I stared this on Monday, and had this whole opening about how much I love Gears of War and the fond memories I've shared with friends over the course of the series (a bajillion fucking hours of ass fucking people with chainsaws). There was a lot of weird personal shit in there... and then I got stuck. I spent two days writing up different transitions from that to a more review oriented feature and it wasn't working. So fuck it. We'll do it live.
There was a bit of research that needed to go into this so I could understand just how stupid parts of this game were. "A bit" being about five minutes worth of searching/reading the Gears wiki, so not sure what the excuse is for the people who made this, but... whatever. Quick bit of Sera history. The Pendulum Wars were a long, drawn out struggle between the COG and the UIR that lasted about eight decades. Fighting over immulsion, I think. It ended a month and a half, maybe two months, before Emergence Day. Which is interesting to think that no one in this series knows what it's like to live during a time of peace. There was a short respite between the Pendulum Wars and the Locust attacks, but most of that would have had to be spent pulling troops out and assessing damage and planning to rebuild and signing treaties and sleeping and showering and all kinds of other bullshit that happens at the end of a war. I'm sure it didn't feel like "peace time."
Now Gears of War: Judgment takes place about a month after E-Day, which, being generous, we can say is three months after the end of the Pendulum Wars. The main campaign is, for the largest part, told in flashback as Kilo Squad recounts their tale of insubordination in the defense of Halvo Bay.
Kilo Squad is led by Damon Baird, who, from the research I did, joined the COG after E-Day. According to the official Gears website, he's been a lieutenant for one whole week. Which doesn't seem all that impressive, but then take note that he made that rank in less than a month. However, I found the timeline for when he volunteered on an unofficial website, so it's possible this might have been retroacted when the game was being made.
The three other members of Kilo Squad also volunteered to join the COG after the Locust emergence. There's Augustus Cole, former Thrashball superstar, attempting to adjust from a life of fame and fortune to life as a soldier. There's Sofia, who was a journalist with a record for speaking against the COG during the Pendulum Wars, but is now in training to become an Onyx Guard. Then there's Paduk, a former member of the UIR who, I think, was being held as a war prisoner for refusing to surrender to the COG at the end of the Pendulum Wars. Of course, he felt compelled to volunteer to fight the Locust, even if it meant being conscripted into the COG.
I'll take a brief moment to point out the ridiculousness of that Sofia background, because a friend pointed it out to me over Twitter and, well, it is a bit dumb. The Onyx Guard are the elite COG force. Total badasses. They're like the dudes in red dresses that guard Emperor Palpatine on the Death Star. And, in less than a month, a journalist that I would assume (and I could be wrong) has little formal training, who openly criticized the practices of the COG during the last war, has been drafted and begun training in the most premiere branch of military service. In under a month.
This is the sort of half-assed planning that permeates the entire game. Yes, it's cool to have a female squadmate (even though it doesn't jive with Gears lore) and, as a fan of the series, it's also cool to have an Onyx Guard in the mix. But shoehorning this particular woman into that position doesn't make much sense, and it makes even less sense further into the campaign.
The campaign itself takes a sharp turn from the what we've grown accustomed to with the series. We start off with Kilo Squad on trial for treason and insubordination and a half dozen other charges, facing military tribunal and, gasp, judgment from some douche nozzle named Loomis. The first three-quarters of the campaign is told as a flashback, with each member of Kilo Squad stepping up to testify on the events that lead to their arrest and the charges against them.
Judgment has made two large differences to the traditional campaign format. First, it takes advantage of this flashback format to add a new feature to the campaign: the Declassified mission. Each mission has a "Declassified" file (activated in-game by giant red symbols on the wall), which is a clever way of adding extra difficulty. The idea is that since Kilo Squad is recounting their own tale, it's possible some of this shit is just made up. So Baird could claim that the squad had to fend off an entire wave of Locusts with nothing but Boltok pistols. In the context of his testimony, this makes the squad seem more bad ass. Whether it's true to events or not is questionable. From a gameplay perspective, it just makes the level more difficult. Declassified missions more or less fall into three categories: Kilo Squad uses a specific weapon/limited ammo, Kilo Squad can't see for shit due to fog/smoke/dust, Locust waves are stronger/larger/better equipped. It's a cool idea that spices up the game a little and takes players out of their comfort zone, adding a new dimension to what are, by now, the familiar gameplay mechanics of the series.
The second big change, which ties into the Declassified missions, is a new(ish) scoring system. Judgment takes some of the ideas from the Gears 3 Arcade mode and fuses them with the campaign, creating an odd hybrid of the two. Each chunk of action is rated on a three star scale. Number of kills and type of kill (headshot, execution, gib) are combined for the positive score, which is then dropped depending on how much time was spent DBNO. Doing Declassified missions offers a huge boost to the positive score, guaranteeing at least a two star finish almost every time. However, my girlfriend and I found it just as easy to chainsaw every possible enemy (getting both a kill and execution score, and possibly gibs, too, though I'm not sure about that).
On paper, this seems like a great idea. Judgment still offers the same great game mechanics that we've enjoyed from the previous installments, but with a new twist that makes it feel fresh and different. These changes add a new dimension to the action pieces and help to amp up these battles a little more than usual. From a singular perspective, that's awesome. Each action piece feels a little different from the last, and the combination of the challenges and scoring force the player to make more intelligent decisions on how to proceed (if they want to get a three-star rating).
In practice, though, well... it's another half-assed thought. As I said, I found each singular action piece a little more interesting thanks to the Declassified challenges and the more tactical thinking I would do to get more a higher score. But the problem with this is that it detracts from the whole.
