Gears Tactics is a turn-based tactics video game developed by Splash Damage in conjunction with The Coalition and published by Xbox Game Studios. It is a spin-off of the Gears of War franchise and a prequel to the first game. The game was released first for Windows on April 28, 2020 and subsequently for Xbox One and Xbox Series X/S on November 10, 2020.

The game is played from a top-down perspective and is a turn-based tactics title in which players issue commands to a squad of human soldiers to eliminate the hostiles in a map and depending on the mission, complete secondary objectives. Players can freely explore the map without being confined to a grid. Each character can perform three actions, such as taking cover, shooting enemies, or remain in overwatch to shoot any moving enemy in their line of sight.[1] When an enemy unit loses most of its health, a friendly unit can move in and execute the downed enemy, which gives all units an additional action point. Players need to throw grenades to destroy erupting Emergence Holes which spawn more Locust enemies.[2] If a friendly unit is downed, players can revive them to bring them back into battle with reduced health. The game has five distinct character classes, with each having its own unique abilities. The characters can be extensively customized with mods, armours, and they can acquire new skills after they level up. Other than story-important "hero" characters, other friendly units are procedurally generated and should these units die in combat, their deaths will be permanent.[3]


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I've been playing Gears Tactics with every spare moment of the last week. The second I'm done writing review, I'm going back for more. It's superb. In fact, it's good to the extent where, as risky as it is to say such a thing, I'd argue it sets the new gold standard for turn-based tactics.

I don't think anyone really expected a turn-based tactics game from the Gears Of War series. I was pretty nonplussed when I heard about it, to be honest. At best, I was expecting something like the Halo Wars games. That is to say, a solid effort, but one which measured up neither to the depth of its strategy peers, nor to the blockbuster charisma of its license. But Gears Tactics, it transpires, is full of hybrid vigour: overflowing with action game brawn, but with plenty of brains behind it all. It turns out that, even in the preposterously hench world of Gears, the mind really is the strongest muscle.

Perhaps the fact that nobody had any expectations for Gears Tactics has worked in its favour. Its designers were free to pick and choose from the classic squad tactics toolkit, as they had no community to alienate, and no features to include out of a sense of duty to tradition. The most notable omission, as a result, is the lack of any strategic/management metagame at all. As soon as a mission's done, you re-equip your soldiers with newly looted gear and skills gained from levelling, and jump into another one. Story missions are bookended with cutscenes, and sometimes there's a choice of side missions to go on. But beyond that, there is only beasting.

Taking aim at the final boss with 85 percent crit chance almost felt like cheating. This is the power fantasy version of a tactics game, and pure, pitch-perfect Gears of War, right down to the cranial pop of a Longshot sniper rifle's bullet landing a critical headshot.

I think the developers could've made revives stricter to get back some of that risk, but for the most part I enjoyed being challenged by a tactics game without constantly feeling stressed. Gears trades away a bit of tension and gains some welcome speed and flexibility in its place.

Where Gears Tactics diverges most dramatically from XCOM is its linear campaign, with no "meta" strategy layer to manage. This is not a sandbox experience. There's no world map where you choose locations to visit, no researching new gears, no gameplay systems to interact with outside of combat. This largely works for Gears Tactics: It is a straightforward game, and the depth and creativity of its combat system shows the benefits of where it focused. But it unfortunately means repeat playthroughs will present a mostly identical challenge. And I found that without some of that meta strategy to change up how I was spending my time, the campaign started to drag by the end.

Each of the campaign's three acts ends with a setpiece boss battle, which is an exciting thing to have in a tactics game. Unfortunately all three bosses use essentially the same mechanics and they don't change throughout the fights. The bosses also have giant health pools, so after five minutes you've seen all the boss has to offer but likely still have another 30 minutes of health to chip away at.

In theory, most of your soldiers should be the run-of-the-mill Gears who've been recruited along the way and as is now the norm in the world of turn-based tactics, you're able to customise these men and women to your heart's content, with different names, armour and colour schemes... only to see them die permanently should you put them in harm's way.

