't do every time I play it.

Tactics has a cool take on overwatch, where you drag out a cone representing the zone overwatch will trigger in. The further out you aim, the wider the cone, but the less accurate your soldier's shots will be. You get to see where the Locust have drawn their overwatch, too, and your Gears have a pistol ability called Disabling Shot to knock an enemy out of overwatch.

For the first hour of Gears Tactics I used overwatch liberally, playing more defensively and only leaving cover when it felt safe. But once emergence holes started barfing up piles of enemies behind my cover, or just overwhelming me with numbers, I realized three action points per turn weren't always going to be enough. I was going to have to get into the execution business.

Mortally wound an enemy and they'll fall to their knees, just like your own soldiers do when they're bleeding out. This exact system is in the Gears shooters, but the way it becomes the core mechanic of Gears Tactics is genius. Bielman said that when the team first came up with the idea of rewarding the whole squad with a bonus action point for an execution, it was a big breakthrough.

"From the very beginning we wanted to see if we could pace up this genre and create a more action-feeling game," said Bielman. "Somewhere in the middle of production we had this idea of making the executions more special... [and] we were talking about how to amplify the feeling that the squad is interconnected. So the idea was, well, if you execute an enemy, that could be free. Then it was like, 'wait, what if it gave everybody else an action point?'

"That was a big moment for us. It was when we started to find the fun of the game in a profound way. Then it became about making sure the cadence of the encounters gave you lots of opportunities to do that. We built around this idea of a tactical turn-based game where you wanted to push forward and build momentum as you went. The execution mechanic became the north star for how to do that."
Like other great strategy mechanics, chaining executions engages that part of my brain that loves to optimize. It reminds me of starting every round of Into the Breach thinking "How the hell am I going to get out of this one?" In one fight I accidentally got my grizzled hero Sid surrounded and shot to hell. It took almost all the actions of my other soldiers to thin the herd and revive him. With Sid on his feet, I was able to execute a nearby Locust, which turned out to be clutch because I got Sid knocked down again seconds later, and without the bonus actions from that execution, no one in the squad would've been left to revive him a second time. Turns out bayonet charging at a shotgun-wielding Grenadier Locust is a bad move, because they automatically counter melee attacks.

The execution system lets Gears Tactics' designers throw more enemies at you than similar strategy games, and it feels appropriately Gears to be able to chew through baddies more quickly and viciously than in XCOM. Your soldiers are a little heartier, too, and hero characters like Sid and the protagonist Gabe have a once-per-mission self-revive that lets them get back on their feet. This fits the more story-focused design of Gears Tactics compared to XCOM's sandbox approach, although strategy masochists will be relieved to hear that harder difficulty settings remove the self-revive (and Ironman mode, where there's no save reloading, is an option, too).

The story follows Gears 5 star Kait Diaz's father Gabe during the war with the Locust, and each mission begins and ends with a cutscene that looks on par with a Gears shooter. Most of the characters are still musclebound meatheads and the melodrama seems about as nuanced as a daytime soap, but the presentation goes a long way. Gears is a universe of chest-high walls, but it also has gnarly guns and grandiose classical architecture and a degree of personality missing in XCOM's generic near-future military sci-fi. In a genre that can lean towards neverending procedural campaigns, too, it's nice to be playing a story with a clear start and end—although you can keep playing after the story's over.

"There is no fixed end state," said Bielman. Instead there's an endgame called Veteran mode, where you can retain your soldiers and go on an infinite number of "remix" missions while leveling up your Veteran rank, and you'll supposedly be able to play for "quite a long time" before you start seeing repeated combinations of maps and objectives.

Bielman said that earlier in development, Gears Tactics had some meta economy features that didn't make the cut. "We have a philosophy in Gears of being very straightforward with the player and what you see is what you get, and not to create barriers to play when there don't need to be any. Some different systems had economy in them because it felt like they were supposed to in this genre. Once we took those systems out, it felt much more like a Gears game and a more open experience."

There's no base building like XCOM HQ, and instead the focus is on upgrading your soldiers' weapons with items you find on the battlefield and rewards from completing missions and bonus objectives. Veteran mode is where you're going to hunt down and earn much of Gears Tactics' especially powerful "legendary equipment." Customization also comes from a cool, fairly open-ended skill tree that lets you mix and match from four different specializations per class.