In previous iterations of the series, the campaign was broken into Acts and Chapters, all of which sort of rolled one into the other. Since each Act, more often than not, took place in a different locale, it was simple enough to tell where those began and ended. Each Act is broken into Chapters, in which the members of Delta Squad need to get from Point A to Point B. So if Marcus and Co. need to get from the market to the hotel, there are four blocks of Locust between those points and the game is a gradual progression of clearing those four blocks. Run across the street to a parking lot, take cover, kill Locust, run across the street to the courtyard, take cover, kill Locust... It's a game of gaining ground, with each action set broken up by the travel from one place to another. It is in these moments, while Delta Squad is running through an abandoned building, that we get a moment to relax, but also, the characters relax. These are the times when, even if just talking about the mission, we find out that Marcus is focused on the job, Dom is worried about getting shit done, Baird is just a fucking asshole, and Cole is confident that he'll mow down anything the Locust can throw at them. We get a sense of their personalities through the interactions that take place both during combat, but also when not in combat.
Judgment has almost entirely eliminated these opportunities. Because of the Declassified challenges and the scoring system, each action piece has to broken and separate from the others. So using the above example, Kilo Squad crawls through a fence to get to the parking lot. Here we get a little exposition from whichever member is testifying (remember, these are flashbacks) and then a chance to accept the Declassified challenge (which adds more exposition to explain the hindrance in the context of the story) and load up on weapons. Then there's the big action piece, Kilo killing all the Locust in the parking lot, and on the other side of the parking lot there's a gate. Stop at the gate to get the score for this section and then move to the next. But since it's a stop/go action, anyway, we move straight from the parking lot to the courtyard, where we pick the next Declassified mission and get more exposition from the testimony.
The cool new elements of the campaign are also the worst elements. The flashback exposition, the scoring, the Declassified challenges, all of these things add together to create a game that focuses hard on the action pieces and doesn't allow room/time for character development. Now I understand we're talking about Gears here, and it's not known for having amazing character development. But I think we can all agree that the first three games did a good enough job of at least distinguishing the characters in some abstract form. Stoic leader, loud-mouth superstar, smart-ass smart dude, etc. The dialogue might not be the best, but it serves its purpose. A lot of those moments of Marcus and Dom trading a few lines as they run across an empty street seem pointless, but over the course of an eight hour campaign, or three campaigns, it all adds up to build a friendship. These are real characters with real relationships, even if both of those things are their most base, rudimentary level.
Judgment doesn't even give us that much. Kilo Squad, from what I gathered, is made up of white dude, black dude, foreign dude, and ginger chick. I got enough from Paduk to upgrade him to grumpy foreign dude, and the storyline progresses in a way that we could call Sofia slutty ginger chick, but that's about it. Even in the action pieces the characters seem muted, the usual shit talk taken down drastically. Up until two weeks ago, I had never played as Cole in an MP or Horde match. But I can tell you almost every one of his lines from the previous games, because people talk shit all the fucking time. Every kill, every reload, every wave of Horde... there is constant combat chatter in the Gears of Wars games. But Judgment even killed this off, giving the occasional combat line, but otherwise leaving us in this strange world of silent soldiers.
The lack of interaction between the members of Kilo Squad breeds a lack of empathy for what happens to them. I don't know these people, so I don't care about them or what happens to them.
Speaking of what happens to them, the story is another case of a good idea that just wasn't thought through to completion. Kilo Squad is posted in Halvo Bay, which is being overrun with Locust. This particular Locust army is being led by a badass named Karn, who rides some sort of Corpser looking thing. We never get a good look at Karn or his epic mount, which I presume was a Jaws inspired idea to keep him more dangerous and terrifying by not showing him. That works in some cases, but not this one. The whole idea is that Karn is a force of absolute destruction that must be stopped at all costs, but we never see him do shit. We see his armies. We fight them and we kill them. We see some buildings torn up, but we're used to that in the Gears series so that's not something that stands out (even if it's new to these characters in this time frame, it's not new to us so it's not striking or unusual). There's nothing that screams "this dude is a bad mother fucker."
Except for Paduk. He tells us all about how Karn came through and wiped out his hometown and nothing in the UIR could stop him. Paudk tells us how devastating and dangerous this Locust general can be. And armed with this information, Kilo Squad decides to disobey orders and launch the Lightmass Missile, which is the only weapon powerful enough to take down Karn and his horde.
OK. Well, I guess no one cares about their source of information, eh? There's a bit of argument within the group of whether to trust Paduk or not, but it doesn't last long and it doesn't get too hot. The group agrees that this is what needs to be done and so, off we go. But Paduk is a lying piece of shit. See, he says he watched Karn take down his whole city and blah blah blah... but dude was locked up in prison. He was arrested and taken as a prisoner of war because he refused to surrender to the COG after the Pendulum Wars. He was released from prison because he volunteered to join the COG and fight the Locust. So he wasn't at home, with the UIR, during or after E-Day. He was sitting in a cell, waiting to die. His official backstory is a complete contradiction of his tale of Karn's destruction, which is the motivating factor for the entire campaign story.
This could have been done on purpose, as some sort of rouse for Paduk to gain access to COG secrets or whatever. Someone even suggests this during the discussion, but then it's forgotten and never mentioned again. So either the writers didn't know there was a giant contradiction, or it was done on purpose and then the payoff (when we find out he lied) was just forgotten/abandoned. Neither is that good.
