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	<title>Review: Gears Tactics - 版の履歴</title>
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	<updated>2026-10-26T08:27:37Z</updated>
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		<title>2025年11月14日 (金) 23:09にArleenSchwindt1による</title>
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		<updated>2025-11-14T23:09:25Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月14日 (金) 23:09時点における版&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;1行目:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;1行目:&lt;/td&gt;&lt;/tr&gt;
&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;As compared &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other Mark weaponry&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Lancer GL Rifle comes with great damage capacity and output rate&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The rifle has a higher firing rate, reloading speed, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;killing speed. This weapon offers &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;user a real kill rate with fewer efforts as it kills faster, and covers a &lt;/del&gt;large &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area, so you can kill as many &lt;/del&gt;enemies &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as possible at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same t&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The weaponry comes with a new update&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flashlight that is attached &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this weapon makes it easy to use in dark places. The Mark 2 Rifle has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high killing speed and reloading time &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;compared &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other Mark Weaponry &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gear Tact&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;It's probably not the [https://Strategyessays.com/articles/looking-back-at-gears-of-war-campaigns-before-e-day.html best &lt;/del&gt;Gears of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;war game campaign] turn-based squad tactics game ever nor &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best &lt;/del&gt;Gears &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of War title out there&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an impressively solid adaptation of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beloved Xbox franchise, proving that The Coalition is capable of bringing out &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;couch co-op classic while continuing to take risks. Although its pacing leaves something &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be desired and it borrows as many genre ills as it does strengths, Gears Tactics is mechanically and thematically engaging from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;start of its long campaign to its end, and it does its inspirations justice&lt;/del&gt;. It &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;isn't far from inaccessible to newcomers while &lt;/del&gt;also &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taking care to pay respect to veterans &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the franchise and other squad tactics games, and fans of both will be absolutely enamored with Gears Tacti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As for actual &lt;/del&gt;Gears Tactics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fun and punchy Gears of War fare from &lt;/del&gt;an all&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-new top-down perspective, but players well-versed &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squad tactics will find it doesn't offer much in the way of anything groundbreaking beneath its well-executed franchise veneer&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combat &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the name of the game, bundled into the expected disparate mission &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;level format, and it's all mostly genre standard stuff&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Story and side &lt;/del&gt;missions &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will variously task &lt;/del&gt;players&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;' squad of up &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four Gears with moving from point A to B (&lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;often back &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A) &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hostile Locust territory, clearing areas of enemies, rescuing imprisoned COG soldiers, defending control points&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;m&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Overwatch allows players &lt;/del&gt;to stay &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;behind cover &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hold angles while still opening themselves up to the opportunity to kill enemy units&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, friendly fire &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turned on in Tactics , so if a friendly unit moves into the player's overwatch area they are susceptible to taking damage and possibly being kil&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;A lot is borrowed in &lt;/del&gt;Gears &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tactics , but that's not &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bad thing by any stretch &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the mind&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Five classes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Support&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Vanguard&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Heavy, Scout, Sniper, provide &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wealth of tactical options &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;synergy opportunities against a sometimes insurmountable foe, and it feels like XCOM &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a few gritty Gears of War twists&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cover is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;basis of the mainline series, and that's equally true in this ambitious spinoff , &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some added destructibility &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain weaker objects like boxes and sandbags. It may offer few innovations&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those that it does are thanks &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is unique source material&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Locust Drones can be downed &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revived just like friendlies, emergence holes &lt;/del&gt;not &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cleared out with grenades spawn more grubs, and &lt;/del&gt;the game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most mindful &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its 3D environments in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially regarding obstructions &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vertical&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Boomshot Relic is one &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the best weapons that damage enemies with &lt;/del&gt;its &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three explosive shorts at once&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The relic changes &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Boomshot that &lt;/del&gt;makes &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it easier to fire by holding down &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trigger to shoot three Explosive rounds at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same time. With this weapon in hand&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rate of damage increases in a short &lt;/del&gt;amount of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t&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;Overall&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it leaves &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign feeling about two-thirds baked&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Adding in more mission variety (or even trimming &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;side mission fat) &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;minimize repetition would undoubtedly solve attention-loss issues towards &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ending stre&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;Although the somewhat contrived story is &lt;/del&gt;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 Gears of War &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the well-fitting tactics genre&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squad progression &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mission hub &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unit barracks&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where