Gears of War: Judgement Reminds Me a lot of Halo: Reach

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MrCatchTwenty2

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With Judgement being a Game for Gold this month, I decided to give it a go considering that I hadn't played it at the time of release. Having played a number of multiplayer matches and being most of the way through the campaign, the thought occurred to me, "This is just like Reach!". I know Judgement was not well received by fans and a lot of Halo fans consider it the high point in the series(I disagree entirely but whatever) but they have many similarities in my opinion. I'll do my best the articulate them here.

//////////////////// SHORT VERSION
-Campaigns with little connectivity between levels with bad structure and no real meaning to the lore.
-More focus on class based gameplay and "inclusive" multiplayer.
-Abandonment of Iconic aesthetic for something more digestable.
-Leaving out important aspects of the games(executions, horde mode and MC vs flood and forrunners).
-Markza and DMR are both horrible additions
-Seem to be made by people who didn't want to make them.

//////////////////// LONG VERSION pls read... :(

First off are the campaigns. In both Judgement and Reach the story you are given is of little consequence. I'm not saying that what happened wasn't important, but they don't tell you anything that advances the lore or fills in any gaps. Unlike, say, Devil May Cry 3 which told a complete story that took place before the others and expands our knowledge of a character and his connection to the main character, Judgement and Reach simply fill in a gap in the story that they created and ultimately give us nothing really to show for it. Playing these games isn't necessary to someone who wants to learn the story. But it would be fine for a game to have little connection to the others as long as they had a strong story, right?

Unfortunately both games do not. The levels in both Judgement and Reach have little connectivity to the others and feel like your doing random shit through most of the game. Judgement is a little worse about connecting its levels however its better than Reach in the "Having a Clear Goal and Proper Plot Structure" category. Very early in Judgement the main characters decide to go set off a big bomb, and that is the main goal of the game. While this meant that their wasn't a lot of plot development in the game, this also meant that the game had sort of structure, it was a linear structure but it was there. Reach didn't, there was no real structure, just a bunch of stuff that happened. While judgement had no rise or fall, Reach rose and fell willy nilly. You spend a while trying to kill this big ship early on, then when you do eighty fucking more show up, then you pretty blunty transition from the early "we've got this" part of an invasion straight into the "we're fucked" part doing clean up missions with the only significant thing you end up doing not introduced until the next to last level. In Halo 3, you felt the stakes of what you were doing, "Finish the Fight" was the tag line for a reason. In Gears 3, you felt the desperation of what you were doing. Neither in Judgement nor in Reach could I feel motivated by what I was doing. Hell, in Reach nothing but the very last thing you did even mattered! Also in Judgement the reason you have to detonate the bomb is because there is this bad guy who you see very little of through most of the game but the bomb is the "only thing that can kill him"?

Not much about the gameplay changed although both games tried focusing more on the player taking on a "role" during gameplay than previous games. Reach had it's loadouts and customizing your campaign character, and Judgement had its class based modes and switching perspectives in campaign. I guess you could say that both games tried making their games more "inclusive" by making the multiplayer more like more popular games. They also made questionable additions to the weaponry. The new snipers in Judgement don't fit in with the fast and aggressive gameplay and the DMR puts more focus on sniping people across maps as opposed to the more varied gameplay in past Halo's.

Lastly, the aesthetic is different in both games in comparison to their predecessors. Gears of War has always had this alien, for lack of a better term machine-punk look to it, even in its human aspect. Everything was bigger and bulkier than it probably needed to be. The world was grey, and depressing and just felt like a world made from war and brutality. Humanity's creations felt different from anything that we would ever make. Even in Gears 3, which added a lot of sun and color to the franchise, the environment had this worn, ravaged look to it. You wouldn't imagine the Gears having something as sensible as a Humvee, but a mech suit modeled after a gorilla fit in just fine. In judgement however, not only was everything given more color but everything looked a little "nicer", a little more digestible for our mind. For example, one level in judgement takes you through a upper class neighborhood and something that I could stop thinking is that it looked just like one of our neighborhoods. The streets, the cars, the mailboxes all made it feel like the gears had been dropped in a cul-de-sac down the road from me. A perfect comparison of the aesthetic is in the computers: in previous gears computers are CRT-like monitors with bulky metal cases and green glass, in Judgement computers are much slimmer monitors with a thin cobalt case. Everything about Judgement's design felt more "comfortable" than a game in the gears world should.