With its cover-based shooting, varied enemy types, and bombastic tone, the Gears franchise is a great fit for the tactics genre. The world and the feel of combat both remain intact in this transition to turn-based warfare. With a focus on characters and story, plus a sense of speed and flexibility in battle, Gears Tactics manage to outstrip most competitors in the genre. Despite some pacing issues that leave the content feeling stretched thin over too many hours, this is a challenging and rewarding experience.

Stilted pacing blunts some of the aggressive joy in Gears Tactics, but I still walked away impressed. At the heart of any engaging tactics games is the sense of emergent moments, where careful skill usage and planning leads to clutch wins. Taking control of a squad of COG soldiers in this adventure, I repeatedly encountered those moments, along with the thrill of a narrow victory. This is a solid new front in the Gears theater of war, and one worthy of additional opportunities to grow.

Gears Tactics is, simply put, an excellent turn-based tactics game that stands up well against titles like XCOM and others at the top of the genre. While it has some slight issues, such as disappearing characters and a story that can best be described as "more Gears of War", the character development is better than the series' average and most importantly, it makes slight changes to the genre that make it a tactical joy to play. From extensive character customisation letting you specialise characters and teams, to gameplay tweaks, like adding a slight movement boost if you end in cover or removing the idea of a movement and attack phase of a character, Splash Damage has created one of the best RTT games in quite a while.

For the series' first foray into the rapidly evolving turn-based tactics genre, Gears Tactics is an impressively balanced and well constructed strategic experience. Managing to avoid the pitfalls of some other genre-crossing series (for all that is good about it, the first Halo Wars game had some pretty rough edges), Gears Tactics hits many of the right notes for a squad tactics title, including a fairly fleshed out equipm.ent customization system and some very involved soldier skill trees that allow for specialization that is critical to a rounded battle experience. While it is easy to see how these features have lead to comparisons to the likes of XCOM (which is amongst the highest of praises bestowable on a young turn based tactics series), the game manages to retain the unique flavor of its source material, finely portraying the gritty world that plays hosts to the ongoing conflict between mankind and the Locust hordes, with some clever, thematic mechanics to match. As adaptations go, this shifting of the Xbox flagship Gears series to a genre more about careful consideration than frenetic aggression has gone exceptionally smoothly.

Among the many turn-based tactics staples adopted by the adaptation is the action point system. What can be done on a turn is capped by each soldiers pool of points that must be divvied out between movement orders, weapon attacks, and the use of special skills. While fairly intuitive to more experience players of the genre, the new players coming to the game from the third person shooter forerunner may find themselves a bit overwhelmed by what, on the surface, looks like a fairly restrictive system. While there is certainly enough in-game time to self-teach the finer details of action points, this guide aims to arm new players with a run down on how to best use the action points in combat. From movement and positioning to the basics of point management, this guide gives new players all they need to make their team into an efficient locust-killing machine.

The first thing to be prepared for, in any turn-based tactics game and in Gears Tactics specifically, is a lot of repositioning. At the heart of the game is the back and forth of risk and reward that is the flanking system. Getting around enemy cover allows for some juicy opportunity for clean hits and solid damage, so don't be afraid to burn a point or two rounding the field to get an angle on opponents. With that being said, it is equally important to have an exit strategy in mind. Flanking will often come at the cost of wading deeper into the enemy's front lines, meaning an elevated danger of getting swamped and flanked. Be prepared to get in and out in the same breath, or at least be braced to take some damage in exchange for dishing some out. Consider whether the cost is worth it: can you eliminate an enemy with a flank move? What kind of cover can you get behind to mitigate any coming swarming? The key takeaway here is be prepared to burn a point on manoeuvering. Do not get stubborn about planting and shooting - damage and suppression is appealing, but if the cost is losing strategic ground or getting surrounded, it will just not be worth the couple of extra shots staying in place affords. 2351a5e196

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