The five classes (Vanguard, Support, Heavy, Scout, Sniper) each have a single defining weapon, and gun mods can change things like crit chance and accuracy and mag size. Support uses the classic chainsaw lancer, while Scout gets the gnasher shotgun and Vanguard uses the 'retro' lancer with a bayonet (which has my favorite execution, impaling and lifting these giant meat monsters in the air like rag dolls. "In Gears, a lot of the time the role of the character is defined by the weapon they're carrying. So attaching a primary weapon to each class sort of centered the class made a lot of sense to us," said Bielman. "The last piece of the puzzle was the equipment that goes on the weapons themselves, making sure we had nice synergies between what you can do with a weapon when you find a random piece of equipment, and how that dovetails into skills."

And yes, you can customize the hell out of your recruits. Gears Tactics knows you have to look good on the battlefield, too. And the whole game looks good around your beefy squaddies, because Tactics is actually powered by the same tech as last year's Gears 5, with plenty of specialized tweaks.

Going big on PC
Before we talked about all of Gears' fancy tech features, technical director Cam McRae told me that they've built Tactics to really scale. That means running well on laptops—The Coalition has been working with Intel to optimize for its Xe GPUs supposedly coming out this year, which includes a graphics card and the integrated graphics in its CPUs. McRae's goal is running Gears Tactics on those laptop CPUs at 1080p, 60 fps and medium settings. On the most recent Intel Ice Lake chips, it'll still run at 1080p 30. And gaming laptops with discrete graphics chips, of course, will be able to handle much higher settings.

I jumped into the settings menu and found a bounty of options. Most of them carry over from Gears 5, which had a great PC port. This includes the obvious options we want to see in any game like rebindable keys, and piles of graphics settings, but it also offers an unusual degree of UI flexibility. You can turn off hints and line-of-sight markers and adjust how sensitive the edges of the screen are when you scroll with the mouse. As in past Gears games, you can even turn off the gore and swearing.

One option I want to highlight is Tactics' colorblind support, which goes above and beyond when many games still lack a colorblind mode at all.

"The way we treat colorblind, and I don't know if I've seen it in other games, is we do it as a full screen pass," said McRae. "We tint the whole screen through a shader. If you switch to protanopia or monochrome ... instead of just red becoming not red anymore, the whole game gets a pass. If you have colorblindness, it visually works in a more full way."

McRae told me that as The Coalition devs were finishing Gears 5, they were bringing that work into Gears Tactics. The two share a customized version of UE4 that's kept close to identical, except Gears Tactics "has a bunch of custom stuff that Gears 5 doesn't have." That includes completely real-time lighting and global illumination and an entirely new AI system. Where AI programming in typical Gears games is "very reactionary"—the enemies just want to get in cover, and find the best angle to shoot you from—Gears Tactics really makes them think. It may seem simpler because it's not a real-time game, but Tactics' AI requires more complex programming.

"We did a bunch of work on the AI planning phase so that it wouldn't stutter the game while it was thinking," McRae said. "While the AI is running it's actually forward simulating the world in multiple different ways. So it'll make a decision and then simulate what will happen, and then branch off and keep going, keep going, keep going, to find the best possible solution. And that can get scaled by difficulty. We basically run that over a couple seconds, and then put a cap on it. So we try to get the best possible solution within 2-3 seconds, and then as they take action and things happen they can stop and re-evaluate."


Gears Tactics' designers clearly enjoyed pushing how many enemies they could fit into battles, which brought up the interesting push-pull between the design team and engineering, which had to ensure those enemies wouldn't bog the game down. When more enemies on screen would mean sacrificing elsewhere, Bielman said the team "solved it by making encounters have a lot more character to them."

To find the number that felt just right, the designers created encounters with piles and piles of enemies, trying to find the point it went from the fun kind of overwhelming to unmanageable. Once they hit the point where fights just weren't fun, they scaled it back, and focused on making the composition of Locust squads more interesting puzzles. When Kantus priests who buff their allies and Theron guards with deadly torque bows show up, for example, you'll likely want a sniper to pick them off from afar or a scout to sneak behind the front lines to get in close range.

"There's a moment in one of the campaign levels where you come around the corner and we just drop 13, 14 wretches coming at you," said Bielman. "And I don't think we would've found that as a moment had we not been trying to find the edges of what we could do. We realized we really didn't need twice that many. Constraints always make design better."

With the experience of shipping Gears 4 and Gears 5 on PC behind them, The Coalition anticipates a smooth launch for Gears Tactics on PC. It won't ship with any mod tools, but Bielman said they made some decisions to ensure modding wouldn't be locked off. "We're looking forward to what people can do with the game," he said. "The modding community is exciting for us."

Gears Tactics launches on both PC and Xbox One on April 28, and I'd say from my time with it that it's a very different sort of spin-off than the Halo Wars games, which prioritized adapting real-time strategy for console. This is every inch a PC strategy game that just so happens to star some big beefy soldiers who once called the Xbox home.

