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		<title>DelilahRepin0 at 09:15, 16 May 2026</title>
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:15, 16 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;Gears Tactics&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, as a prequel, doesn’t answer any of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;questions Gears 5 left us with, but &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still a tale worth exploring&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whether it be for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new characters or the additional context the game provides &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;universe&lt;/del&gt;. It &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will also provide many hours of gameplay. Gears Tactics will last players between 20&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;30 hours, depending on the difficulty&lt;/del&gt;. It&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s a lengthy campaign with &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;additional Veteran Mode available upon your first completion. Unfortunately&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not all activities in Gears Tactics are created equally. That length is split between main and side missions. Main missions are by far &lt;/del&gt;the best &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with impeccable design that forces players to study the battlefield and make smart decisions&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s here that the gameplay and design come together to create truly fantastic moments that rival the best encounters &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the main series. Boss fights particularly stand out as moments that require players to balance positioning, ability usage &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;range to stay alive and claim victory. Gears Tactics is at its best when playing these missions.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Perhaps best of all, however, is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cosmetics selection. Equipment and appearances (limited on certain heroes) &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each highly-customizable&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more so than I expected from a turn-based strategy &lt;/del&gt;[https://&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Strategyessays&lt;/del&gt;.com/ &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Slg &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;patch notes&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;– and without any microtransactions in sight! Almost immediately&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I turned Sid Redburn into Uncle &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;In Act 2&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics loses its momentum in terms of story, as it pads things out with &lt;/del&gt;side missions, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and even some of &lt;/del&gt;the main story &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;missions lack cut-scenes to provide more context for the tasks at hand&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Padding the campaign by forcing &lt;/del&gt;players to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complete side missions causes &lt;/del&gt;some &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pacing issues with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story, and &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;may find themselves losing interest in the plot until things inevitably start ramping &lt;/del&gt;up &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;again later&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Set prior &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;events &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first Gears &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War , Gears Tactics follows &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exploits of COG &lt;/del&gt;soldiers &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gabe Diaz&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;father &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Kait Diaz &lt;/del&gt;from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War 4 and 5 &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/del&gt;well &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as a grizzled veteran named Sid Redburn&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The two &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them are tasked &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;collecting information on &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;powerful Locust scientist named Ukkon&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creator of &lt;/del&gt;some &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of the Gears of War series&#039; most memorable &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dangerous monst&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics has polished, stable gameplay&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nothing in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spinoff &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make your head explode – though you will be exploding plenty of Locust heads. And that’s part of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun, all things considered&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combat has a respectable amount of variance&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but you can pretty much bulldoze &lt;/del&gt;your &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way through &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Intermediate campaign like a bull in a china shop&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Loading all &lt;/del&gt;your &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;units up &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fragmentation Grenades and tossing them off as often as possible is an extremely viable strategy&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Flanks are important&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the Scout class can cloak, sure – but you really can explode, chainsaw&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bayonet Charge your way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;victory in most ca&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In terms of specialization&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Support can easily adopt the roles of effective healer or battlefield commander&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For building &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Support who is meant to keep people alive, Recovery Patch from and Group Therapy from the Surgeon and Combat Medic branches, respectively&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are more or less indispensable. Fitting in &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Surgeon specialization&#039;s focus on passive &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;continuous healing, Recovery Patch grants &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chosen unit healing at the end &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each of the next three turns, great &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;orchestrating the takeover of a specific location or aiding a team mate in a narrow escape. Group therapy, like Stim&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is simple but effective&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;healing the whole party at once&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For those more interested in keeping &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team in peak fighting form&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Paragon branch&#039;s Lock and Load and Strategist Branch&#039;s Surge are exceedingly beneficial. Lock and Load saves the entire team the hassle &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reloading, meaning that an entire turn can be focused on putting down fire, while Surge completely recharges &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;targets skills &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;abilities, granting them back their full toolkit immediat&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Something that may be disappointing to players as they play through &lt;/del&gt;Gears Tactics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, though, &lt;/del&gt;is the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;repetitive level &lt;/del&gt;design. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are some levels that almost feel like replicas &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one another&lt;/del&gt;, and there &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;isn&lt;/del&gt;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t a ton of visual variety &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the stages&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;either - an issue that is exacerbated by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;forced side missi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Despite some stumbles, Splash Damage has successfully taken &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;essence of the Gears franchise and transferred it into a turn-based strategy &lt;/del&gt;game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Gears Tactics &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;true Gears title with a campaign that builds and expands &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise’s lore, all while introducing new characters and adding new wrinkles to old ones. The turn&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based gameplay fits well within the universe, providing plenty of strategy both on and off &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;field&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combined with some genuinely excellent main missions, Gears Tactics comes together nicely. It does frequently stumble thanks &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the repetitive and frequent side quests that vastly hurt the pacing, but remains &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;joy to play throughout its many hours&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;solid turn-based game that’ll make Gears and tactics fans happy&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Performance issues are not uncommon in high-octane games, and &lt;/ins&gt;Gears Tactics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is not an exception. Although &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;highly optimized&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some players experience stuttering and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;infamous GT102 error code problems. The error issues are mainly related &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player&#039;s graphics card&lt;/ins&gt;. It &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;appears when the card fails to l&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Some game&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;breaking defects occur when a component or an action like shooting or overwatch is not working as it should&lt;/ins&gt;. It &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;removes your ability to perform &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action you desire&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like using &lt;/ins&gt;the best &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapons , jumping, or dodging&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This puts you &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a dangerous position &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can potentially make some scenarios nearly unwinna&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Since &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playable characters in Gears Tactics &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;constantly becoming stronger&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;[https://&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Www.strategyessays&lt;/ins&gt;.com/ &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slg &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;updates&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has to do a couple of things to stay challenging. For one&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are many missions that restrict who can be used&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and when players are doing &lt;/ins&gt;side missions, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they can only use each character in a mission once until &lt;/ins&gt;the main story &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;advances&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This forces &lt;/ins&gt;players to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use &lt;/ins&gt;some &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of their lower-leveled soldiers instead of their most powerful allies. Secondly, Gears Tactics is always adding new enemies to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mix that will make &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;change &lt;/ins&gt;up &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their combat strateg&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While getting around is important, it is vital that the player considers not just that they are moving, but where they are moving. Having soldiers sprint around the field at random is more of a risk than anything; chaotic movement just means more opportunities to get caught alone. A solid first use of points is getting some elevated overwatch. Try shifting a soldier into a position that will allow them &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;watch over the battlefield and throw them into overwatch. Doing so will lower &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;risk &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more mobile soldiers getting surrounded - making &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;center &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;field a danger to cross can make the opponent think twice about getting into a flanking position. For the remaining &lt;/ins&gt;soldiers, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it is worth spending points to form some triangular traps. Use some points to move and create overlapping fields &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fire that cover up the enemy deployments before blasting away. This will pay out in forcing enemy movement away &lt;/ins&gt;from &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your troops - by threatening multiple sides of a piece &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover, players can force a well defended enemy to displace&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;often scoring some hits for that &lt;/ins&gt;well&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-positioned overwatch soldier. Importantly, save some points to avoid bunching up&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While it is entirely possible to take advantage &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a good flank &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;multiple units, be sure to reserve an action point to put some space between the soldiers you have making the hit. More than one solider side by side is a golden opportunity for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grenade&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which can be even more catastrophic if &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover itself gets taken out. By using action points to get &lt;/ins&gt;some &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overwatch, triangulate on enemy positions, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep spacey, players can keep a battlefield handily under cont&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This doesn&#039;t always mean that there is a problem with any component of the game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It happens because &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;data that your card &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sending &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;monitor is not syncing appropriately with the displays refresh speed&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As such&lt;/ins&gt;, your &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;card is submitting new feeds before the monitor finishes displaying &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;older ones. You can use V-synch to counter this&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It will prevent the card from loading the