But whatever. Kilo Squad decides to find the Lightmass Missile and use it against Karn. Of course Loomis orders them not to do this, but he's a douche and he has no idea what's going on on the ground. He doesn't see what Kilo is seeing. He doesn't understand how dire the situation is. If Kilo doesn't find use the Lightmass Missile, Halvo Bay will be lost, and so will a lot of other cities if Karn survives. Kilo Squad is doing the right thing.
In order to launch the missile, they'll need a robot to interface with the missile, the launch codes, and then a way to break into the missile silo and obtain Karn's location for the strike. Fortunate for them, Sofia slept with one of her professors who happens to have the codes because he worked on the project. Ignoring the dozens of things wrong with taking the single female character and turning her into the student-in-love-with-teacher bullshit, this twist is damn fucking convenient.
Now for those who don't know, I happen to have a degree in Journalism. Granted, mine is in Print Journalism, and it's possible that Sofia was in Broadcast Journalism or something, but I'll bet most of the course requirements are the same. She was a journalist, remember? Before she joined the COG. The grand total of science and match classes I took to earn this degree is a whopping three. Algebra, Physics, and Chemistry, all at the most basic level I could take. Freshman/Sophomore level shit. None of it covered anything I hadn't learned in high school (from taking AP classes, but still). I'll go out on a limb and assume that none of the three professors I had for those classes were rocket scientists. Which, I'm also assuming, is what Sofia's professor would need to be to, you know, work on a fucking rocket. Missile. Whatever.
Sure, it's possible he was a professor from whatever Onyx training she squeezed into the month before this adventure, but that just opens a whole other can of bullshit. Moving on, Kilo Squad gets all the shit they need, return to Halvo Bay, and use the Lightmass Missile against Karn. Right after this, Loomis shows up to arrest them and take them to the trial.
At this point, the campaign moves from the flashback/testimony format to "Present Day," with Kilo Squad having finished their testimony and Loomis about to hand out sentences. Then the Locust burst in and screw up all the fun and Kilo Squad is back in kill mode to find an escape route. This is where the Declassified mission format breaks down. In flashback presentation, it makes sense. But this being real time now, there's no logical explanation. The game attempts to get around this by presenting the Declassified missions as Loomis' testimony, presumably from a report he filed after the events of the campaign. Which makes sense in the idea that this is a prequel, but not in the sense that the last quarter of the campaign's events unfold in "Present Day," which means Loomis' report has yet to be filed because these events haven't happened yet. This sort of thing annoys me so much that I stopped doing the Declassified missions at this point.
So the rest of the game unfolds with Kilo Squad trying to escape before the Locust overrun the area. Of course no game is complete without a final boss fight, and this one provides an epic in the form of Karn. Yes. Karn. The badass mother fucking Locust tornado of doom that Kilo Squad used the Lightmass Missile to kill. Except it didn't kill him. So Kilo Squad disobeyed orders, broke into top secret facilities, launched a weapon of mass destruction that could have been used to more strategic value later in the war... all to stop Karn and it DIDN'T FUCKING WORK.
Loomis was right. The whole point of this game was that Kilo Squad was doing the right thing. That soldiers on the ground sometimes know more about war than the generals giving orders from their protected bunkers. It was all about rebellion for a purpose. For a cause. But the whole thing was a complete failure. A waste. It was all for nothing. The game is written to present Loomis as this out-of-touch, militant monster whose closed minded choices are a danger to the war effort. He's stuck with the ideals and tactics of the Pendulum War, which doesn't translate to this new war. It's soldiers like Baird and Kilo Squad that are the new blood. New soldiers that need to show the old men how to fight in a new kind of war.
Except not because Baird and Co. were fucking wrong and the old dude was right.
Ignoring that, we get a cool final battle with Karn and his giant... thing. It's not quite a Corpser, it's more crab than spider, but something like a Corpser. It's a standard big bad boss fight for a shooter. Fun, but nothing mind blowing. This battle in particular serves as a reminder that the chatter in this game has been neutered. Previous entries of the series would have had Marcus to tell me what to do. "Shoot the god damn legs!" "Shoot it's fucking eyes out!" You know. Whatever. Here, though, it's just quiet and I get to point randomly at a giant crab until the crosshairs turns red. "Oh, I guess I shoot that part..." Then we kill him, with just the guns we had on us at the time, which means we could have cut this campaign about six hours shorter, and skipped the charges of treason, if we had just done that when we first saw him. But somehow, in proving that Loomis was right all along, we have grudgingly earned his respect and the charges are dropped, on the condition that Baird is never allowed to lead a squad again. All's well that ends well, I guess.
There's the campaign. Some good, a little more bad, but with the general good of the basic mechanics of the series it almost evens out. It could have been a lot more compelling, but shot itself in the foot and ends up being just sort of average. It's interesting enough for fans of the series, but there's too much dumb shit here for me to suggest it as a jump on point for newcomers.
For those fans, though, there's a nice treat called Aftermath. Earn enough stars in the campaign and you can unlock Aftermath, which is a one act story that takes place during the events of Gears of War 3. In Gears 3, Marcus and Dom run off to get a sub and sneak into Azura. Baird and Cole run off to get reinforcements for the strike on Azura. Gears 3 follows Marcus and Dom, and we meet up with Baird and Cole later. Aftermath let's us in on what happened to Baird and Cole.
Turns out, the two returned to Halvo Bay with Carmine and met up with Paduk, who's been squatting in Halvo Bay for awhile, apparently. The interesting thing about Aftermath is that it tries to stick to the Gears of War 3 formula rather than the Arcade mode formula of Judgment. No scoring, no Declassified missions, just the classic run and (take cover and) gun of the other games.
