Review of Crazy Games: Review of Gears 5
Immediately to the main thing - Gears 5 (I just want to add “... of War”!) By no means is an open-world action Crazy game. And not "action with role-playing elements." Most of the time, it's still a good old linear meat grinder with covers, where enemies are blown apart with insanely juicy sound, and gore splatters in all directions. And don't try to pretend that you like the series for something else. I will not believe!
If you are suddenly afraid that a crazy attraction of explosions, mountains of corpses, blood and screeching chainsaws has suddenly replaced a boring open-world - you can exhale. The campaign in Gears 5 is as bright and spectacular as possible, and there is a minimum of sagging.
Let me explain so there are no questions. The first act in the Crazy game is completely linear, in the second and third, the authors give a little freedom and allow you to ride on a cool futuristic sailboat. You can completely ignore the beauty of Sera and stupidly fly forward through the plot, ignoring all the side activities (of which, frankly, there are not many). All you lose are unique upgrades for your companion Jack, and notes, photographs, and other collectibles that work to unlock the universe. If you don't need it, feel free to skip it.
And no, the Crazy game does not become an open world from the presence of two conditionally non-linear acts. There is no need to capture the towers, there are no outposts, and no one will require you to sew wallets and bandoliers from the skin of the Locusts.
In a word, inside Gears 5 the formula “maximum entertainment + chainsaw” familiar to all fans of the series. The Coalition tried to carefully dilute it with a number of trendy and popular things like pumping and open locations. This does not break the Crazy game, but it does not bring it to some fundamentally new level either.
What the open world is good for is for a short respite between frantic story episodes. The staging (I repeat for the tenth time!) is still at the highest level here, so memorable and cool situations rush one after another. Here the heroes arrive in the city that Roy attacked - they are immediately shot down. A seemingly simple mission very quickly turns into Hell on Earth, where in the end the sky itself decides to burn everything that exists (with the help of orbital lasers, of course).
A brief respite, purely for the sake of the players put their thoughts in order, and now the plot flies on. In every sense, a refreshing sailboat ride, then a hurricane race, then an unexpectedly quiet and majestic frozen forest, and finally an escape from an abandoned mine with a bomb actually around his neck, under fire from hordes of enemies.
And these are purely gameplay moments, without a plot. The story in the new "Gears" will clearly make old fans of the series rush for validol, and someone will have to master voodoo rituals at all.
Gears 5 continues the story of the fourth part, and Kate again becomes the main character. Almost from the very beginning of the Crazy game, the authors focus on its history, casually revealing to the players some things about the past of Sera, people and locusts (although some of this information has already flashed, only not in Crazy games, but in books).
And I have claims to history (even on the basis of the first two acts of four). The main one sounds like this - “why are you trying to catch up with SO much drama ?!”.
It was easy to do without it, it does not give anything important to the plot, but it manages to spoil the impressions from it. Even through and through hackneyed stamps - and there are enough of them in Gears 5! - do not look as boring and insipid as an attempt to make a dramatic story out of a brutal action Crazy game about square men, chainsaws and blood. Fortunately, the Crazy game doesn't talk about this drama often, so I won't either. Why get upset again?
Although following history, I confess, is still interesting. Like GeoW 4, the fifth part is a road-movie, so the heroes will have to travel a lot and see a lot. And kill a lot of people in the process.
That's something, but the shooter mechanics have changed little since the fourth part. There, The Coalition has already quite convincingly proved that it can work with the formula of the series and make the shootouts interesting. The fifth part only consolidates and develops success.
To some, Gears 5 may seem too unhurried and old-fashioned - the characters are rather slow and heavy, the firefights can hardly be called fast ... but that's all when viewed from the side. When you play yourself, you understand why it is done this way and not otherwise. Here, the weight of the character, dressed in heavy armor, is literally felt, as well as every shot. Each weapon in Gears 5 is unique, each gun will take some getting used to.
But how it all feels! He moved his hand smoothly, the enemy's head appeared in the sight, you press - and on the other side of the street someone loses his face. With a very juicy, literally giving pleasure sound. Or when you knock the Locust down, he tries to crawl away - but you are already standing over him, and the lancer in your hands is already impatiently buzzing, calling to tear the enemy apart. Wow!
And then something heavy, like a stationary machine gun, falls into the hands of the hero, and then the climax naturally sets in. At such moments, you feel like a messiah who descended from heaven to sow the reasonable, good and eternal. Only one extremely unpleasant fact can break off such moments - there are usually very few “reasonable, good and eternal” in reserve for heavy weapons.
The design of locations is still done so that you can constantly change cover, maneuver and at the same time actively fight with opponents. Sitting behind the same wall is not an option at all - they will find you, pull you out of there and deal with them as brutally as possible. So it's best not to even try.
There are two problems with combat episodes. The first is a completely stupid AI of both enemies and allies. Enemies are able to rest against the wall and run into it until the end of time. Allies like to ignore open doors and can stand around picking their noses while you single-handedly take out an enemy army or lay on your last legs. The second happens often and is terribly annoying, especially if it happens somewhere near the end of a long fight.
The second is the bosses. And they are simply not in the Crazy game. If at the very least the staging draws out the first boss, then the second one just makes you want to strangle someone. Because it's too sad.
Of the major innovations (in addition to the pseudo-open world) - the various abilities of the drone (stunning impulse, armor strengthening, invisibility and stuff like that), its pumping for parts lying around here and there. The rest remained in their places, except that there were fewer episodes with crazy weather. But you can literally drown enemy fighters, breaking through the ice under their feet. Looks hilarious, to be honest.
After the first two acts, I wanted to give the Crazy game a nine. Alas, the nine will not work here. Just do not think that in the third and fourth chapters the Crazy game suddenly becomes worse, no. It's just that the developers themselves, it seems, did not pull their own level.
The third act is again a large open map. Only backtracking appeared there! Albeit in small quantities, but still. In contrast to the bad (that is, backtracking), however, there are also good points here - for example, severe storms that can smash your boat in no time. Or here is a special drone skill that allows you to control opponents. For a very long time I went exclusively with “freeze”, practically without using other skills, but “hijacking” turned out to be even cooler.
Have you been pinned down in cover, with a crowd of ordinary soldiers in front, and snipers on a hill? Take control of one of them, and the ambush will instantly turn into a shooting range. Did a mini-boss run out on you? Feel free to point the drone at him and take him under your command, he alone will win the battle for you. All in all, it's a totally awesome thing.
In total, the third and fourth acts last like the second, but that's okay. The problem is that both acts have the same boss (completely disgusting, The Coalition blew the bingo with their shitty bosses) and too much unnecessary drama. Again, yes.
In part, all this is offset by the spectacle. In the third act, this is the aforementioned storm, through which you have to ride several times, and in the fourth - a real laser show. I won’t spoil it, but in terms of entertainment, everything is really right there. Especially at the end, where the developers obviously gave up on the word "adequacy" and simply turned the "madness" parameter to the maximum. This is, in general, a pretty good way to deal with idiotic drama and another cliffhanger.
In general, as a third-person shooter and an entertaining action movie, Gears 5 does its job with a bang - it's very nice to shoot from cool guns, and the staging of some scenes is a delight. On the other side of the scale is a plot with a huge number of clichés, “this is the twist” and completely unnecessary drama. But if you're looking for a shooter that's fun to run alone or in co-op, then Gears 5 just has no competition right now.
It doesn't even matter if you're interested in the story or not. The Crazy game has several completely different multiplayer modes - from the familiar "Horde" to the classic deathmatch. And they still play very well.