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coalition, the former Gears must now face a
new threat in the Lambent without a home or government to go back to,
followed by the eventual retaliation of the original Locust horde. With
their backs into a proverbial wall, Marcus must obtain new allies while
discovering the secret from his father (previously thought to be dead)
in order to come out victorious in what is undoubtedly humanity’s last
stand.
It should go without saying that the Gears of War series isn’t known for
its well-written narrative or deeply portrayed characters…which is why
it may be something of a shock to see the kind of effort put forth this
time around; Rather than start things off with a bang, Gears 3 instead
opens up with a whimper, showcasing what passes for an ordinary life for
Marcus and his weary war buddies. Even when the bullets start flying,
the story still adds an unexpected level of depth to the cookie-cutter
cast (including Cole Train, of all people), signifying their feelings of
despair over the things they have lost; Even more shocking is the subtle
approach given, considering how the previous game practically beat
players over the head with the subplot concerning Dom’s missing wife.
While there are still plenty of cheesy quips as well as the usual level
of G.I. Joe-centric machismo that is expected of these steroid-infused
soldiers, author Karen Traviss manages to convey not only a sense of
closure for the series, but also succeeds in creating an actual
connection between the players and the characters in what may be their
last hurrah.
But the most effective storytelling device in the Gears series has
always been its visuals; ever the premiere showpiece for Epic’s Unreal
Engine, the giblet-rendering brown-filtered tech is as impressive as it
was four years ago; In fact, it may be safe to call Gears of War 3 the
most graphically impressive Xbox 360 game to date. The sheer amount of
destroyable debris, scorching pyrotechnics, massively detailed
monstrosities, bullets and explosions flying every which way is
positively disorienting…and that’s just the first area. Dilapidated
buildings and ash-covered streets are familiar locales, but the improved
amount of detail on an already impressive visual showcase as well as new
lighting and hair effects (seriously, even the strands on the back of
Marcus’ head swish with startling detail) truly amaze despite a few
framerate dips during cutscenes. In what may be the last major showcase
for the Xbox 360 and Unreal Engine 3, Gears of War 3 reinforces the
notion that videogames today can go toe-to-toe with even the most
Michael Bay-centric of Hollywood visuals.

While the gameplay itself may not have
received as significant an upgrade as the visuals, the small amount of
changes do a great deal in strengthening the already-strong elements.
Players engage in third person shootouts while hiding behind and/or
vaulting over cover as before, but the most significant addition is the
ability to “spot” visible targets with a click of the left analog stick.
While only marginally handy in the offline campaign, it can be
incredibly helpful in informing fellow online teammates of the position
of an enemy or to tell them to focus their firepower on the designated
target, whether in co-op or multiplayer.
Speaking of co-op, Gears 3 no longer restricts friends to the Marcus and
Dom duo, and instead allows up to four players at a time to play through
the entire campaign. The new matchmaking options also gives players the
option to allow anyone to drop in or out of their campaign sessions at
any time, or restrict access only to people on their friend list. There
is also the ability to play the campaign in “Arcade Mode”, which is
virtually identical save for a scoring system that allows co-op partners
to gain points for every enemy killed; by steadily racking up kills,
each player contributes to a shared multiplier that allows higher scores
that are tallied up at the end of each act. It adds a fun incentive to
replay the story chapters in order to achieve those bragging rights as
well as experience points.
Even though the campaign runs longer than the previous two games, it’s
still a short (but certainly thrilling) ride that can be finished in
under five or six hours. Good thing Epic chose to give Gears 3 the most
feature-filled multiplayer options out of the entire trilogy. The same
competitive multiplayer modes from the second game all make a return
appearance, with the biggest change made to Team Deathmatch. This 5-on-5
shootout between Cog and Locust players now features a shared spawn
pool, where each teammate killed on either side subtracts a number from
the pool. When the spawns reach zero, every player on that team is given
one more life to preserve, and one last chance to take out the opposing
team. This feature allows for longer matches without resorting to King
of the Hill (also present) and is ultimately more balanced for players
who usually learn to strategize after the first few deaths. For those
preferring the old “one life per match” rule, they are also available in
Warzone and Execution, respectively. Capture The Leader and Wingman also
return for alternate multiplayer sessions, and all games now benefit
from dedicated servers in order to combat the long-criticized host
advantage that ultimately sullied the online experience from Gears 2.
Though ultimately, it’s the community that gives life to a multiplayer
game, and Gears of War 3’s players are just as brutal and unforgiving as
they were in previous games; a new Casual mode serves as a training
ground of sorts for new players, but after a few victories you will
automatically “graduate” to standard matches. In addition to spotting
targets, another helpful new addition is the ability to see where each
map’s power weapons are spawned, either by using an overhead map or with
the left bumper. This help keeps everyone informed on where each map
weapon is located and can also help reduce the monopolization of said
weapons, which can instantly turn the tide of battle with their deadly
stopping power.