I'd like to point out that I have no essential problem with how the changes affect gameplay. I hate the impact the changes have on the storytelling, but I enjoyed the Declassified challenges during the Judgment campaign. That said, it's also nice to just get into the more classic shoot and scoot formula. It's familiar and inviting. But it serves, as all things in this game, to point out some of the flaws of the new shiny. For instance, in previous versions, players could carry two main weapons, plus a pistol. Now it's two weapons of any variety, including pistols. Doesn't make a huge difference, but it's more noticeable combined with the lack of weapon drops. To go along with the new arcade feel of the main campaign, enemies now drop little red ammo boxes that refill ammo for the current weapons, rather than dropping their own weapons which can be scavenged for ammo or swapped out. Some enemies do drop weapons, but most often, little ammo boxes. It's another small change, but all noticeable, and moreso when done against the Gears 3 backdrop.
There's nothing new about Aftermath. It's a cool addition for fans of the series. There's a little more dialogue and character interaction here, but it's often cut-off too soon (which also happens in the rare occasion the characters speak during the main campaign). The weakness of the main campaign permeates through Aftermath. This reunion would be much more interesting if we cared more about the original relationship of Kilo Squad, but Judgment never does a good enough job of building that relationship to begin with, making the events of Aftermath less impactful. This is most unfortunate at the conclusion of Aftermath, which could have been one of the most poignant moments of the series, but falls short due to the apathy bred for Kilo Squad. Still, Aftermath stands at the most entertaining and fun portion of Judgment.
I don't do a lot of multiplayer stuff, so I didn't get too far into checking that out. I'm just not competitive enough to care, so unless I'm playing with a lot of friends, I never bother. However, I figured it would be worth checking out the new mode(s). I was wrong.
First, let's point out the big fucking problem of no Horde mode. My girlfriend and I were still playing Horde on Gears of War 3 up to the point that Judgment came out. It's one of the primary reasons I purchase a Gears game now, and I had no idea it wasn't included on this one. I suppose I should have done a little more research, but I would have never guessed they'd take out the mode they made famous (I think). Gears of War perfected the Horde mode idea, even if it didn't create it, which I sorta think it did... but either way, it did it so well that even Halo and other games started stealing the idea. There are even portions of the main campaign that are like mini-Horde moments, where Kilo Squad needs to hold an area, with predetermined barriers and movable sentries, against waves of Locust. So why the fuck isn't it here? What the hell happened? Why didn't and I know? And why didn't either of the two reviews I read mention this at all?
Fucking hell. This pisses me off. What's more, there's a possibility that it could be released later as DLC. And I swear if those fuckers charge me extra for Horde mode I will lose my shit.
ANYWAY...
The brand new mode Judgment has been showing off for awhile is Overrun. Overrun combines elements of Horde mode, Beast mode, and some new shit into this one-sided amalgam of nonsense. The COG side is composed of up to five team members, although there are only four characters to choose from (fucking brilliant). Each character is assigned a class and each class has a predetermined weapon loadout and a couple of special abilities. Engineers can repair barricades and turrets. Soldiers throw out ammo. Medics throw out health grenades, and Scouts can climb up on shit. Some shit.
It's another one of those weird design flaws where being able to climb on a roof for better sniping position is great, but it's not like you can climb up on anything. You can climb on the things they let you, which are few compared to what you'd think. The same thing comes to the barricades, which can't be moved or upgraded. The barricades are placed in predetermined positions. You can't build new ones or move them. You get what's on the map. So deal with it.
On the other side, the opposing team gets to choose from a host of Locust soldiers (Tickers, Grenadiers, Kantus). Locust team members earn points for kills and destruction, and points can be cashed in for stronger Locust monsters (Maulers, Corpsers, Serapedes). It's the exact same setup as Beast mode.
Each map is broken into three pieces. In the first two, the COG are guarding a plugged E-Hole from the Locust. If the Locust can destroy the big metal plug, then the COG are pushed back to the next portion of the level. The last portion has the COG guarding a generator. If the Locust destroy the generator, it's game over.
I played one match and it seemed to me that it would be damn hard to lose as the Locust. The COG are too handicapped by classes. And while the Locust can continue to earn points toward upgrade their soldiers, there's no upgrade option for the COG. I just run around as a Ticker or jump in and heal with the Kantus until I get enough points to unlock the Corpser. By that point, we've at least taken some of the defenses down and I just run in and wreck shit. It seems like Overrun is less of a COG vs Locust battle and more of a Which Locust Team Can Win Fastest battle.
Once again, the idea is sound in theory, but falls apart in practice.
Survival mode has (for the moment?) replaced Horde mode, and it's just Overrun against AI Locust. You jump in as one of the four COG classes and defend the E-holes/generator against ten waves of Locust. When thrown against the AI, the lack of customization here is debilitating. Without the option to place or upgrade barriers, and without the option to upgrade character classes or swap weapons, players are left at the mercy of the game itself. It's not horrible, but it's not that much fun and it doesn't have much replay value.
Which, I guess, can be said for the whole game. I don't feel like I wasted the time I spent on the game, but it wasn't as fun as previous installments. Without Horde mode, I have no reason to come back for more. Survival and Overrun are too unbalanced, and run the risk of being more frustrating than entertaining. Without the best parts of Horde mode, place and leveling up your own defenses, these modes just feel flat.
Overall, the new additions to Judgment are interesting and provide a nice change of pace, but aren't good enough to warrant repeated playthroughs. The best parts of the previous installments that encouraged repeated plays have been stripped away, leaving this one with no real value beyond the first twelve hours or so. For those who've been holding out, I'd suggest renting the game to check out the campaign(s), get a little MP in with whatever rental time you have left, and then returning it to whence it came. For those of us that picked it up on release, let's hope we can get some good trade in value.
