So, recently I finally found out how to make my Gears 2 work again. Been playing through it again for the Nostalgia and chills that I haven’t felt since 2010. Along with the constant bugs and wicked awesome AI.
But, I also noticed a bunch of small details, that I’ve noticed more and more in Gears 2/3, but didn’t see in Gears 4. The small environment details that let you take advantage of the environment, MKX Style.
Things like this get you to play differently. Not a single game other than Gears 2/3 can I name where if I see an explosive barrel next to a loose pillar, do i think that I can shoot the barrel, in order to collapse the pillar and give me more cover. Other than the barrel just being used to kill enemies.
Gears 4 Has almost none of this. It has barrels only in the Pendulum Wars flashback as far as i can tell. And The only non-scripted environment change I remember was the collapsing balcony in the same Pendulum Wars mission. but it feels like that’s just there for cinematic purposes.
The only other environment things I can think of in Gears 4 were the Pods, but–those are obvious. I want things in gears 5 that aren’t obvious. That blend in, and make me search for an alternate way around. Without the characters holding my hands either.
When I played Darksiders 2, I got stuck on the same mission for a month because I refused to look up a walkthrough. The player didn’t walk my hand through it, and only after I Did look it up, I realized I was an idiot and the wall I thought looked nice was the door I needed to go through.
Basically, I’d much rather have to look for the way across, rather than it just be given to me, or shown with a Star in a Circle floating above where I have to go. Along with giving me ways to take advantage of my environment. Map designs like in Dishonored, Wolfenstein and DOOM (2016) would be perfect for Gears.
Any thoughts?
Buster Out!
