History VideoGame / GearsOfWar

18th Aug '17 5:21:43 PM Ferot_Dreadnaught
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*** On Hardcore and [[HarderThanHard Insane]], the Swarm are incredibly GenreSavvy and are fully aware of how much damage they do. It's not uncommon for them to charge from their cover and around yours for a OneHitKill melee strike. On these difficulties in Horde, you have between 3 to 4 seconds to revive a downed teammate before they are executed compared to the roughly 10 second window on Normal.

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*** On Hardcore and [[HarderThanHard Insane]], the Swarm are incredibly GenreSavvy and are fully aware of how much damage they do. It's it's not uncommon for them to charge from their cover and around yours for a OneHitKill melee strike. On these difficulties in Horde, you have between 3 to 4 seconds to revive a downed teammate before they are executed compared to the roughly 10 second window on Normal.
3rd Aug '17 8:53:06 PM Wuz
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''Gears of War'' is a tactical ThirdPersonShooter video game developed by Creator/EpicGames and published by Creator/MicrosoftStudios. By WordOfGod, gameplay emphasizes tactical maneuvers rather than MoreDakka, and is the recent TropeCodifier for TakeCover-style gameplay, forcing you to shoot carefully and outflank as much as you can (though RegeneratingHealth makes it a little easier). There isn't a jump button and everything is angled towards making the combat as personal and violent as possible (the main gun used has a chainsaw built into the grip, called the [[ChainsawGood chainsaw]] [[BayonetYa bayonet]]). You can give your squadmates orders, but if one them goes down, you have to pick them up and get them back on their feet. Finally, there is an [[ActionCommands Active Reload]] system that buffs your damage output if you hit the right timing window but jams your gun if you mess up.

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''Gears of War'' is a tactical ThirdPersonShooter video game developed by Creator/EpicGames and published by Creator/MicrosoftStudios. By WordOfGod, gameplay emphasizes tactical maneuvers rather than MoreDakka, and is the recent TropeCodifier for TakeCover-style gameplay, forcing you to shoot carefully and outflank as much as you can (though RegeneratingHealth makes it a little easier). There isn't a jump button and everything is angled towards making the combat as personal and violent as possible (the main gun used has a chainsaw built into the grip, called the [[ChainsawGood chainsaw]] [[BayonetYa bayonet]]). You can give your squadmates orders, but if one them goes down, you have to pick them up and get them back on their feet. Finally, there is an [[ActionCommands Active Reload]] system that buffs your damage output if you hit the right timing window but jams your gun if you mess up.
3rd Aug '17 8:05:55 PM SuperWaitei
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* AntiRageQuitting: The first two games and ''Judgment'' didn't do anything to encourage players to stay in games and there was no penalty if you decided to leave in the middle of a match besides whatever your score happened to be. ''Gears of War 3'' and ''4'' actively promote this, thankfully. If you leave a match early in ''3'', you are given a Negative Penalty, which basically substracts experience points from your level [[LaserGuidedKarma (and can actually de-level someone hilariously enough)]]. In ''4'', you are given a temporary ban of 15 minutes that increases for every cumulative match you quit and prevents you from doing anything multiplayer-related. However, there are no penalties for leaving the time-consuming Horde mode, [[BerserkButton which is a real sour point for players that wish to finish it to the end]].
29th Jul '17 5:16:03 PM nombretomado
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* XMeetsY: Horde 2.0 in ''Gears of War 3'' is Horde Mode from the second mixed with TowerDefense elements.
29th Jul '17 5:13:39 PM nombretomado
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[[http://www.youtube.com/watch?v=fbrHUwZEErk The reveal trailer can be found here.]] Development was being outsourced to Epic's subsidiary studio People Can Fly, the makers of ''VideoGame/{{Painkiller}}'' and ''VideoGame/{{Bulletstorm}}''. The gameplay was shifted up, as while TakeCover is still vital the speed of the characters is increased significantly and there is a more vertical factor with the maps. Multiplayer will get another new mode called "[=OverRun=]", a sort of [[XMeetsY Horde-meets-Beast mode-meets regular multiplayer]], where you switch off between player teams of Locust creatures and COG soldiers with an objective goal and uses a class-based system. Horde Mode was technically removed but replaced with a new, related gametype called Survival, which integrates the same class based system as Overrun and introduces vital new objectives to maintain as you hold out for 10 waves.