Halo Reach went the opposite route in a way, making human buildings a equipment feel less human and more alien. In previous games, despite the advancement in technology everything made by humans looked like it was made by humans. Human tech was simply designed with similar purposes to what we use now and a little "blunt" compared to Covenant tech. Reach's first level, however, successfully made me feel foreign to my own species. The houses and vehicles didn't feel human-made. The human aesthetic in Reach was made to be more smooth and intricate, with architecture being more artistic and less practical and the guns introduced being a little over designed and not resembling an stereotypical counterpart (they made the Assault rifle unnecessarily complicated looking). The military was also switched from a greenish color scheme in favor of a light grey (and sometimes orange) scheme making it less resemble most current military in the general minds of the culture. Halo games are usually full of green jungles, sandy deserts and huge alien structures and Reach felt boring, bland and generic for a game that had a whole planet to work with.

As well, both games cut down dramatically on their non-human environments. Judgement has from what I've seen no locust structures or locations, even areas you attack where they are in control are entirely human made. Reach, likewise, has none of the forerunner environments that were iconic in the previous games. Both games somewhat abandon the Iconic look for the franchise, in my opinion to their detriment.

Overall, if I had to guess I would say that both games were made by developers that didn't understand what made the games great or simply didn't want to make the games at all. They abandoned the aesthetic of previous games and moved away from iconic aspects of them (executions and horde mode, no more Master Chief and no flood or forrunners). I think that the Gears franchise was given to a developer that didn't want it and had more experience with more colorful "fun" games (People Can Fly) and Reach was developed by a people that were tired of making Halo games (Bungie). I'm not saying that these are bad games and both have sparks of great ideas in them, but their drawbacks remind me a lot of each other.
 

LaoJim

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The following comments are based on me having only played about half of each game (I'm good at starting but bad at finishing shooters).

Both games as you say suffer from being prequels - shooter's stories tend to be generic enough without having us either know the ending and the ending being of no real consequence. I'd have been happy if they had let GoW3 not be the end and go on for a Gow4, if you make a big song and dance about it being the epic conclusion to the saga, you have to be willing to let the series have at least a generation off afterwards.


MrCatchTwenty2 said:
Lastly, the aesthetic is different in both games in comparison to their predecessors. Gears of War has always had this alien, for lack of a better term machine-punk look to it, even in its human aspect. Everything was bigger and bulkier than it probably needed to be. The world was grey, and depressing and just felt like a world made from war and brutality.
I actually like the aesthetic in Judgement; the areas feel like livable and lived in places, I especially like the Villas, the idea that war can take place on a sunny day in a once prosperous region. To be honest I've always found the environments in Halo to be quite sterile, and I didn't notice any particular difference in Reach - quite possible it was worse and not liking the style anyway I didn't notice.

Similarly I don't mind the lack of underground locations (though I'm not far enough through the game to have noticed they were missing), thats been done to death already and upstairs is usually more interesting.
 

J Tyran

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MrCatchTwenty2 said:
Lastly, the aesthetic is different in both games in comparison to their predecessors. Gears of War has always had this alien, for lack of a better term machine-punk look to it, even in its human aspect. Everything was bigger and bulkier than it probably needed to be.
That was always one of my favorite things about the series, it was almost as if the world was built by Isambard Kingdom Brunel. Either that or he was the chief art designer at Epic Games, even the trains were three times wider than a normal train.
 

josemlopes

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I agree a lot, Reach had some cool things (I do like how it has that "war report" feel to it as you also know they are all going to die, its has some long shots and uses time nicely in its cutscenes) but it also had some weird ones like you said.

From what I played of the campaign of Judgement it feels ok but lackluster, it doesnt play to the strenghts of the franchise, and the visual design certainly lost a lot of that gothic feel.


The multiplayer is the worst though, its humans versus humans in asymmetric maps where you just spawn in some random place and find someone to kill, a cool thing about the mp of Gears of War was that position was a very important thing and a good match would be about advancing and cornering the enemy untill he cant hide anymore. In Judgement its just about shooting the enemy, there isnt that other layer of strategy to it (GOW 1, 2 and 3 MP are basicly like Xcom in real time, every player needs to be in a good spot to prevent the enemy from flanking while actually flanking the enemy).
 

Evonisia

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To be honest I always view Gears Judgment as a "How-To Guide on how to recover your franchise". It is the (equivalent of the) game that Halo 4 needed to be in order to still be good. Gears 3 and Halo: Reach basically shit the bed by dropping down a level in quality compared to the predecessors (especially Gears 3's god awful story, great as the game is on the whole). Gears Judgment rose from the ashes of Gears 3's twisted corpse, whereas Halo 4 dug itself deeper into the ground while dreaming of the stars.