On the subject of weapons, there are few additions to the ones collected
in the first two games, but their inclusion changes the face of the
matches drastically. In addition to additional map weapons like the One
Shot (which, true to its name, instantly vaporizes anyone caught in its
crosshairs) and the Digger (a living explosive that burrows underground
and detonates underneath a target’s feet, ala Tremors), players can now
start with a modified Lancer (which is more accurate) and Hammerburst
(which now has a first person view for more precise aiming), in addition
to two new weapons; the Retro Lancer, which deals far more damage than
the standard Lancer but also features a bigger spread and kickback, and
the Sawed-Off Shotgun, which has a 99% of instantly killing any opponent
within its incredibly short range.
The Sawed-Off in particular is a double-edged sword that can either aid
newbies with its deadly stopping power, or infuriate players who were
already sick of the shotgun-centric matches that the original Gnasher
was responsible for (and is still available as an alternative starter
weapon). Truth be told, the Sawed-Off would have been better off as a
map weapon instead of something immediately available to everyone, but
hopefully Epic will continue to improve the multiplayer experience based
on player feedback and patches.
Regardless, the competitive multiplayer can be daunting to anyone, no
matter what changes may occur, so if facing off against the bottom of
the barrel of Xbox Live players doesn’t suit you, there are two
co-operative modes to mess with. The ever addicting Horde mode returns
and is better than ever, thanks to several improvements to the
survival-based experience; taking a cue from players using dropped
shields as fortifications, Epic has thrown in the ability to add and
upgrade defenses around each map. Said defenses include spiked traps
that slow the movement of enemies while also injuring them, decoys that
receive the brunt of enemy fire while allowing players to catch the
distracted enemies from behind, and turrets for mowing down baddies of
all shapes and sizes.
None of these fortifications come free, though; each piece of defense
requires money to build, repair, or upgrade…money which can be earned by
taking out enemies, reviving players, or simply surviving each round.
There are also random challenges to include an extra bonus, such as
killing ten enemies with a chainsaw, or killing thirty enemies in less
than two minutes. Spending cash on each type of defense will eventually
level up the player’s proficiency, allowing for stronger spiked traps
(think lasers), decoys, etc. These levels are also permanent, carrying
over to each Horde experience. At fifty waves, including random boss
encounters as well as Lambent enemies, the Horde mode continues to be
one of the single best multiplayer experiences in the Xbox 360’s career,
and these new additions only assure that several players’ hours will be
spent playing this highly addicting mode.
As if that weren’t enough, there is also the new Beast Mode; essentially
reversing the roles, players play as the Locust horde and are tasked
with eliminating the AI-controlled human enemies. This mode also
features a money system, but instead of spending them on defenses, they
are used to purchase one of the different Locust types available; the
cash pool is shared in this mode, and every player starts with the same
list of selectable creatures, from the explosive Tickers to the
shrieking Wretches, but will eventually unlock stronger (and more
expensive) tiers of Locust, from the massive Boomers to even the
nigh-indestructible Berserkers.
Rather than survive the combination of COGs and Stranded enemies, the
goal is to mount an offensive and wipe out all enemies before the timer
runs out. When a player is killed, they immediately spend money on a
newly spawned Locust. The variety of Locust types and the heavy defenses
of the AI humans (the same ones available in standard Horde) require
players to think more strategically in order to accomplish their goal;
Tickers will die in a few shots, but can instantly detonate and destroy
nearby enemies, while the Kantus priests can heal nearby players and use
ink grenades. Boomers and Maulers rely on pure stopping power to deliver
maximum damage, while the Berserker…well, decimates everything on sight.
With the variety of playable creatures, Beast Mode could very well usurp
Horde as the best co-operative Gears of War experience. It’s a shame,
then, that there are only twelve waves total, and that unlocked Locust
tiers don’t carry over into other games. If Epic ever decides to include
additional waves, as well as perhaps a mode that allow playable Locust
enemies to fend off against human-controlled opponents, it would only
further enhance an already excellent multiplayer mode.
For anyone who wasn’t taken in by the story or multiplayer features of
the first two games, Gears of War 3’s miniscule additions probably won’t
win you over. That said, there are few gamers with a pulse who would
pass up such a meaty package as this, filled to the brim with
co-operative and competitive modes, an action-packed campaign that is
both thrilling and exhausting to the senses, and a nearly endless amount
of collectables in the form of medals, ribbons, challenges, and the
rewards obtain thereon. For a series known for addictive nail-biting
shootouts as well as breathtaking visuals, this third and possibly final
act to the Xbox 360’s first mega blockbuster is a fitting end to one of
the most definitive multiplayer experiences in our current console
generation.
- Jorge Fernandez
(September 28, 2011)
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