players recruit&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;upgrade, and personalize their Gears&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As in 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 that drive the story)&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and specialize &lt;/del&gt;each &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of them into numerous subclasses using skill points. Unlike other modern games&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it offers robust color&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;texture&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and pattern customization options for almost everything a Gear carries &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wears, and it doesn't charge a dime for even the coolest opti&lt;/del&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Performance issues are not uncommon &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high-octane games&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not an exception&lt;/del&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;game is highly optimized&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some players experience stuttering &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the infamous GT102 error code problems&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The error issues are mainly related to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player'&lt;/del&gt;s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;graphics card. It appears when the card fails &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;l&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Other than a brief foray into the Pop! figure world, Gears of War has always been a third&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person cover shooter&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Across all six entries so far, players have come to expect Gears games to play &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain way&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Slide into cover&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pop up &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blast the grubs&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Despite this, Gears is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise with tons of potential in different genres&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is something Splash Damage hopes to &lt;/del&gt;take &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;advantage of &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics. Embracing the turned&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based strategy genre, Splash Damage has created a new type of Gears game that aims to blend this genre with the franchise’s roots&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Is Gear Tactics another excellent addition to the franchise or does it need more time at boot camp?&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;While Tactics stays true &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lore and world-building of the original games&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its gameplay can feel foreign to those who are new to turn-based tactical strategy games&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each move needs to be made carefully to ensure that all units survive &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that your team doesn't get overwhelmed by &lt;/ins&gt;the large &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hordes of &lt;/ins&gt;enemies&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. While players are encouraged not to die in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original Gears games&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consequences for dying &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tactics are &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot more severe &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;units that die do not come back. This makes knowing some battlefield basics key &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;succeeding &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tacti&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gears &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tactics, as a prequel, doesn’t answer any &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;questions &lt;/ins&gt;Gears &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;5 left us with&lt;/ins&gt;, but is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still a tale worth exploring, whether it be for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new characters or &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;additional context &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game provides &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;universe&lt;/ins&gt;. It &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will &lt;/ins&gt;also &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;provide many hours &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay. &lt;/ins&gt;Gears Tactics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will last players between 20-30 hours&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depending on the difficulty. It&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lengthy campaign with &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;additional Veteran Mode available upon your first completion. Unfortunately, not &lt;/ins&gt;all &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;activities &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics are created equally&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That length &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;split between main &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;side missions&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Main &lt;/ins&gt;missions &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 the battlefield and make smart decisions. It’s here that the gameplay &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;design come together &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create truly fantastic moments that rival the best encounters &lt;/ins&gt;in &lt;ins 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&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 &lt;/ins&gt;to stay &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alive &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;claim victory&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at its best when playing these missions.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Gears &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tactics’ structure crumbles around the side missions due to &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lack &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;variety&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game features four types of side missions: Rescue&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sabotage&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scavenger Run and Control. In Rescue&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you need to save two soldiers from torture pods. Sabotage sees the squad attack &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Locust stronghold &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;destroy its Imulsion supply. Scavenger Run tasks players &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grabbing equipment as Nemacyst bombings inch closer each turn&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally, Control has &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;squad holding two positions to collect supplies. There’s nothing inherently wrong &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these types &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;objectives&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics overly relies on them &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its detriment&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It regularly sidelines its own story &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main missions to task players with these side missions. It’s &lt;/ins&gt;not &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bad until you realize that &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interrupts the flow &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign after nearly every main mission and completely throw off the pacing &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entire game. One mission you could be laying a trap for Ukkon&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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 &lt;/ins&gt;of its &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Considering &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign &lt;/ins&gt;makes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;up &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entirety of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics experience&lt;/ins&gt;, the amount of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;required side missions to continue the story is just too much.