Gears Judgment, smart enough to realise that the AAA industry was pressing down it, took the pragmatic approach:

We need to have two weapon slots and have grenades be more based on the typical shooter in terms of functionality? Fine, let's make the game super fast paced and remove the Down-But-Not-Out status which would have killed the pacing of the game in both SP and MP.
We need it to look more clean for the masses? Fine, let's keep the general aesthetic of Gears 3 but add in beautiful scenery, and make the fire textures even more gorgeous than they already were.
We need to have the game be a prequel? Fine, Gears of War 3 was already an atrocity to the storyline, let's keep the story light and make the game episodic so as to increase replay value.

Really the only way I feel Gears Judgment fucked up was in the aesthetic choices of the multiplayer. We already had Red versus Blue before, why get rid of the Locust? Other than that, though, it's a well balanced, fast paced bundle of fun as far as I'm concerned.

To be honest I think Halo: Reach made the wise choice in avoiding the Covenant and Forerunner aesthetics. That one cutscene with Cortana by the Forerunner relic shows that Bungie just no longer cared for the series and had caved into the pressures of corporate fiends. The game looks ugly anyway, I don't want to see the (still) wonderful visuals of Halo 3 and Halo 3: ODST ruined.

EDIT: And for the record, I think Gears of War 3 is the biggest screw-up to aesthetic in the series. I mean, what the fuck did they do to the Lambent? It's just another example of a series that despises its first game.
 

Batou667

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Got to be honest and admit I only read the short version of the OP, but I noticed a similar (but slightly different) parallel between the Gears and Halo series:

Gears Judgment is equivalent to Halo 4, IMO.

- Series handed over to a new dev team
- More COD-ified weapons, favouring scoped rifles
- Omission of a game type formerly synonymous with the series (Firefight and Horde)
- Human-only PvP multiplayer characters (no more Elites or Locusts in deathmatch)

Sure, Reach and Judgment are both prequels, but I think that's pretty much where the similarity ends. Reach was in every other respect a "true" Halo game in my opinion - it improved on Halo 3's Forge, it kept ODST's Firefight, it kept 3's Multiplayer Elites and Campaign Theater, and it reignited the "spark" of sandbox exploration that had been mostly paid lip-service to in 2, 3 and ODST. Superb game.

Mind you, I think Judgment often gets an unfair rap. The symmetrical multiplayer isn't my cup of tea but the Overrun mode is fun as hell, and the campaign had its moments.

Halo 4 I will acknowledge has objectively better multiplayer than its predecessors, although certain omissions and broken game modes (like Infection) are indefensible. The story was facepalm-worthy though.
 

MrCatchTwenty2

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I honestly prefer Halo 4 to Reach. It felt like it had more love put into it while I could practically feel the boredom coming from Bungie in Reach. And I like Gears 3 over Judgement but I digress.

I wanted to point out that I do like Reach and Judgement overall, although I'm not so sure if I would feel the same about judgement if I hadn't gotten it for free. Its been two days since I got it and I'm already pretty much done with all the content and the multiplayer just isn't new enough to make me play it over Gears 3. My points aren't necessarily complaints as much just observations.
 

baddude1337

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I actually quite enjoyed Judgement. When I got it I did a big chronological playthrough of all gears games (Judgement, DLC campign for 3, 1, 2, 3 and Judgement bonus campaign at a certain point during 3) and I had fun. It did feel a bit.. different though. And the lack of Horde mode was certainly felt.

Reach? Eh, didn't go much on it, but I've never really liked Halo that much. It just feels a bit wrong to me. I've always loved the universe though, and ODST was probably my favourite for having you be just a guy. 4 was awful though. All the enemy/weapon redesigns looked horrid and put me off playing it after a few missions.
 

votemarvel

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I loved Reach. I'm not a huge FPS fan and it takes a 'special' game to get me to enjoy them. Reach ticked the boxes for me, some ways I can't describe and some I can. I liked being able to customise Noble Six, even if it was really just simple cosmetic changes. It made me feel more involved with the character in a way the Master Chief never managed.

Judgement I couldn't play through. The big problem was that I really didn't like Baird in the previous games and so him being the main character in this one was always going to be a struggle for me. Plus the controls simply didn't feel 'right'. They were the same as before but never felt as sharp as before.

Plus I hated the challenges you encountered throughout the levels, they made me feel as if I was missing out on content if I didn't take them. I have no problem with not being able to see all content in a first play through but don't make it blatant that is what is happening.
 

White Lightning

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You're right OP, they really are similar! They were both absolutely terrible and easily the worst games in their respective series.