I hard Tomb Raider was bad ass...
There was a bit of research that needed to go into this so I could understand just how stupid parts of this game were. "A bit" being about five minutes worth of searching/reading the Gears wiki, so not sure what the excuse is for the people who made this, but... whatever. Quick bit of Sera history. The Pendulum Wars were a long, drawn out struggle between the COG and the UIR that lasted about eight decades. Fighting over immulsion, I think. It ended a month and a half, maybe two months, before Emergence Day. Which is interesting to think that no one in this series knows what it's like to live during a time of peace. There was a short respite between the Pendulum Wars and the Locust attacks, but most of that would have had to be spent pulling troops out and assessing damage and planning to rebuild and signing treaties and sleeping and showering and all kinds of other bullshit that happens at the end of a war. I'm sure it didn't feel like "peace time."
Now Gears of War: Judgment takes place about a month after E-Day, which, being generous, we can say is three months after the end of the Pendulum Wars. The main campaign is, for the largest part, told in flashback as Kilo Squad recounts their tale of insubordination in the defense of Halvo Bay.
Kilo Squad is led by Damon Baird, who, from the research I did, joined the COG after E-Day. According to the official Gears website, he's been a lieutenant for one whole week. Which doesn't seem all that impressive, but then take note that he made that rank in less than a month. However, I found the timeline for when he volunteered on an unofficial website, so it's possible this might have been retroacted when the game was being made.
The three other members of Kilo Squad also volunteered to join the COG after the Locust emergence. There's Augustus Cole, former Thrashball superstar, attempting to adjust from a life of fame and fortune to life as a soldier. There's Sofia, who was a journalist with a record for speaking against the COG during the Pendulum Wars, but is now in training to become an Onyx Guard. Then there's Paduk, a former member of the UIR who, I think, was being held as a war prisoner for refusing to surrender to the COG at the end of the Pendulum Wars. Of course, he felt compelled to volunteer to fight the Locust, even if it meant being conscripted into the COG.
I'll take a brief moment to point out the ridiculousness of that Sofia background, because a friend pointed it out to me over Twitter and, well, it is a bit dumb. The Onyx Guard are the elite COG force. Total badasses. They're like the dudes in red dresses that guard Emperor Palpatine on the Death Star. And, in less than a month, a journalist that I would assume (and I could be wrong) has little formal training, who openly criticized the practices of the COG during the last war, has been drafted and begun training in the most premiere branch of military service. In under a month.
This is the sort of half-assed planning that permeates the entire game. Yes, it's cool to have a female squadmate (even though it doesn't jive with Gears lore) and, as a fan of the series, it's also cool to have an Onyx Guard in the mix. But shoehorning this particular woman into that position doesn't make much sense, and it makes even less sense further into the campaign.
The campaign itself takes a sharp turn from the what we've grown accustomed to with the series. We start off with Kilo Squad on trial for treason and insubordination and a half dozen other charges, facing military tribunal and, gasp, judgment from some douche nozzle named Loomis. The first three-quarters of the campaign is told as a flashback, with each member of Kilo Squad stepping up to testify on the events that lead to their arrest and the charges against them.
Judgment has made two large differences to the traditional campaign format. First, it takes advantage of this flashback format to add a new feature to the campaign: the Declassified mission. Each mission has a "Declassified" file (activated in-game by giant red symbols on the wall), which is a clever way of adding extra difficulty. The idea is that since Kilo Squad is recounting their own tale, it's possible some of this shit is just made up. So Baird could claim that the squad had to fend off an entire wave of Locusts with nothing but Boltok pistols. In the context of his testimony, this makes the squad seem more bad ass. Whether it's true to events or not is questionable. From a gameplay perspective, it just makes the level more difficult. Declassified missions more or less fall into three categories: Kilo Squad uses a specific weapon/limited ammo, Kilo Squad can't see for shit due to fog/smoke/dust, Locust waves are stronger/larger/better equipped. It's a cool idea that spices up the game a little and takes players out of their comfort zone, adding a new dimension to what are, by now, the familiar gameplay mechanics of the series.
The second big change, which ties into the Declassified missions, is a new(ish) scoring system. Judgment takes some of the ideas from the Gears 3 Arcade mode and fuses them with the campaign, creating an odd hybrid of the two. Each chunk of action is rated on a three star scale. Number of kills and type of kill (headshot, execution, gib) are combined for the positive score, which is then dropped depending on how much time was spent DBNO. Doing Declassified missions offers a huge boost to the positive score, guaranteeing at least a two star finish almost every time. However, my girlfriend and I found it just as easy to chainsaw every possible enemy (getting both a kill and execution score, and possibly gibs, too, though I'm not sure about that).
On paper, this seems like a great idea. Judgment still offers the same great game mechanics that we've enjoyed from the previous installments, but with a new twist that makes it feel fresh and different. These changes add a new dimension to the action pieces and help to amp up these battles a little more than usual. From a singular perspective, that's awesome. Each action piece feels a little different from the last, and the combination of the challenges and scoring force the player to make more intelligent decisions on how to proceed (if they want to get a three-star rating).
In practice, though, well... it's another half-assed thought. As I said, I found each singular action piece a little more interesting thanks to the Declassified challenges and the more tactical thinking I would do to get more a higher score. But the problem with this is that it detracts from the whole.