Sounds surprisingly good, I will definitely play it through Game Pass. Esacially the fact that they didn't copy XCOM retarded action + move system + free skill system.
 
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Turuko

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i'm curious about how they'll handle the big bad static monsters

edit: good god the gears aesthetic must be one of the most retarded around :negative:
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/gears-tactics-made-me-realize-how-bloated-the-opening-hours-of-xcom-2-are/

Gears Tactics' opening hours are a blast compared to XCOM 2's
XCOM 2 is the deeper game, but Gears Tactics surpasses it in pacing and presentation.

I know a game is going to be good when I play a few hours for a preview, then go home and start playing the closest thing in my Steam library. That happened with Gears Tactics, which is a far smarter and deeper strategy game than I expected. I went home and immediately installed XCOM 2: War of the Chosen. No more putting off playing the definitive PC strategy game of the last five years. I was ready for it. But for the first two hours, I found myself actually wishing I was playing Gears instead.

On first impression, Gears Tactics is a more polished and better-paced strategy game. Both begin with linear missions meant to teach you the basics while setting up the campaign, but I was surprised that Gears had the more freeform tutorial. After only a few minutes of introducing systems like taking cover and using overwatch, it gave me an objective—get the hell out of a burning city alive—and let me do my thing. I was a bit overzealous and almost let my protagonist Gabe die, which added a fun bit of tension to the escape.

XCOM 2, by comparison, has a strangely scripted intro, forcing you to move troops to exact spaces on the map and use the exact attacks or abilities it tells you to. It's in service of setting up an exciting, narrative-heavy introduction in which "you" the commander are rescued from Advent servitude. But it doesn't really fit. When I think of XCOM's defining traits, I think of the freedom it gives you to play how you want (and to fail horribly), the brutality of your life hinging on a 40% probability shot, and the stories that I make myself as I bond with my squad. I barely remember the story of XCOM: Enemy Within, but I definitely remember my superstar sniper Lola Bunny and my best assault trooper, Yosemite Sam.

XCOM 2's on-rails tutorial doesn't make use of any of these strengths. Playing it after Gears Tactics, too, it was hard to get pulled in by the presentation. It's just a little too bland, and I was pulled out of the drama by being forced to put my troops in places that end up getting them killed, with the outcomes of each shot obviously predetermined. I think there's potential here for the next XCOM sequel to blend in-mission storytelling with its turn-based combat. More elaborate cutscenes and camera work can really up the drama. But as it was, the tutorial felt divorced from how XCOM really plays.

You can skip right past XCOM 2's tutorial and get right into the game, but for the next hour I still found myself wishing for Gears Tactics' direct get-to-the-fun design. With XCOM 2: War of the Chosen, every five minutes the game is throwing another system in your face. I watch cutscenes introducing me to the research and engineering on-board the Avenger, my flying fortress. Then it introduces the resistance factions I have to make contact with in a mission. That mission has zombies! Zombies with their own mechanics in combat. Oh, and later I'll need to use a facility on the Avenger to send soldiers out on resistance missions—getting them to like me is another whole thing.

Meanwhile, when I try to navigate the Avenger around the world map to pick up supplies or a new engineer, I'm interrupted every 10 seconds by something the game wants me to do. New research; something bad the Advent are doing; a mission I have to go on now. And if I say no to that mission because I just want some damn supplies, it pops up again three seconds later saying "SKIP THIS MISSION AT YOUR PERIL."

The pacing's so manic it feels like every element of XCOM has been stuck in a blender, slurried up and then poured down my throat with a funnel. It's a lot to take in.

Gears Tactics doesn't have any of XCOM's base-building or much meta strategy outside of combat. Between the missions and cutscenes you can upgrade your soldiers via their skill trees, augment their weapons with items you get on missions, and customize their looks. That's about it, so of course it's less overwhelming than XCOM—it simply has less going on. But that was a deliberate choice on the part of the developers, to just let you get to the fun.

Despite being a streamlined game, Gears Tactics still has some great skill trees. (Image credit: The Coalition)
After a cutscene and a few minutes in the menus, I was on to my next mission, which introduced two new recruits and let me learn how to use their classes. And the mission itself mixes portions where you have to press forward to seek out enemies, and defend against an onslaught of reinforcements. It's a nice mix of offense and defense.

I'm glad XCOM 2 has the depth it does. Earning new tiers of weapons is exciting, and the Chosen, introduced in the expansion, are awesome. I love how much personality they bring to what is otherwise a very high-level strategy game. It's so fun to have an imposing nemesis, and to figure out how to bring a whole squad to bear to take them down. As if The Assassin wasn't hard enough, she started spawning freaking alien priests into fights, too! Utterly vile.