&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;As players will quickly come to realize&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taking cover is &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most basic but most important part of Gears Tactics &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cover can keep the player safe from harm's way and can allow &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hold a point push up on an enemy easier than being out in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;o&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;Grenadiers are heavy units that can tank a few hits. Similar to wretches, grenadiers will rush friendly units with their shotguns which makes them &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot scarier &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deal with than Wretches. However, they have to get close to your units in order to deal damage. Try &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take them out from far away&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;prioritize attacking these units if they overstep their bou&amp;lt;br&amp;gt;The game also, surprisingly, doesn’t have much to do once &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;credits roll&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Outside of Veteran Mode, which does tweak &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;formula with modifiers, there are no additional multiplayer or co-op modes to jump into. For a franchise that built itself on robust multiplayer &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;co-op options&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics feels light on modes. While it may focus too much on side quests&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it makes up for it with solid gameplay&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Like a traditional tactics style game&lt;/ins&gt;, Gears Tactics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is played from a top-down perspective with &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taking turns &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maneuver around &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attack &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;set up tactical positions. During your turn&lt;/ins&gt;, each &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character gets three actions to move&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take cover&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fire on enemies&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;set up overwatch&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use abilities &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;execute downed enemies.&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players can take up to four members into battle with units coming &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;five different classes (Support, Vanguard, Sniper, Heavy and Support)&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each with their advantages &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;disadvantages. Support’s weapon of choice &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Lancer and utilizes healing and motivational abilities. Vanguards serve as the tanks with their Retro Lancers&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Snipers, equipped with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Longshot&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cover allies from long distances. Heavy’s &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://Strategyessays&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/articles/&lt;/ins&gt;the&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-echoes-of-rivellon-larian-&lt;/ins&gt;s&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-return-&lt;/ins&gt;to-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;divinity-after-baldur-s-gate-3.html Strategyessays&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Com] their Mulchers plant themselves into &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spot and lay down suppressing fire&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Finally&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scouts and their Gnashers can move fast &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hide from enemy troops&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There’s lots of variety and strategic decisions to consider when building &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;team&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially since you can’t &lt;/ins&gt;take &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;every class &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you and non&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hero characters can permanently die if you’re not careful&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ArleenSchwindt1</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Review:_Gears_Tactics&amp;diff=1961772&amp;oldid=prev</id>
		<title>2025年11月14日 (金) 17:08にEmanuelAnglesによる</title>
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		<updated>2025-11-14T17:08:17Z</updated>

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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;For &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stoic Terran&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we have two new units: &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Big Daddy-looking, drill-equipped Herc &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;single-target assassin the Cyclone&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Herc is trained from the Barracks, &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the ability to launch itself toward &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;target &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can be upgraded to deal area of effect damage in a small radius&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It cannot target air. The Cyclone (pictured above), built from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Factory&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can lock on to deal double damage while moving &lt;/del&gt;and can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hit ground or air units. The Lock On upgrade must be researched &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a Factory's Tech Lab. It's a quick unit with &lt;/del&gt;the same &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;speed as a Stalker, and is best used for kiting and single-target removal.&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;To start things out&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players will often find themselves &lt;/del&gt;in a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;helicopter which will act &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a sort of mobile command center. From here, they can deploy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an open area and do missions therein. Side operations and primary missions co-exist &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an area, and can be tackled at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same time&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The way this works is players typically deploy from the mobile command center, where Snake sits with his selected buddy. The buddies, &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;least that which have been revealed for now, consist &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;either the mute, bikini&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;clad supernatural sniper Quiet, the loyal eye&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;patch&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wearing D&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dog, and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mechanized&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;multifunctional D-Walker. An interesting thing to note &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quiet's demeanor towards Snake can change depending on how their relationship progresses over the course &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game. When deploying to an area&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players will have a wide variety &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;customization options &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;go through&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapon loadout can be customized &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a great extent; colors&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;insignias, attachments, even parts &lt;/del&gt;from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different guns can be used &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;customize a weapon &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your liking. Vehicles can be painted as well, and decorated with custom emblems. Speaking &lt;/del&gt;of&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, if &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player so chooses&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they can even deploy to an area in a vehicle &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even then they can choose from deploying in a nice variety &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different types of vehicles &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different vehicles &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each type&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tanks included. Since &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can recruit other soldiers &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;field, either by rescuing them or abducting them, they can also once again deploy as a recruited soldier&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Though it &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unlikely always &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;case&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing as Snake is again optional. Each one of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;soldiers at Snake&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;command have unique skills and different stats in different areas which will determine their effectiveness in areas like combat and stealth&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;People who have played Portable Ops &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Peace Walker &lt;/del&gt;will &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be familiar &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this feature. Once players have selected a loadout &lt;/del&gt;(&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which may be upgradeable &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seems &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;consist &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two primary weapons and a sidearm)&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a vehicle&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a deployment time&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a buddy, they will be dropped off on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Buddies&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it should be mentioned&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have their own customizable loadouts. These are not as intricate as say... Snake&lt;/del&gt;'s&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, but there &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;options, for example D-Dog can be given a stealth suit with a stun rod.&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;Strategic options don’t stop on the battlefield. In addition to extensive skill trees per class, &lt;/del&gt;Gears Tactics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;features &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comprehensive gear system&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;From weapon parts to armor pieces to grenades&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s plenty &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;items to consider as you strive to build your squad. There’s even fun&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;non-gameplay affecting cosmetics such as changing your gunmetals, adding color or throwing on &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pattern&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While you can’t alter &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main character’s looks&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you’re free to change the looks &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;features &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your other squad mates&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears of War will always be known as a third-person shooter&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Splash Damage has perfectly adapted its mechanics &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a tactics game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What you expect from a Gears game (chainsaw bayonets, bayonet charges&lt;/del&gt;, emergence holes, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;brutal finishers, etc.) is all here with few compromises. This is a Gears &lt;/del&gt;game, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it feels exactly right to play.&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;Overall, Terran &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gaining a neat new mechanical unit as well as a slew &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;active abilities and improvements to their existing technological arsenal&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Heart of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Swarm started pushing mech Terran into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spotlight with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hellbat and Widow Mine&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Legacy &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Void seems to be continuing this trend. The Herc seems like a good anti&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Siege Tank, Baneling and Swarm Host unit with its ability to close distances quickly, hopefully leading to less stalemates&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Aerial units got a good bit of love that will possibly make Sky Terran &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;popular. Cyclones provide kiting potential to threats new and old, and many new harassment opportunities thanks &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Banshee and Siege Tank changes have been made possible.&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;One &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major diversions to traditional &lt;/del&gt;tactics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://www&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strategyessays.com/articles/divinity-original-sin-2-next-gen-&lt;/del&gt;upgrade&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-2025-revival&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;html Larian Studios games]&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a playthrough in &lt;/del&gt;Gears Tactics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn't end when &lt;/del&gt;the story &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ends&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Veteran missions take place after the story is completed&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players lead their COGs in mission after mission&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so anyone can keep playing with their favorite squadmates &lt;/del&gt;even &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story is o&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;Things have opened up &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Metal Gear Solid V&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even more so than Ground Zeroes&lt;/del&gt;, and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Metal Gear formula is adapting around it&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That is not &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say you may no longer walk through a stronghold in a cardboard box, but it seems far less likely than ever that you would do that given all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;options at your disposal&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Do you explore &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area and find your way &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;objective&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relying on your intel and your wits? Do you interrogate an enemy soldier on where &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;go and then leave the enemy stronghold &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re-enter from &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;different angle? Or do you cause a ruckus&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;get &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;objective&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and then call your extraction chopper to high-tail it out? The choice, as &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bit new for the series&lt;/del&gt;, is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yours. Metal Gear Solid V is, needless &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;say, doing a lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new things&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looks of it&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything &lt;/del&gt;new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is done quite well and is built off &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;something reliably old. With &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latest installment in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series, Metal &lt;/del&gt;Gear &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Solid V looks &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be a very different game than before but nevertheless looks good for &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so far, all while running &lt;/del&gt;at &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1080p and 60 frames-per-second on a PlayStation 4.