In 2006, Gears of War marked a seminal shift in what a third-person action game could be. The hallmark of quality established by the game has persisted in the series, with the brilliance of its combat design standing out the most. It has what I like to call “chessboard encounter design.” Every combat encounter that isn’t a set piece moment is presented to the player in a way similar to that of a puzzle.

This is The Joy of Gaming, talking about the incredible combat of Gears of War.

Nate Najda
Nate is the Communications Manager at Wushu Studios. When he’s not, he’s also a contributor on The Escapist and an avid connoisseur of all things Mass Effect. You can also find him on his personal site, Shinobi Speaks.

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