In previous iterations of the series, the campaign was broken into Acts and Chapters, all of which sort of rolled one into the other. Since each Act, more often than not, took place in a different locale, it was simple enough to tell where those began and ended. Each Act is broken into Chapters, in which the members of Delta Squad need to get from Point A to Point B. So if Marcus and Co. need to get from the market to the hotel, there are four blocks of Locust between those points and the game is a gradual progression of clearing those four blocks. Run across the street to a parking lot, take cover, kill Locust, run across the street to the courtyard, take cover, kill Locust... It's a game of gaining ground, with each action set broken up by the travel from one place to another. It is in these moments, while Delta Squad is running through an abandoned building, that we get a moment to relax, but also, the characters relax. These are the times when, even if just talking about the mission, we find out that Marcus is focused on the job, Dom is worried about getting shit done, Baird is just a fucking asshole, and Cole is confident that he'll mow down anything the Locust can throw at them. We get a sense of their personalities through the interactions that take place both during combat, but also when not in combat.
Judgment has almost entirely eliminated these opportunities. Because of the Declassified challenges and the scoring system, each action piece has to broken and separate from the others. So using the above example, Kilo Squad crawls through a fence to get to the parking lot. Here we get a little exposition from whichever member is testifying (remember, these are flashbacks) and then a chance to accept the Declassified challenge (which adds more exposition to explain the hindrance in the context of the story) and load up on weapons. Then there's the big action piece, Kilo killing all the Locust in the parking lot, and on the other side of the parking lot there's a gate. Stop at the gate to get the score for this section and then move to the next. But since it's a stop/go action, anyway, we move straight from the parking lot to the courtyard, where we pick the next Declassified mission and get more exposition from the testimony.
The cool new elements of the campaign are also the worst elements. The flashback exposition, the scoring, the Declassified challenges, all of these things add together to create a game that focuses hard on the action pieces and doesn't allow room/time for character development. Now I understand we're talking about Gears here, and it's not known for having amazing character development. But I think we can all agree that the first three games did a good enough job of at least distinguishing the characters in some abstract form. Stoic leader, loud-mouth superstar, smart-ass smart dude, etc. The dialogue might not be the best, but it serves its purpose. A lot of those moments of Marcus and Dom trading a few lines as they run across an empty street seem pointless, but over the course of an eight hour campaign, or three campaigns, it all adds up to build a friendship. These are real characters with real relationships, even if both of those things are their most base, rudimentary level.
Judgment doesn't even give us that much. Kilo Squad, from what I gathered, is made up of white dude, black dude, foreign dude, and ginger chick. I got enough from Paduk to upgrade him to grumpy foreign dude, and the storyline progresses in a way that we could call Sofia slutty ginger chick, but that's about it. Even in the action pieces the characters seem muted, the usual shit talk taken down drastically. Up until two weeks ago, I had never played as Cole in an MP or Horde match. But I can tell you almost every one of his lines from the previous games, because people talk shit all the fucking time. Every kill, every reload, every wave of Horde... there is constant combat chatter in the Gears of Wars games. But Judgment even killed this off, giving the occasional combat line, but otherwise leaving us in this strange world of silent soldiers.
The lack of interaction between the members of Kilo Squad breeds a lack of empathy for what happens to them. I don't know these people, so I don't care about them or what happens to them.
Speaking of what happens to them, the story is another case of a good idea that just wasn't thought through to completion. Kilo Squad is posted in Halvo Bay, which is being overrun with Locust. This particular Locust army is being led by a badass named Karn, who rides some sort of Corpser looking thing. We never get a good look at Karn or his epic mount, which I presume was a Jaws inspired idea to keep him more dangerous and terrifying by not showing him. That works in some cases, but not this one. The whole idea is that Karn is a force of absolute destruction that must be stopped at all costs, but we never see him do shit. We see his armies. We fight them and we kill them. We see some buildings torn up, but we're used to that in the Gears series so that's not something that stands out (even if it's new to these characters in this time frame, it's not new to us so it's not striking or unusual). There's nothing that screams "this dude is a bad mother fucker."
Except for Paduk. He tells us all about how Karn came through and wiped out his hometown and nothing in the UIR could stop him. Paudk tells us how devastating and dangerous this Locust general can be. And armed with this information, Kilo Squad decides to disobey orders and launch the Lightmass Missile, which is the only weapon powerful enough to take down Karn and his horde.
OK. Well, I guess no one cares about their source of information, eh? There's a bit of argument within the group of whether to trust Paduk or not, but it doesn't last long and it doesn't get too hot. The group agrees that this is what needs to be done and so, off we go. But Paduk is a lying piece of shit. See, he says he watched Karn take down his whole city and blah blah blah... but dude was locked up in prison. He was arrested and taken as a prisoner of war because he refused to surrender to the COG after the Pendulum Wars. He was released from prison because he volunteered to join the COG and fight the Locust. So he wasn't at home, with the UIR, during or after E-Day. He was sitting in a cell, waiting to die. His official backstory is a complete contradiction of his tale of Karn's destruction, which is the motivating factor for the entire campaign story.
This could have been done on purpose, as some sort of rouse for Paduk to gain access to COG secrets or whatever. Someone even suggests this during the discussion, but then it's forgotten and never mentioned again. So either the writers didn't know there was a giant contradiction, or it was done on purpose and then the payoff (when we find out he lied) was just forgotten/abandoned. Neither is that good.
But whatever. Kilo Squad decides to find the Lightmass Missile and use it against Karn. Of course Loomis orders them not to do this, but he's a douche and he has no idea what's going on on the ground. He doesn't see what Kilo is seeing. He doesn't understand how dire the situation is. If Kilo doesn't find use the Lightmass Missile, Halvo Bay will be lost, and so will a lot of other cities if Karn survives. Kilo Squad is doing the right thing.