&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;As compared to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other Mark weaponry&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lancer GL Rifle comes with great damage capacity &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;output rate&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rifle &lt;/ins&gt;has a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;higher firing rate, reloading speed, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;killing speed&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This weapon offers &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;user a real kill rate with fewer efforts as it kills faster&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;covers a large area, so you &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kill as many enemies as possible &lt;/ins&gt;at the same &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t&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;The weaponry comes with a new update&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the flashlight that is attached in this weapon makes it easy to use &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dark places. The Mark 2 Rifle has &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high killing speed and reloading time &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;compared &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other Mark Weaponry &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gear Tact&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It's probably not &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://Strategyessays&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/articles/looking-back-&lt;/ins&gt;at&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-campaigns-before&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;e&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;day.html best Gears of war game campaign] turn&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;based squad tactics game ever nor &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best Gears of War title out there&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but Gears Tactics &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an impressively solid adaptation &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beloved Xbox franchise&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;proving that The Coalition is capable &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bringing out the best in the couch co-op classic while continuing &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take risks&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Although its pacing leaves something to be desired and it borrows as many genre ills as it does strengths&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears Tactics is mechanically and thematically engaging from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;start of its long campaign &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its end&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it does its inspirations justice. It isn't far &lt;/ins&gt;from &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inaccessible to newcomers while also taking care &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pay respect &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;veterans &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise and other squad tactics games&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both will be absolutely enamored with Gears Tacti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As for actual Gears Tactics gameplay, it's fun &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;punchy Gears &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War fare from an all-new top-down perspective&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;well-versed in squad tactics will find it doesn't offer much &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way of anything groundbreaking beneath its well-executed franchise veneer&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Combat &lt;/ins&gt;is the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;name of the game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bundled into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expected disparate mission and level format, and it&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all mostly genre standard stuff&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Story &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;side missions &lt;/ins&gt;will &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;variously task players' squad of up to four Gears &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moving from point A to B &lt;/ins&gt;(and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;often back &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A) in hostile Locust territory, clearing areas &lt;/ins&gt;of &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;rescuing imprisoned COG soldiers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;defending control points&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;m&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Overwatch allows players to stay behind cover and hold angles while still opening themselves up to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opportunity to kill enemy units&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;friendly fire is turned on in Tactics &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so if a friendly unit moves into the player&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overwatch area they &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;susceptible to taking damage and possibly being kil&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;A lot is borrowed in &lt;/ins&gt;Gears Tactics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, but that's not &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bad thing by any stretch of the mind&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Five classes, Support, Vanguard, Heavy, Scout, Sniper&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;provide a wealth &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tactical options and synergy opportunities against a sometimes insurmountable foe&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it feels like XCOM with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few gritty Gears of War twists&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cover is the basis of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mainline series&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that's equally true in this ambitious spinoff , with some added destructibility &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain weaker objects like boxes and sandbags&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It may offer few innovations&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those that it does are thanks &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is unique source material&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Locust Drones can be downed and revived just like friendlies&lt;/ins&gt;, emergence holes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not cleared out with grenades spawn more grubs&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s one of the most mindful of its 3D environments in the genre&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially regarding obstructions &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vertical&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;The Boomshot Relic &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the best weapons that damage enemies with its three explosive shorts at once&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The relic changes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Boomshot that makes it easier to fire by holding down &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trigger to shoot three Explosive rounds at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same time. With this weapon in hand&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the rate of damage increases in a short amount &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Overall, it leaves &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaign feeling about two&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thirds baked&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Adding in &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mission variety (or even trimming the side mission fat) &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;minimize repetition would undoubtedly solve attention-loss issues towards &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ending stre&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;Although the somewhat contrived story is a convenient excuse to bring Gears &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;well-fitting &lt;/ins&gt;tactics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre, squad progression and incredibly generous customization will keep most players engaged for the long haul&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Convoy is the mission hub and unit barracks, where players recruit, &lt;/ins&gt;upgrade&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and personalize their Gears&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As in similar titles&lt;/ins&gt;, Gears