Gears of War: Adventures in Grey
Gears of War is a very grey game. The world is stone and concrete; the enemies are the brown in the greyest way they can be.
Our hero, Marcus Fenix, and his grey buddies are chunky space marines with attitude. Sorry: ATTITUDE.
So far, so ordinary. And frankly, it stays that way throughout. Guns, aliens, concrete, and set of combat mechanics that stay pretty much the same over the course of the game.
However, what Gears lacks in premise, it more than makes up for in execution. Every level of wanton bullet-letting is a carefully arranged space in which cover points are meticulously placed. Set pieces punctuate each zone, providing welcome relief to the constant cover-to-cover gun battles (which - while fun - can grind after a while).
The combat itself is familiar. Health, like most shooters these days, is based on the idea of no putting yourself in harms way for too long at any one time. Stay in cover, and health tops back up. Likewise, your squad-mates will pop-back to life once any imminent threat has passed, or if you really need them, you can dash over and revive them manually at any time.
I’m not sure if this is a good thing or a bad thing. It’s comforting not to have to worry about the well-being of my cohorts - especially since these autonomous goons tend to get themselves in to all sorts of trouble.
Of course in co-op mode the usefulness of the marine at your side depends entirely on the skill of whomever you’ve given the gamepad to. Co-op is, for some bizarre reason, still a rareity in gaming. This is a shame, because the co-op gameplay here is probably the standout feature of Gears - and many games would do well to implement something similar.
Like fellow Epic title, Unreal Tournament, Gears is half game, half technology showcase. Other games will look to Gears not as the epitome of gaming, but as a textbook example of how to put a solid shooter together.