display until &lt;/ins&gt;your &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;monitor finishes the current cycle, though this can sometimes present its own set of iss&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The handiest first Talent is The Pawn (from having that Scoundrel point) which grants free extra movement, though it is mutually exclusive &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Executioner&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Other great candidates include Living Armor for much needed magical armor recovery&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hothead for more critical hot chance&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Opportunist to prevent enemy movement&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What a Rush to punish enemies that manage &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;damage health direc&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Even though Gears Tactics struggles with delivering a consistently engaging story&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it never fails in delivering entertaining gameplay&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each Gears Tactics mission plays like an XCOM level with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears of War skin&lt;/ins&gt;, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players selecting their squad &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then completing &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;variety &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;objectives while having to account &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;status effects&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and environmental hazards&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Anyone expecting to just run head-first into encounters will have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hard time&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game does require a genuine strategy for players to make it through most &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;levels &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy encount&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One of the big reasons &lt;/ins&gt;Gears Tactics is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able to make the combat feel so intense is due to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&#039;s incredible sound &lt;/ins&gt;design. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Every gunshot is delivered with booming authority, and explosions literally rock the battlefield. Squad chatter often offers helpful hints in the midst &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battle&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all the classic Gears of War series sound effects are &lt;/ins&gt;there &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and accounted for as well. Gears Tactics &lt;/ins&gt;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;incredible sound design is combined with better than average visuals that occasionally suffer from texture pop-&lt;/ins&gt;in, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but otherwise look just as great as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;core ser&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Two-handed weapons work a bit differently than other attacks in &lt;/ins&gt;the game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: there &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;greater emphasis on criticals as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Two&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Handed combat skills increases &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;critical damage multiplier&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This means one will want to aim for Strength/Finesse &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wits at around &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3:1 ratio&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Constitution is rather unhelpful; leave it at 10 unless there &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surplus of points at higher levels&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Take Memory only when there is a desperate need for more skill slots, likely when arriving at Reaper’s Co&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>DelilahRepin0</name></author>
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	<entry>
		<id>https://wiki.seti-hub.org/w/index.php?title=Gears_Tactics_Review&amp;diff=20733&amp;oldid=prev</id>
		<title>KarryPersinger at 18:44, 15 May 2026</title>
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		<updated>2026-05-15T18:44:34Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:44, 15 May 2026&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Although &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;somewhat contrived story &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;convenient excuse &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bring &lt;/del&gt;Gears &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of War to the well&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fitting tactics genre&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squad progression and incredibly generous customization will keep most players engaged for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;long haul&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Convoy is the mission hub and unit barracks&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where players recruit, upgrade, and personalize their Gears. As &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;similar titles, &lt;/del&gt;Gears Tactics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allows &lt;/del&gt;players to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rename units (just not &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;special hero characters &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;drive &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story), outfit them with stat-adjusting armor pieces &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapon parts collected from battlefield Supply Cases, and specialize each of them into numerous subclasses using skill points&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unlike other modern games, however, it offers robust color, texture&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pattern customization options for almost everything a Gear carries or wears, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it doesn&#039;t charge a dime for even the coolest opti&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are some small annoyances that start to become more apparent as Gears Tactics long campaign unfolds&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such as some common camera quirks &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stiffness, protagonist Gabe Diaz&#039;s mind&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;numbing tendency to audibly re-read mission briefs after a squad wipe&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and character quips repeating every other time &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unit&#039;s selected&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, those and other little nuisances pale in comparison to the &lt;/del&gt;game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;s droning sense of pace. Encounters feel like they drag on for ages thanks to an an inability to speed up or skip to the end of enemy turns &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;friendly buff animations that take too long to complete, and the overarching story is an even worse offender. Its first act is really an extended 5-10 hour tutorial, characters are uninteresting and hard to get invested &lt;/del&gt;in, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the plot doesn&#039;t exactly amaze six mainline entries&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;The weakest part of &lt;/del&gt;Tactics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;its &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mid-to-late-game objective variety. I’m looking at you&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accursed &lt;/del&gt;side missions&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Like many strategy games before it&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tactics ends up relying on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same few formulas &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a good bit of its meat&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This time around&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you’ll be getting a whole lotta &quot;hold these supply points,&quot; &quot;rescue these two POWs,&quot; or &quot;collect these loot crates before you get nemacyst&#039;d &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;face.