In order to launch the missile, they'll need a robot to interface with the missile, the launch codes, and then a way to break into the missile silo and obtain Karn's location for the strike. Fortunate for them, Sofia slept with one of her professors who happens to have the codes because he worked on the project. Ignoring the dozens of things wrong with taking the single female character and turning her into the student-in-love-with-teacher bullshit, this twist is damn fucking convenient.
Now for those who don't know, I happen to have a degree in Journalism. Granted, mine is in Print Journalism, and it's possible that Sofia was in Broadcast Journalism or something, but I'll bet most of the course requirements are the same. She was a journalist, remember? Before she joined the COG. The grand total of science and match classes I took to earn this degree is a whopping three. Algebra, Physics, and Chemistry, all at the most basic level I could take. Freshman/Sophomore level shit. None of it covered anything I hadn't learned in high school (from taking AP classes, but still). I'll go out on a limb and assume that none of the three professors I had for those classes were rocket scientists. Which, I'm also assuming, is what Sofia's professor would need to be to, you know, work on a fucking rocket. Missile. Whatever.
Sure, it's possible he was a professor from whatever Onyx training she squeezed into the month before this adventure, but that just opens a whole other can of bullshit. Moving on, Kilo Squad gets all the shit they need, return to Halvo Bay, and use the Lightmass Missile against Karn. Right after this, Loomis shows up to arrest them and take them to the trial.
At this point, the campaign moves from the flashback/testimony format to "Present Day," with Kilo Squad having finished their testimony and Loomis about to hand out sentences. Then the Locust burst in and screw up all the fun and Kilo Squad is back in kill mode to find an escape route. This is where the Declassified mission format breaks down. In flashback presentation, it makes sense. But this being real time now, there's no logical explanation. The game attempts to get around this by presenting the Declassified missions as Loomis' testimony, presumably from a report he filed after the events of the campaign. Which makes sense in the idea that this is a prequel, but not in the sense that the last quarter of the campaign's events unfold in "Present Day," which means Loomis' report has yet to be filed because these events haven't happened yet. This sort of thing annoys me so much that I stopped doing the Declassified missions at this point.
So the rest of the game unfolds with Kilo Squad trying to escape before the Locust overrun the area. Of course no game is complete without a final boss fight, and this one provides an epic in the form of Karn. Yes. Karn. The badass mother fucking Locust tornado of doom that Kilo Squad used the Lightmass Missile to kill. Except it didn't kill him. So Kilo Squad disobeyed orders, broke into top secret facilities, launched a weapon of mass destruction that could have been used to more strategic value later in the war... all to stop Karn and it DIDN'T FUCKING WORK.
Loomis was right. The whole point of this game was that Kilo Squad was doing the right thing. That soldiers on the ground sometimes know more about war than the generals giving orders from their protected bunkers. It was all about rebellion for a purpose. For a cause. But the whole thing was a complete failure. A waste. It was all for nothing. The game is written to present Loomis as this out-of-touch, militant monster whose closed minded choices are a danger to the war effort. He's stuck with the ideals and tactics of the Pendulum War, which doesn't translate to this new war. It's soldiers like Baird and Kilo Squad that are the new blood. New soldiers that need to show the old men how to fight in a new kind of war.
Except not because Baird and Co. were fucking wrong and the old dude was right.
Ignoring that, we get a cool final battle with Karn and his giant... thing. It's not quite a Corpser, it's more crab than spider, but something like a Corpser. It's a standard big bad boss fight for a shooter. Fun, but nothing mind blowing. This battle in particular serves as a reminder that the chatter in this game has been neutered. Previous entries of the series would have had Marcus to tell me what to do. "Shoot the god damn legs!" "Shoot it's fucking eyes out!" You know. Whatever. Here, though, it's just quiet and I get to point randomly at a giant crab until the crosshairs turns red. "Oh, I guess I shoot that part..." Then we kill him, with just the guns we had on us at the time, which means we could have cut this campaign about six hours shorter, and skipped the charges of treason, if we had just done that when we first saw him. But somehow, in proving that Loomis was right all along, we have grudgingly earned his respect and the charges are dropped, on the condition that Baird is never allowed to lead a squad again. All's well that ends well, I guess.
There's the campaign. Some good, a little more bad, but with the general good of the basic mechanics of the series it almost evens out. It could have been a lot more compelling, but shot itself in the foot and ends up being just sort of average. It's interesting enough for fans of the series, but there's too much dumb shit here for me to suggest it as a jump on point for newcomers.
For those fans, though, there's a nice treat called Aftermath. Earn enough stars in the campaign and you can unlock Aftermath, which is a one act story that takes place during the events of Gears of War 3. In Gears 3, Marcus and Dom run off to get a sub and sneak into Azura. Baird and Cole run off to get reinforcements for the strike on Azura. Gears 3 follows Marcus and Dom, and we meet up with Baird and Cole later. Aftermath let's us in on what happened to Baird and Cole.
Turns out, the two returned to Halvo Bay with Carmine and met up with Paduk, who's been squatting in Halvo Bay for awhile, apparently. The interesting thing about Aftermath is that it tries to stick to the Gears of War 3 formula rather than the Arcade mode formula of Judgment. No scoring, no Declassified missions, just the classic run and (take cover and) gun of the other games.
