![]() You're trying to extend your turn as long as possible, every kill offering up the opportunity to earn three more actions, and another kill, and three more actions, until everything lies dead at your feet. These two things give Gears Tactics a remarkably different flavor: You're not trying to make the best of your meager options each turn. Every time one of your soldiers performs an execution move on a near-death enemy, the rest of the squad gets an extra action point for the turn, the game design equivalent of a platoon shouting Hooah! Gears is more freeform, giving each of the four soldiers you take into a mission three actions per turn any combination of moving, shooting, and special abilities you want. Every turn in XCOM is about the tension of how few moves you can make, the dramatic risk of missing a single shot and scrambling for a backup plan. While it first looks an awful lot like XCOM, which has inspired a wave of strategy games this decade, Gears Tactics plays differently. (I like to imagine that the chainsaw's lengthy cooldown isn't because it's overpowered, but because my hero, Gabe Diaz, has to spend the next few turns scraping bone chunks and viscera out of the blades). ![]() It knows you've got frag grenades that can turn a pack of five scurrying wretches into chicken nuggets, or a chainsaw gun that has a 100-percent chance to slice even a full-health Locust soldier in half. Gears Tactics is an aggressive strategy game that throws piles of enemies at you, because it knows just how powerful the tools at your disposal are.
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