&quot; Rinse and rep&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;To top it off&lt;/del&gt;, Tactics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nails &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reconstruction &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;familiar enemies in a turn-based world. Boomers are just as terrifying &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stompy&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tickers just &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;erratic and hyperactive, Kantus just &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loud and obnoxious &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There &lt;/del&gt;are a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few new foes to discover too&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://Www.Strategyessays.com/ Strategyessays website] but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;core army &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bad dudes didn’t require many tweaks to remain interesting &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;formidable. As it turns out, the Locust are just as robust in a strategic sett&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sometimes someone &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just &lt;/del&gt;going to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have bad luck, but always &lt;/del&gt;make &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sure &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;units are spread out&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When flanking enemy units&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make sure there aren&#039;t any other soldiers &lt;/del&gt;in a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;position who can hit the player just &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easily &lt;/del&gt;as the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;en&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The weapon applications are similarly impressive. Torque Bows, Longshot Snipers&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gnashers – they all hurt just as much as they did in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;originals. Even &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique Active Reload mechanic is (somewhat) emulated via the &quot;fast fingers&quot; perk for the Sniper class&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seeing the wide array of Gears weapons in action from &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;birds-eye view &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pretty fr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gears Tactics’ structure crumbles around the side missions due &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lack of variety. The game features four types of side missions: Rescue&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sabotage, Scavenger Run &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Control. In Rescue, you need to save two soldiers &lt;/del&gt;from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;torture pods. Sabotage sees &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squad attack a Locust stronghold &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;destroy its Imulsion supply&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scavenger Run tasks players &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grabbing equipment as Nemacyst bombings inch closer each turn. Finally, Control has &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squad holding two positions to collect supplies. There’s nothing inherently wrong with these types of objectives, but Gears Tactics overly relies &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them to its detriment. It regularly sidelines its own story &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main missions to task players with these side missions. It’s not bad until you realize that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game interrupts the flow &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign after nearly every main mission and completely throw off &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pacing &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the entire game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One mission you could be laying a trap for Ukkon&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the next&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather than springing it&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you must complete two side quests&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In an effort to increase the length&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics actively sabotages &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pacing of its campaign&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Considering &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign makes up &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entirety &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics experience&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the amount of required side missions to continue the story is just too much.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Battlefield commandos &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the highest order&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scouts are great at getting around &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doing the subtle work that other classes just aren&lt;/del&gt;&#039;t &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;capable &lt;/del&gt;of&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Fast moving and hard hitting&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their unique mix of stealth and explosive skills makes for a hit&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and-run technician &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can expertly dismantle enemy positions and leave without a scratch (apart from a few powder burns and Locust stai&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;It is especially lucky for this class that one of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first skill available is one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most useful in the entire &lt;/del&gt;game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: Fast Fingers&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The automatic reload on &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;skill&#039;s first level is incredibly beneficial&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second level is where &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability truly shines&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Getting an action point refund along &lt;/del&gt;with the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reload &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;effectively &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reset for the Sniper &lt;/del&gt;- &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a clean slate &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a whole turn if used as an opener, or a last minute surge of damage if used to close out the ro&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics, as a prequel, doesn’t answer any of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;questions Gears 5 left us with, but &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tale worth exploring, whether it be for the new characters or the additional context the game provides &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the universe. It will also provide many hours of gameplay. &lt;/ins&gt;Gears &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tactics will last players between 20&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;30 hours&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depending on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difficulty. It&#039;s a lengthy campaign with an additional Veteran Mode available upon your first completion&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not all activities &lt;/ins&gt;in Gears Tactics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are created equally. That length is split between main and side missions. Main missions are by far the best with impeccable design that forces &lt;/ins&gt;players to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;study &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battlefield and make smart decisions. It’s here &lt;/ins&gt;that the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;design come together to create truly fantastic moments that rival the best encounters in the main series&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Boss fights particularly stand out as moments that require players to balance positioning&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability usage &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;range to stay alive &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;claim victory. Gears Tactics is at its best when playing these missions.