But the Chosen, of course, also introduce another system into the mix, and for awhile I was lost on what missions I needed to be doing. It's simply trying to do too much, too fast, at least for a new player—if you roll straight from a base XCOM 2 campaign into the War of the Chosen expansion, it might not be so jarring.

Once I got over the initial deluge I started to enjoy XCOM 2 more, but I'm still annoyed by how spastic the world map experience is. You can't spend more than a few seconds on it before a menu pops up asking you to do something else. Gears gives you as much time as you want to customize your squad, and then sends you into the action to shoot baddies. Or to chainsaw them in half—at the very beginning of a new strategy game, that's the kind of choice I really appreciate.

https://www.eurogamer.net/articles/2020-03-27-gears-tactics-is-more-gears-of-war-than-you-think

Gears Tactics is more Gears of War than you think
Cover band.

You can do the Gears of War slide into cover slam in Gears Tactics, and honestly that would probably have been enough for me to say 'yes please' to this spin-off. But the developers at Splash Damage haven't just plopped slide-to-cover in this top-down, turn-based tactical twist on gaming's most famous cover shooter. They've made it useful.

You see, if you slide into cover in Gears Tactics, your unit gets a little bonus distance. It's the game's equivalent of that cover-hugging crouch walk we're so used to seeing Marcus Fenix, the Cole Train and, more recently, Kait Diaz perform with the camera placed in third-person. And it tells you all you need to know about how Gears Tactics feels to play: yes, it's Gears of War meets XCOM, but Tactics wants you to keep pushing forward. It wants you to move your units up and get in the face of the Locust. As far as these sorts of XCOM-style turn-based games go, Gears Tactics is relatively fast-paced. Hunkering down and waiting for the Locust to swarm you will do you and your units no good. Best to take the fight to them.

jpg

Gears Tactics has genre staples, such as chance to hit, overwatch and actions per turn.

Across the board the mechanics nudge you to go aggressive. Gears Tactics does not play out on a grid. The maps are open, and you can move your units anywhere, which lends movement a fluidity you don't often get from the genre.

Most turn-based tactical games let each unit move and shoot each turn and that's about it. Gears Tactics gives each unit three actions per turn by default, and you can use them in any combination: moving, shooting, class skills, whatever. Three actions isn't the sexiest of features, but it gives you plenty of scope to do some interesting stuff with your units each turn. Strategists should find it liberating.

Interestingly - and in keeping with the game's more aggressive playstyle - you can use a unit's secondary weapon (a Snub pistol, for example) to interrupt an enemy's overwatch, opening up a flanking route that was previously impossible. This Disabling Shot ability is available to every unit, and while it has an eight turn cooldown, it can swing momentum your way.

jpg

Oh look, it's a Brumak.
Gears' trademark gory executions are in Tactics and yet another example of the game pushing players forward (yes, you can carve a Locust in half with a Lancer). Nail an execution and you'll buff your entire squad, adding up to three actions across the team. Rolling forward and creating momentum helps you push your turn farther and take down more enemies - and this really is the name of the game.

All this should make Gears Tactics feel a bit faster than your average turn-based tactical game, which makes a lot of sense for a Gears game, I think. The main Gears series is no slouch, of course. It's an action shooter series known for chucking tonnes of horrible beasts at a small squad of beefy soldiers who must keep on the move - and behind cover - to survive. Gears Tactics does its best to replicate that feel in the turn-based genre, but this is not simply reserved to the combat. You can tell Splash Damage has tried its best to work out how to put as much of what we know and love of the main Gears series into Tactics. A surprising amount has made the cut.

Gears cutscenes, for example, are in - and they look fantastic. Good enough to be in a mainline Gears game, in fact. You get a cutscene before a mission starts and when it ends, and occasionally in the middle. Cutscenes mean story, of course. Gears Tactics is a canonical prequel to the first Gears of War game. It stars a group of soldiers who find themselves in a bad situation against impossible odds - pretty much par for the course in the world of Gears. The protagonist is a rather vanilla-looking COG called Gabe Diaz - Kait Diaz's father, in fact. He has to track down the Locust mad scientist, a chap called Ukkon, all the while the government kicks off the Hammer of Dawn programme in a desperate last ditch attempt to wipe the Locust out. It doesn't sound like the greatest story ever told, but Gears fans who fuss over the Carmine family tree will probably get a kick out of it.

jpg

The story takes place 12 years before the first Gears of War.