Tactics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allows players to rename units (just not the special hero characters that drive &lt;/ins&gt;the story&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;), 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&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unlike other modern games, however, it offers robust color, texture&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pattern customization options for almost everything a Gear carries or wears&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it doesn't charge a dime for &lt;/ins&gt;even the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;coolest opti&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;Performance issues are not uncommon &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high-octane games&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Gears Tactics is not an exception. Although the game is highly optimized&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some players experience stuttering &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;infamous GT102 error code problems&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The error issues are mainly related &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player's graphics card&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It appears when &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;card fails &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;l&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Other than a brief foray into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Pop! figure world, Gears of War has always been a third-person cover shooter. Across all six entries so far&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players have come &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expect Gears games &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain way. Slide into cover&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pop up and blast &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grubs. Despite this&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise with tons of potential in different genres&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;something Splash Damage hopes &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take advantage &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with Gears Tactics&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Embracing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turned-based strategy genre&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Splash Damage has created a &lt;/ins&gt;new &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;type &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears game that aims to blend &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise’s roots. Is &lt;/ins&gt;Gear &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tactics another excellent addition &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the franchise or does &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;need more time &lt;/ins&gt;at &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;boot camp?&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>EmanuelAngles</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Review:_Gears_Tactics&amp;diff=1960227&amp;oldid=prev</id>
		<title>2025年11月14日 (金) 12:10にDarciHong944788による</title>
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		<updated>2025-11-14T12:10:22Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月14日 (金) 12:10時点における版&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;1行目:&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;To start things out, players will often find themselves in a helicopter which will act as a sort of mobile command center. From here, they can deploy to an open area and do missions therein. Side operations and primary missions co-exist in an area, and can be tackled at the same time. The way this works is players typically deploy from the mobile command center, where Snake sits with his selected buddy. The buddies, at least that which have been revealed for now, consist of either the mute, bikini-clad supernatural sniper Quiet, the loyal eye-patch-wearing D-Dog, and the mechanized, multifunctional D-Walker. An interesting thing to note is Quiet's demeanor towards Snake can change depending on how their relationship progresses over the course of the game. When deploying to an area, players will have a wide variety of customization options to go through. For example, the weapon loadout can be customized to a great extent; colors, insignias, attachments, even parts from different guns can be used to customize a weapon to your liking. Vehicles can be painted as well, and decorated with custom emblems. Speaking of, if the player so chooses, they can even deploy to an area in a vehicle and even then they can choose from deploying in a nice variety of different types of vehicles and different vehicles of each type, tanks included. Since players can recruit other soldiers in the field, either by rescuing them or abducting them, they can also once again deploy as a recruited soldier. Though it is unlikely always the case, playing as Snake is again optional. Each one of the soldiers at Snake's command have unique skills and different stats in different areas which will determine their effectiveness in areas like combat and stealth. People who have played Portable Ops and Peace Walker will be familiar with this feature. Once players have selected a loadout (which may be upgradeable and seems to consist of two primary weapons and a sidearm), a vehicle, a deployment time, and a buddy, they will be dropped off on the map. Buddies, it should be mentioned, have their own customizable loadouts. These are not as intricate as say... Snake's, but there are options, for example D-Dog can be given a stealth suit with a stun rod.&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 game even gives players &lt;/del&gt;the gear &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from fallen soldiers back&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://Www&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Strategyessays&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/articles/ranking-&lt;/del&gt;the&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-most-terrifying-gears-&lt;/del&gt;of-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;war-villains-who-truly-reigns-supreme&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;html Www&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;strategyessays.com] so they'll be able to give the replacement soldier the dead soldier’s great armor or weapons straight away&lt;/del&gt;. This &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only works for random recruits though, letting one of the main characters die in battle will result in &lt;/del&gt;a game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;o&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;While Gears Tactics eventually gives the player &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plethora &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;troops &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;abilities &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use in complex firefights&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;run&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;up &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;getting there is &lt;/del&gt;a bit of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a chore&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Slowly unlocking &lt;/del&gt;new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moves &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;increasing your arsenal is a video game staple&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but in a strategy game like this, having a diverse range of choices is key &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combat excit&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 weaponry comes with a new update, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flashlight that is attached in this weapon makes it easy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use in dark places&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Mark &lt;/del&gt;2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rifle has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high killing speed &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reloading time as compared to other Mark Weaponry &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gear Tact&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;When tackling an objective&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;buddies can automatically mark the enemies for you. Though there is no radar, marked targets stay marked and show through walls. This makes it &lt;/del&gt;so &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;you need to be much more aware of your surroundings, a concept many have tackled in &lt;/del&gt;Ground Zeroes&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Snake is more mobile than before&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;coupled with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;open world and open-ended nature of the missions, it will overall be a more versatile &lt;/del&gt;Metal Gear &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The