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Perhaps best of all, however&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is the cosmetics selection. Equipment &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;appearances (limited on certain heroes) are each highly&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;customizable&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more so than I expected from &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn-based strategy [https://Strategyessays&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/ Slg &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;patch notes] – &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;without any microtransactions &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sight! Almost immediately&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I turned Sid Redburn into Uncle &lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In Act 2, Gears &lt;/ins&gt;Tactics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;loses &lt;/ins&gt;its &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;momentum in terms of story&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as it pads things out with &lt;/ins&gt;side missions, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and even some of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main story missions lack cut-scenes to provide more context &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the tasks at hand&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Padding the campaign by forcing players to complete side missions causes some pacing issues with the story&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and players may find themselves losing interest &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plot until things inevitably start ramping up again later&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Set prior to the events of the first Gears of War &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears &lt;/ins&gt;Tactics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;follows &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exploits &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;COG soldiers Gabe Diaz, father of Kait Diaz from Gears of War 4 &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;5 &lt;/ins&gt;, as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;well &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a grizzled veteran named Sid Redburn&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The two of them &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tasked with collecting information on &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;powerful Locust scientist named Ukkon&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who is the creator of some of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War series&#039; most memorable &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dangerous monst&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics has polished, stable gameplay. Nothing in the spinoff &lt;/ins&gt;is going to make &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your head explode – though you will be exploding plenty of Locust heads. And that’s part of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun, all things considered&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combat has a respectable amount of variance&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but you can pretty much bulldoze your way through the Intermediate campaign like a bull &lt;/ins&gt;in a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;china shop. Loading all your units up with Fragmentation Grenades and tossing them off &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;often &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;possible is an extremely viable strategy. Flanks are important, yes, and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scout class can cloak, sure – but you really can explode, chainsaw, and Bayonet Charge your way to victory in most ca&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In terms of specialization&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Support can easily adopt &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roles of effective healer or battlefield commander&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For building &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Support who &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meant &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep people alive&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Recovery Patch from &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Group Therapy &lt;/ins&gt;from the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Surgeon &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combat Medic branches, respectively, are more or less indispensable&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fitting in &lt;/ins&gt;with the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Surgeon specialization&#039;s focus &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;passive &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;continuous healing, Recovery Patch grants a chosen unit healing at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end of each &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next three turns, great for orchestrating &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;takeover &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a specific location or aiding a team mate in a narrow escape&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Group therapy&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like Stim&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is simple but effective&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;healing the whole party at once&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For those more interested in keeping a team in peak fighting form&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Paragon branch&#039;s Lock and Load and Strategist Branch&#039;s Surge are exceedingly beneficial&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lock and Load saves &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire team &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hassle &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reloading, meaning that an entire turn can be focused on putting down fire, while Surge completely recharges &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;targets skills and abilities&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;granting them back their full toolkit immediat&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Something that may be disappointing to players as they play through Gears Tactics , though, is the repetitive level design. There are some levels that almost feel like replicas &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one another&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there isn&lt;/ins&gt;&#039;t &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a ton &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visual variety in the stages&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;either &lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an issue &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is exacerbated by the forced side missi&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Despite some stumbles, Splash Damage has successfully taken &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;essence &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears franchise and transferred it into a turn-based strategy &lt;/ins&gt;game. