So, here’s Gears of War 3 in a nutshell: somewhere on the battlefield, a Locust drone fell to his knees, and out I ran—because it wasn’t acceptable that he might just bleed out. I had to get to him, so that I might ram my flamethrower into his chest and burn him from the inside out.
Yeah, that’s a thing you can do.
I think what makes Gears of War special, as a franchise, is its unique aptitude for making me want to do things like that, and, more importantly, for making me need to shoot monsters.
That’s the impetus of any shooter, of course, but the focus here is notably more pure. Every asset is leveraged toward this end. Whether it’s brutish dialogue that can only rightly be answered with a shotgun, the satisfying kick of the rifle, the suffering atmosphere of the world, or a story that demands good old-fashioned revenge, everything in this game compels me to shoot monsters, and fashions that need into the most satisfying experience possible.
It’s the art of the shooter, and Gears of War 3 is a symphony on the subject.