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[[http://www.youtube.com/watch?v=fbrHUwZEErk The reveal trailer can be found here.]] Development was being outsourced to Epic's subsidiary studio People Can Fly, the makers of ''VideoGame/{{Painkiller}}'' and ''VideoGame/{{Bulletstorm}}''. The gameplay was shifted up, as while TakeCover is still vital the speed of the characters is increased significantly and there is a more vertical factor with the maps. Multiplayer will get another new mode called "[=OverRun=]", a sort of [[XMeetsY [[JustForFun/XMeetsY Horde-meets-Beast mode-meets regular multiplayer]], where you switch off between player teams of Locust creatures and COG soldiers with an objective goal and uses a class-based system. Horde Mode was technically removed but replaced with a new, related gametype called Survival, which integrates the same class based system as Overrun and introduces vital new objectives to maintain as you hold out for 10 waves.
16th Jul '17 8:53:36 AM SuperWaitei
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* DifficultySpike: The jump from Hardcore to Insane difficulty is ''staggering'' to say the least. It's at this difficulty where the game starts punishing you severely for not being a master of the ''Gears of War'' mechanics. Enemies gain god-like accuracy with weapons while you can be killed in 1 to 3 shots from any weapon. Any melee attack is a OneHitKill and players WILL be rushed by enemies if they camp at their cover for too long. Enemies have almost twice as much health as usual and can only be taken down efficiently with [[ActionCommands Active Reloads]] and [[BoomHeadshot headshots]]. The worst part, however, is there is no going DBNO for you: if you lose all your health, you '''die''' on the spot. The only saving graces are that [[AntiFrustrationFeatures your AI teammates have more health and will not bleed out if they go DBNO, so they can help you get through the campaigns solo]].
14th Jul '17 5:11:01 PM SuperWaitei
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** You all thought [[HarderThanHard Insane]] difficulty was the most rage-inducing difficulty in the series? Heh heh, that's a good one... Just wait 'til you get a load of the new [[NintendoHard Inconceivable]] difficulty that ''Gears 4'' has implemented. The official description for it is "[[ThisIsGonnaSuck beyond insane. Make every bullet count]]." You have even less health than on Insane in this mode and are basically a OneHitPointWonder, but the enemies have less health as well. Naturally, the enemies have deadshot accuracy and ammo drops are drastically smaller. This will test even the most elite of Gears players to their absolute limits. It is very, very unlikely that you will even be able to '''make it through the prologue without copious amounts of continues'''. [[YouHaveGotToBeKiddingMe Oh, and there's an achievement for beating the entire campaign on this mode, in case you thought it was simply a self-imposed challenge for those who want it]].


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** You all thought [[HarderThanHard Insane]] difficulty was the most rage-inducing difficulty in the series? Heh heh, that's a good one... Just wait 'til you get a load of the new [[NintendoHard Inconceivable]] difficulty that ''Gears 4'' has implemented. The official description for it is "[[ThisIsGonnaSuck beyond insane. Make every bullet count]]." You have even less health than on Insane in this mode and are basically a OneHitPointWonder, but the enemies have less health as well. Naturally, the enemies have deadshot accuracy and ammo drops are drastically smaller. This will test even the most elite of Gears players to their absolute limits. It is very, very unlikely that you will even be able to '''make it through the prologue without copious amounts of continues'''. [[YouHaveGotToBeKiddingMe Oh, and there's an achievement for beating the entire campaign on this mode, in case you thought it was simply a self-imposed challenge for those who want it]].
12th Jul '17 5:27:24 PM SuperWaitei
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* SpitefulAi: The [=DeeBees=] in ''Gears of War 4'' are a very literal example of this. The campaign has both them and the Swarm trying to kill you rather than them, you know, actually protecting the human populace like they are supposed to. This is somewhat [[JustifiedTrope justified]] as JD and Del are defectors from the COG and Outsiders are considered criminals to the COG as well. This even extends to multiplayer, where they fight on the Swarm team rather than the COG (Their red color suggests that the Swarm hacked them on to their side).
** To backtrack a little, your Ai squadmates in the first game exhibited this behavior with alarming frequency. They all too often jumped over their cover and charged straight into the Locusts' waiting guns. This was almost certainly done to make players do all the work themselves and came across as frustrating FakeDifficulty in that your squad was useless in an actual firefight, making going through [[HarderThanHard Insane]] difficulty hellishly frustrating. Thankfully, this behavior was rectified for all the future games.



* SpitefulAi: The [=DeeBees=] in ''Gears of War 4'' are a very literal example of this. The campaign has both them and the Swarm trying to kill you rather than them, you know, actually protecting the human populace like they are supposed to. This is somewhat [[JustifiedTrope justified]] as JD and Del are defectors from the COG and and Outsiders are considered criminals to the COG as well. This even extends to multiplayer, where they fight on the Swarm team rather than the COG (Their red color suggests that the Swarm hacked them on to their side).
** To backtrack a little, your Ai squadmates in the first game exhibited this behavior with alarming frequency. They all too often jumped over their cover and charged straight into the Locusts' waiting guns. This was almost certainly done to make players do all the work themselves and came across as frustrating FakeDifficulty in that your squad was useless in an actual firefight, making going through [[HarderThanHard Insane]] difficulty hellishly frustrating. Thankfully, this behavior was rectified for all the future games.
12th Jul '17 5:20:47 PM SuperWaitei
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Added DiffLines:

* SpitefulAi: The [=DeeBees=] in ''Gears of War 4'' are a very literal example of this. The campaign has both them and the Swarm trying to kill you rather than them, you know, actually protecting the human populace like they are supposed to. This is somewhat [[JustifiedTrope justified]] as JD and Del are defectors from the COG and and Outsiders are considered criminals to the COG as well. This even extends to multiplayer, where they fight on the Swarm team rather than the COG (Their red color suggests that the Swarm hacked them on to their side).
** To backtrack a little, your Ai squadmates in the first game exhibited this behavior with alarming frequency. They all too often jumped over their cover and charged straight into the Locusts' waiting guns. This was almost certainly done to make players do all the work themselves and came across as frustrating FakeDifficulty in that your squad was useless in an actual firefight, making going through [[HarderThanHard Insane]] difficulty hellishly frustrating. Thankfully, this behavior was rectified for all the future games.
30th Jun '17 9:53:39 PM PlasmaTalon
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Added DiffLines:

** Averted in ''Judgement''. Its explained that the reason the Rager appears in the prequel but not the other games, is because they'd largely died out due to their reckless tactics. Having gone extinct by the time the first game began.
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