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics is a true Gears title with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign that builds and expands &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise’s lore&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all while introducing new characters and adding new wrinkles to old ones. The turn-based gameplay fits well within &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;universe, providing plenty of strategy both on and off &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;field&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combined &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some genuinely excellent main missions, Gears Tactics comes together nicely. It does frequently stumble thanks to the repetitive and frequent side quests that vastly hurt &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pacing, but remains a joy to play throughout its many hours. Gears Tactics &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;solid turn&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based game that’ll make Gears &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tactics fans happy.&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>KarryPersinger</name></author>
	</entry>
	<entry>
		<id>https://wiki.seti-hub.org/w/index.php?title=Gears_Tactics_Review&amp;diff=20381&amp;oldid=prev</id>
		<title>Mary76Y4395851: Created page with &quot;&lt;br&gt;Although the somewhat contrived story is a convenient excuse to bring Gears of War to the well-fitting tactics genre, squad progression and incredibly generous customization will keep most players engaged for the long haul. The Convoy is the mission hub and unit barracks, where players recruit, upgrade, and personalize their Gears. As in similar titles, Gears Tactics allows players to rename units (just not the special hero characters that drive the story), outfit th...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.seti-hub.org/w/index.php?title=Gears_Tactics_Review&amp;diff=20381&amp;oldid=prev"/>
		<updated>2026-05-15T16:40:41Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;br&amp;gt;Although the somewhat contrived story is a convenient excuse to bring Gears of War to the well-fitting tactics genre, squad progression and incredibly generous customization will keep most players engaged for the long haul. The Convoy is the mission hub and unit barracks, where players recruit, upgrade, and personalize their Gears. As in similar titles, Gears Tactics allows players to rename units (just not the special hero characters that drive the story), outfit th...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;Although the somewhat contrived story is a convenient excuse to bring Gears of War to the well-fitting tactics genre, squad progression and incredibly generous customization will keep most players engaged for the long haul. The Convoy is the mission hub and unit barracks, where players recruit, upgrade, and personalize their Gears. As in similar titles, Gears Tactics allows players to rename units (just not the special hero characters that drive the story), outfit them with stat-adjusting armor pieces and weapon parts collected from battlefield Supply Cases, and specialize each of them into numerous subclasses using skill points. Unlike other modern games, however, it offers robust color, texture, and pattern customization options for almost everything a Gear carries or wears, and it doesn&amp;#039;t charge a dime for even the coolest opti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;There are some small annoyances that start to become more apparent as Gears Tactics long campaign unfolds, such as some common camera quirks and stiffness, protagonist Gabe Diaz&amp;#039;s mind-numbing tendency to audibly re-read mission briefs after a squad wipe, and character quips repeating every other time a unit&amp;#039;s selected. However, those and other little nuisances pale in comparison to the game&amp;#039;s droning sense of pace. Encounters feel like they drag on for ages thanks to an an inability to speed up or skip to the end of enemy turns and friendly buff animations that take too long to complete, and the overarching story is an even worse offender. Its first act is really an extended 5-10 hour tutorial, characters are uninteresting and hard to get invested in, and the plot doesn&amp;#039;t exactly amaze six mainline entries&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The weakest part of Tactics is its mid-to-late-game objective variety. I’m looking at you, accursed side missions. Like many strategy games before it, Tactics ends up relying on the same few formulas for a good bit of its meat. This time around, you’ll be getting a whole lotta &amp;quot;hold these supply points,&amp;quot; &amp;quot;rescue these two POWs,&amp;quot; or &amp;quot;collect these loot crates before you get nemacyst&amp;#039;d in the face.&amp;quot; Rinse and rep&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;To top it off, Tactics nails the reconstruction of familiar enemies in a turn-based world. Boomers are just as terrifying and stompy, Tickers just as erratic and hyperactive, Kantus just as loud and obnoxious . There are a few new foes to discover too,  [https://Www.Strategyessays.com/ Strategyessays website] but the core army of bad dudes didn’t require many tweaks to remain interesting and formidable. As it turns out, the Locust are just as robust in a strategic sett&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Sometimes someone is just going to have bad luck, but always make sure the units are spread out. When flanking enemy units, make sure there aren&amp;#039;t any other soldiers in a position who can hit the player just as easily as the en&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The weapon applications are similarly impressive. Torque Bows, Longshot Snipers, Gnashers – they all hurt just as much as they did in the originals. Even the unique Active Reload mechanic is (somewhat) emulated via the &amp;quot;fast fingers&amp;quot; perk for the Sniper class. Seeing the wide array of Gears weapons in action from a birds-eye view is pretty fr&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gears Tactics’ structure crumbles around the side missions due to a lack of variety. The game features four types of side missions: Rescue, Sabotage, Scavenger Run and Control. In Rescue, you need to save two soldiers from torture pods. Sabotage sees the squad attack a Locust stronghold and destroy its Imulsion supply. Scavenger Run tasks players with grabbing equipment as Nemacyst bombings inch closer each turn. Finally, Control has the squad holding two positions to collect supplies. There’s nothing inherently wrong with these types of objectives, but Gears Tactics overly relies on them to its detriment. It regularly sidelines its own story and main missions to task players with these side missions. It’s not bad until you realize that the game interrupts the flow of the campaign after nearly every main mission and completely throw off the pacing of the entire game. One mission you could be laying a trap for Ukkon, and the next, rather than springing it, you must complete two side quests. In an effort to increase the length, Gears Tactics actively sabotages the pacing of its campaign. Considering the campaign makes up the entirety of the Gears Tactics experience, the amount of required side missions to continue the story is just too much.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Battlefield commandos of the highest order, scouts are great at getting around and doing the subtle work that other classes just aren&amp;#039;t capable of. Fast moving and hard hitting, their unique mix of stealth and explosive skills makes for a hit-and-run technician that can expertly dismantle enemy positions and leave without a scratch (apart from a few powder burns and Locust stai&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It is especially lucky for this class that one of the first skill available is one of the most useful in the entire game: Fast Fingers. The automatic reload on a hit at the skill&amp;#039;s first level is incredibly beneficial, but the second level is where the ability truly shines. Getting an action point refund along with the reload is effectively a reset for the Sniper - a clean slate and a whole turn if used as an opener, or a last minute surge of damage if used to close out the ro&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mary76Y4395851</name></author>
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