controls are still of the Metal Gear nature though, so some &lt;/del&gt;may &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;need to unlearn some common 3rd person game control schemes and get used to some quick menu hopping to get things done &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;real time. When getting up to an enemy&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there is a wide range of &lt;/del&gt;options &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like in previous games&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Interrogating &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;knocking them out seems &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ideal method of dealing with &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unaware &lt;/del&gt;soldier&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, since if &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;coast is clear &lt;/del&gt;you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can use the Fulton Recovery (&lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balloon that shoots them into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sky) to almost immediately extract them &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;add them &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your ranks. Speaking of&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Fulton can be used for enemy armaments and even their vehicles&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Likewise&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;armaments can get dropped in for you if you need &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;change in loadout or vehicle&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;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 &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Gears franchise and transferred &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;into a turn-based strategy game. Gears Tactics is a true Gears title with a campaign that builds and expands the franchise’s lore&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all while introducing &lt;/del&gt;new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters and adding new wrinkles to old ones. The turn-based gameplay fits &lt;/del&gt;well &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;within the universe, providing plenty of strategy both on &lt;/del&gt;and off &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the 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 to the repetitive and frequent side quests that vastly hurt &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pacing&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but remains a joy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play throughout its many hours. Gears Tactics is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;solid turn-based &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that’ll make Gears &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;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;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;For the stoic Terran, we have two new units: the Big Daddy-looking, drill-equipped Herc and single-target assassin the Cyclone. The Herc is trained from the Barracks, has the ability to launch itself toward a target and can be upgraded to deal area of effect damage in a small radius. It cannot target air. The Cyclone (pictured above), built from the Factory, can lock on to deal double damage while moving and can hit ground or air units. The Lock On upgrade must be researched at a Factory's Tech Lab. It's a quick unit with the same speed as a Stalker, and is best used for kiting and single-target removal.&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt;To start things out, players will often find themselves in a helicopter which will act as a sort of mobile command center. From here, they can deploy to an open area and do missions therein. Side operations and primary missions co-exist in an area, and can be tackled at the same time. The way this works is players typically deploy from the mobile command center, where Snake sits with his selected buddy. The buddies, at least that which have been revealed for now, consist of either the mute, bikini-clad supernatural sniper Quiet, the loyal eye-patch-wearing D-Dog, and the mechanized, multifunctional D-Walker. An interesting thing to note is Quiet's demeanor towards Snake can change depending on how their relationship progresses over the course of the game. When deploying to an area, players will have a wide variety of customization options to go through. For example, the weapon loadout can be customized to a great extent; colors, insignias, attachments, even parts from different guns can be used to customize a weapon to your liking. Vehicles can be painted as well, and decorated with custom emblems. Speaking of, if the player so chooses, they can even deploy to an area in a vehicle and even then they can choose from deploying in a nice variety of different types of vehicles and different vehicles of each type, tanks included. Since players can recruit other soldiers in the field, either by rescuing them or abducting them, they can also once again deploy as a recruited soldier. Though it is unlikely always the case, playing as Snake is again optional. Each one of the soldiers at Snake's command have unique skills and different stats in different areas which will determine their effectiveness in areas like combat and stealth. People who have played Portable Ops and Peace Walker will be familiar with this feature. Once players have selected a loadout (which may be upgradeable and seems to consist of two primary weapons and a sidearm), a vehicle, a deployment time, and a buddy, they will be dropped off on the map. Buddies, it should be mentioned, have their own customizable loadouts. These are not as intricate as say... Snake's, but there are options, for example D-Dog can be given a stealth suit with a stun rod.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Strategic options don’t stop on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;battlefield. In addition to extensive skill trees per class, Gears Tactics features a comprehensive &lt;/ins&gt;gear &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;system. From weapon parts to armor pieces to grenades&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there’s plenty of items to consider as you strive to build your squad&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There’s even fun, non-gameplay affecting cosmetics such as changing your gunmetals, adding color or throwing on a pattern&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While you can’t alter the main character’s looks, you’re free to change &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looks and features of your other squad mates. Gears &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;War will always be known as a third&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person shooter, but Splash Damage has perfectly adapted its mechanics to a tactics game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;What you expect from a Gears game (chainsaw bayonets, bayonet charges, emergence holes, brutal finishers, etc&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;) is all here with few compromises&lt;/ins&gt;. This &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gears &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and it feels exactly right to play.&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;Overall, Terran is gaining a neat new mechanical unit as well as &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slew &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;active abilities &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;improvements &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their existing technological arsenal. Heart of the Swarm started pushing mech Terran into the spotlight with the Hellbat and Widow Mine&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Legacy of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Void seems to be continuing this trend. The Herc seems like a good anti&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Siege Tank, Baneling and Swarm Host unit with its ability to close distances quickly, hopefully leading &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;less stalemates. Aerial units got &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good &lt;/ins&gt;bit of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;love that will possibly make Sky Terran more popular&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cyclones provide kiting potential to threats &lt;/ins&gt;new and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;old&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and many new harassment opportunities thanks &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Banshee and Siege Tank changes have been made possible.