I'd like to point out that I have no essential problem with how the changes affect gameplay. I hate the impact the changes have on the storytelling, but I enjoyed the Declassified challenges during the Judgment campaign. That said, it's also nice to just get into the more classic shoot and scoot formula. It's familiar and inviting. But it serves, as all things in this game, to point out some of the flaws of the new shiny. For instance, in previous versions, players could carry two main weapons, plus a pistol. Now it's two weapons of any variety, including pistols. Doesn't make a huge difference, but it's more noticeable combined with the lack of weapon drops. To go along with the new arcade feel of the main campaign, enemies now drop little red ammo boxes that refill ammo for the current weapons, rather than dropping their own weapons which can be scavenged for ammo or swapped out. Some enemies do drop weapons, but most often, little ammo boxes. It's another small change, but all noticeable, and moreso when done against the Gears 3 backdrop.
There's nothing new about Aftermath. It's a cool addition for fans of the series. There's a little more dialogue and character interaction here, but it's often cut-off too soon (which also happens in the rare occasion the characters speak during the main campaign). The weakness of the main campaign permeates through Aftermath. This reunion would be much more interesting if we cared more about the original relationship of Kilo Squad, but Judgment never does a good enough job of building that relationship to begin with, making the events of Aftermath less impactful. This is most unfortunate at the conclusion of Aftermath, which could have been one of the most poignant moments of the series, but falls short due to the apathy bred for Kilo Squad. Still, Aftermath stands at the most entertaining and fun portion of Judgment.
I don't do a lot of multiplayer stuff, so I didn't get too far into checking that out. I'm just not competitive enough to care, so unless I'm playing with a lot of friends, I never bother. However, I figured it would be worth checking out the new mode(s). I was wrong.
First, let's point out the big fucking problem of no Horde mode. My girlfriend and I were still playing Horde on Gears of War 3 up to the point that Judgment came out. It's one of the primary reasons I purchase a Gears game now, and I had no idea it wasn't included on this one. I suppose I should have done a little more research, but I would have never guessed they'd take out the mode they made famous (I think). Gears of War perfected the Horde mode idea, even if it didn't create it, which I sorta think it did... but either way, it did it so well that even Halo and other games started stealing the idea. There are even portions of the main campaign that are like mini-Horde moments, where Kilo Squad needs to hold an area, with predetermined barriers and movable sentries, against waves of Locust. So why the fuck isn't it here? What the hell happened? Why didn't and I know? And why didn't either of the two reviews I read mention this at all?
Fucking hell. This pisses me off. What's more, there's a possibility that it could be released later as DLC. And I swear if those fuckers charge me extra for Horde mode I will lose my shit.
ANYWAY...
The brand new mode Judgment has been showing off for awhile is Overrun. Overrun combines elements of Horde mode, Beast mode, and some new shit into this one-sided amalgam of nonsense. The COG side is composed of up to five team members, although there are only four characters to choose from (fucking brilliant). Each character is assigned a class and each class has a predetermined weapon loadout and a couple of special abilities. Engineers can repair barricades and turrets. Soldiers throw out ammo. Medics throw out health grenades, and Scouts can climb up on shit. Some shit.
It's another one of those weird design flaws where being able to climb on a roof for better sniping position is great, but it's not like you can climb up on anything. You can climb on the things they let you, which are few compared to what you'd think. The same thing comes to the barricades, which can't be moved or upgraded. The barricades are placed in predetermined positions. You can't build new ones or move them. You get what's on the map. So deal with it.
On the other side, the opposing team gets to choose from a host of Locust soldiers (Tickers, Grenadiers, Kantus). Locust team members earn points for kills and destruction, and points can be cashed in for stronger Locust monsters (Maulers, Corpsers, Serapedes). It's the exact same setup as Beast mode.
Each map is broken into three pieces. In the first two, the COG are guarding a plugged E-Hole from the Locust. If the Locust can destroy the big metal plug, then the COG are pushed back to the next portion of the level. The last portion has the COG guarding a generator. If the Locust destroy the generator, it's game over.
I played one match and it seemed to me that it would be damn hard to lose as the Locust. The COG are too handicapped by classes. And while the Locust can continue to earn points toward upgrade their soldiers, there's no upgrade option for the COG. I just run around as a Ticker or jump in and heal with the Kantus until I get enough points to unlock the Corpser. By that point, we've at least taken some of the defenses down and I just run in and wreck shit. It seems like Overrun is less of a COG vs Locust battle and more of a Which Locust Team Can Win Fastest battle.
Once again, the idea is sound in theory, but falls apart in practice.
Survival mode has (for the moment?) replaced Horde mode, and it's just Overrun against AI Locust. You jump in as one of the four COG classes and defend the E-holes/generator against ten waves of Locust. When thrown against the AI, the lack of customization here is debilitating. Without the option to place or upgrade barriers, and without the option to upgrade character classes or swap weapons, players are left at the mercy of the game itself. It's not horrible, but it's not that much fun and it doesn't have much replay value.
Which, I guess, can be said for the whole game. I don't feel like I wasted the time I spent on the game, but it wasn't as fun as previous installments. Without Horde mode, I have no reason to come back for more. Survival and Overrun are too unbalanced, and run the risk of being more frustrating than entertaining. Without the best parts of Horde mode, place and leveling up your own defenses, these modes just feel flat.
Overall, the new additions to Judgment are interesting and provide a nice change of pace, but aren't good enough to warrant repeated playthroughs. The best parts of the previous installments that encouraged repeated plays have been stripped away, leaving this one with no real value beyond the first twelve hours or so. For those who've been holding out, I'd suggest renting the game to check out the campaign(s), get a little MP in with whatever rental time you have left, and then returning it to whence it came. For those of us that picked it up on release, let's hope we can get some good trade in value.
I hard Tomb Raider was bad ass...