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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. 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. There's no base building like XCOM HQ, and instead the focus is on upgrading your soldiers' weapons 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). 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. 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. Turns out bayonet charging at a shotgun-wielding Grenadier Locust is a bad move, because they automatically counter melee attacks. 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. It took almost all the actions of my other soldiers to thin the herd and revive him. 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.
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Like other great strategy mechanics, chaining executions engages that part of my brain that loves to optimize.
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#Gears tactics vanguard build how to
The execution mechanic became the north star for how 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. Then it became about making sure the cadence of the encounters gave you lots of opportunities to do that. It was when we started to find the fun of the game in a profound way. Then it was like, 'wait, what if it gave everybody else an action point?' So the idea was, well, if you execute an enemy, that could be free. we were talking about how to amplify the feeling that the squad is interconnected. "Somewhere in the middle of production we had this idea of making the executions more special. "From the very beginning we wanted to see if we could pace up this genre and create a more action-feeling game," said Bielman. 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. This exact system is in the Gears shooters, but the way it becomes the core mechanic of Gears Tactics is genius. Mortally wound an enemy and they'll fall to their knees, just like your own soldiers do when they're bleeding out. I was going to have to get into the execution business. 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. For the first hour of Gears Tactics I used overwatch liberally, playing more defensively and only leaving cover when it felt safe.