The idea is you gather a group of soldiers as you make your way through the story. You'll recruit the main characters, of course, but there are plenty of procedurally-generated soldiers to snap up, too - and you can name them. The hope is you'll grow attached to certain soldiers, and care about their fate in battle. You'll build a history with your favourites, cheering on their attempts to hit the enemy even when the odds are against them, and crying when they bite the dust. All this will be familiar to anyone who's played XCOM, but I'm glad it's in Gears Tactics all the same.

Gears Tactics is a single-player only game (there is no multiplayer of any kind, either co-op or competitive), which I think makes sense for the genre. Firaxis' XCOM has multiplayer but it's almost besides the point. Much better to focus on a deep campaign and single-player modes, than to offer a multiplayer no-one cares about.

To that end, complete the Tactics campaign and you unlock extra modes, such as a veteran mode and an Ironman mode, the latter of which makes your choices permanent. Also, Microsoft plans to add challenges and optional objectives to remixed versions of the campaign levels to keep players coming back. There's no fixed endpoint to the game, I'm told.

It's expected there will be plenty of progression and collectibles left for players to fuss over once the story is finished, anyway. Each unit has three different armour slots: helmet, torso and legs, and there are loads of armour sets to chase. There are five classes, each with more than 30 unique skills and a signature weapon (Gabe is a support class and so carries a Lancer). That weapon has four slots of its own for mods that change the stats of the weapon and, in some instances, add new skills to the unit. Tactics lets you change the configuration of a weapon - a first for the Gears series. So, for example, you can extend the mag on a Lancer, or change your scope. There's plenty to work towards when it comes to the units, powerful builds made up of all sorts of armour, skill tree combinations and weapon mods, and plenty of that will be chased post-game.

jpg

There are plenty of skills to unlock as you progress through the campaign.

There are loads of cosmetics to unlock, too. I'm shown COGs in all sorts of outlandish colour schemes, with various armour patterns and metals, from beat up to chrome. There's a whiff of Warhammer 40,000 to the cosmetic customisation on offer. If you want your squad to coordinate when it comes to their armour, you can make that happen.

I am surprised to learn there are no microtransactions in Gears Tactics, given the scope for cosmetics. So, if you want new and extra equipment, you have to go out of your way to open cases dotted about the levels. Some of these will be on your way and relatively easy to find. Others will not, and you'll need to think about the risk that comes with chasing rewards.

I am also surprised to learn that Gears Tactics launches on PC but not on Xbox One at launch. Gears Tactics is also built from the ground up as a PC game, I'm told, with all the PC graphics options you'd expect. There's a Tac-Com, off by default, that displays all the numbers and stats you could possibly want on the battlefield. And while an Xbox One version is promised, it's clear Microsoft is gunning for a PC audience here.

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Missions end with big boss fights - just as they do in the main series.

My gameplay demo ends with a fight against a Corpser, Gears' huge, spider-like monstrosities fans of the series will be familiar with. (In Tactics there's a boss fight at the end of each act, just as there is in the main Gears series.) This fight works as it should - the Corpser's legs are rock hard, so you need to wait until it exposes its innards before dealing damage. All the while, Locust units assault you, and Emergence Holes erupt from the ground. How do you deal with an E-Hole in Gears Tactics? Just like you do in the main Gears games: lob a frag grenade in it.

Gears Tactics throws a lot at you, then. But so it should. I don't want XCOM in a Gears of War skin. I want interesting mechanics and a unique twist. A Gears of War twist. Don't get me wrong, it doesn't look like Gears Tactics is rewriting the turn-based rule book. But it's doing enough to make me want to give it a shot.

Gears Tactics launches 28th April 2020 on Steam, the Microsoft Store, and Xbox Game Pass for PC.
 
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Dickie

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Steve gets a Kidney but I don't even get a tag.
I just noticed the Steam page says, "Requires 3rd-Party Account: Xbox Live." Having to sign into two things to play every game is so annoying.
 

sser

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Not super familiar with GoW, and that $60 is hefty, but I'll probably pick this one up. Liking what I see from the UI, map design, gameplay etc.
 

Infinitron

I post news
Staff Member
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Messages
97,233
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
As people have stated, with that price this game is clearly meant to be Game Pass bait. Pick it up for $5 first, sser.
 

ArchAngel

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It is a streamlined nuXcom made to be even more action and even less tactics using only named characters.
 

InD_ImaginE

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Pathfinder: Wrath
do you get to keep the game if you play through gamepass or is it only for that month you can play the gaem?
 

Frusciante

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Project: Eternity
I love how he triumphantly says that the game has no loot boxes or micro transactions. What a world.
 

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