Iâve been hearing that Gears lost its identity ever since GOW3 (less dark aesthetics, wall cancelling, loadout weapons, TDM, microtransactions, etc.) but I beg to differ in this regard, Gears is Gears due to a collection of different things working in tandem, not because of any singular element or mechanic that it may boast certain ones over others depending on game or situation.
If actives are a core part of GOWâs identity its a small one, yes its cool and all but I hardly doubt that people play Gears just because it has actives, its a small feature in a big world known as Gears.
I think Gears has lost its identity (in my eyes) long ago, Gears 1 to 2 was pretty much the same, Gears 3 was a huge shift due to lambant and the brighter aesthetics and how different it âfeltâ. GOW4 right from the getgo is a much different experience because the cast of characters is different and so too is the setting and the enemies and etc. Gears 5 definitely feels like a continuation of GOW4 so if you consider GOW4 a Gears game that sorta tells me what you think of GOW5, but it does have a couple of minute differences that make it stand out (expressions, escape, combat knife, little stuff here and there)
If I had any one thing that Gears 5 could bring back from previous Gears it would definitely be the maps, my oh my has Gears went downhill in terms of map design, not just in terms of how interesting maps used to play (Tyro Station, Hail, Flood, Avalanche, etc.) but the way they look is awful now (they seem to just make everything look bland, I bet that GOW5âs gridlock will still look much worse than GOW3âs did, just as an example)
I know I kinda rambled a bit but my point was that actives were never that relevant to Gears in the first place (nevermind that its still on all non loadout weapons) and that if TC changes them for the sake of balance/consistency then that should be the only reason.