&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 &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major diversions &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional tactics [https://www.strategyessays&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/articles/divinity-original-sin-&lt;/ins&gt;2&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-next-gen-upgrade-2025-revival.html Larian Studios games], &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playthrough in Gears Tactics doesn't end when the story ends. Veteran missions take place after the story is completed, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players lead their COGs &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mission after mission, so anyone can keep playing with their favorite squadmates even after the story is o&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;Things have opened up in Metal Gear Solid V&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even more &lt;/ins&gt;so &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;than &lt;/ins&gt;Ground Zeroes, and the Metal Gear &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;formula is adapting around it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That is not to say you &lt;/ins&gt;may &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;no longer walk through a stronghold &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a cardboard box&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it seems far less likely than ever that you would do that given all the &lt;/ins&gt;options &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at your disposal&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Do you explore the area &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;find your way &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;objective, relying on your intel and your wits? Do you interrogate &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy &lt;/ins&gt;soldier &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on where to go and then leave &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemy stronghold to re-enter from a different angle? Or do &lt;/ins&gt;you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cause &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ruckus, get &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;objective, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then call your extraction chopper &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;high-tail it out? The choice&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as is a bit new for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series, is yours&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Metal Gear Solid V is, needless to say&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doing &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot of new things&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looks &lt;/ins&gt;of it, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything &lt;/ins&gt;new &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is done quite &lt;/ins&gt;well and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is built &lt;/ins&gt;off &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of something reliably old&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With this latest installment in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Metal Gear Solid V looks &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very different &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;than before but nevertheless looks good for it so far, all while running at 1080p &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;60 frames-per-second on a PlayStation 4&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>DarciHong944788</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Review:_Gears_Tactics&amp;diff=1953090&amp;oldid=prev</id>
		<title>ArnetteFinnis: ページの作成:「&lt;br&gt;To start things out, players will often find themselves in a helicopter which will act as a sort of mobile command center. From here, they can deploy to an open area…」</title>
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		<updated>2025-11-13T14:31:46Z</updated>

		<summary type="html">&lt;p&gt;ページの作成:「&amp;lt;br&amp;gt;To start things out, players will often find themselves in a helicopter which will act as a sort of mobile command center. From here, they can deploy to an open area…」&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;To start things out, players will often find themselves in a helicopter which will act as a sort of mobile command center. From here, they can deploy to an open area and do missions therein. Side operations and primary missions co-exist in an area, and can be tackled at the same time. The way this works is players typically deploy from the mobile command center, where Snake sits with his selected buddy. The buddies, at least that which have been revealed for now, consist of either the mute, bikini-clad supernatural sniper Quiet, the loyal eye-patch-wearing D-Dog, and the mechanized, multifunctional D-Walker. An interesting thing to note is Quiet's demeanor towards Snake can change depending on how their relationship progresses over the course of the game. When deploying to an area, players will have a wide variety of customization options to go through. For example, the weapon loadout can be customized to a great extent; colors, insignias, attachments, even parts from different guns can be used to customize a weapon to your liking. Vehicles can be painted as well, and decorated with custom emblems. Speaking of, if the player so chooses, they can even deploy to an area in a vehicle and even then they can choose from deploying in a nice variety of different types of vehicles and different vehicles of each type, tanks included. Since players can recruit other soldiers in the field, either by rescuing them or abducting them, they can also once again deploy as a recruited soldier. Though it is unlikely always the case, playing as Snake is again optional. Each one of the soldiers at Snake's command have unique skills and different stats in different areas which will determine their effectiveness in areas like combat and stealth. People who have played Portable Ops and Peace Walker will be familiar with this feature. Once players have selected a loadout (which may be upgradeable and seems to consist of two primary weapons and a sidearm), a vehicle, a deployment time, and a buddy, they will be dropped off on the map. Buddies, it should be mentioned, have their own customizable loadouts. These are not as intricate as say... Snake's, but there are options, for example D-Dog can be given a stealth suit with a stun rod.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The game even gives players the gear from fallen soldiers back,  [https://Www.Strategyessays.com/articles/ranking-the-most-terrifying-gears-of-war-villains-who-truly-reigns-supreme.html Www.strategyessays.com] so they'll be able to give the replacement soldier the dead soldier’s great armor or weapons straight away. This only works for random recruits though, letting one of the main characters die in battle will result in a game o&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;While Gears Tactics eventually gives the player a plethora of troops and abilities to use in complex firefights, the run-up to getting there is a bit of a chore. Slowly unlocking new moves and increasing your arsenal is a video game staple, but in a strategy game like this, having a diverse range of choices is key to making the combat excit&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The weaponry comes with a new update, the flashlight that is attached in this weapon makes it easy to use in dark places. The Mark 2 Rifle has a high killing speed and reloading time as compared to other Mark Weaponry in Gear Tact&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When tackling an objective, buddies can automatically mark the enemies for you. Though there is no radar, marked targets stay marked and show through walls. This makes it so you need to be much more aware of your surroundings, a concept many have tackled in Ground Zeroes. Snake is more mobile than before, and coupled with the open world and open-ended nature of the missions, it will overall be a more versatile Metal Gear game. The controls are still of the Metal Gear nature though, so some may need to unlearn some common 3rd person game control schemes and get used to some quick menu hopping to get things done in real time. When getting up to an enemy, there is a wide range of options like in previous games. Interrogating and knocking them out seems to be the ideal method of dealing with an unaware soldier, since if the coast is clear you can use the Fulton Recovery (a balloon that shoots them into the sky) to almost immediately extract them and add them to your ranks. Speaking of, the Fulton can be used for enemy armaments and even their vehicles. Likewise, armaments can get dropped in for you if you need a change in loadout or vehicle.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Despite some stumbles, Splash Damage has successfully taken the essence of the Gears franchise and transferred it into a turn-based strategy game. Gears Tactics is a true Gears title with a campaign that builds and expands the franchise’s lore, all while introducing new characters and adding new wrinkles to old ones. The turn-based gameplay fits well within the universe, providing plenty of strategy both on and off the field. Combined with 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 the pacing, but remains a joy to play throughout its many hours. Gears Tactics is a solid turn-based game that’ll make Gears and tactics fans happy.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>ArnetteFinnis</name></author>
	</entry>
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