The sires, as you find them, are dormant in the facility and they are the failed experiments.Įventually, one of the subjects was a success and a perfect mix between human and a 'thing' that was immune to rustlung (sickness caused by immulsion) this meant that Myrrah is immune to Lambency and therefore the best of two sides, humans and locusts.
#Swarm queen gears of war series#
The subject of a long series of experiments conducted at the New Hope's facility to cure people of immulsion sickness that happened to miners when immulsion was first discovered. I’m calling that a win, no matter how narrow.She's actually a hybrid. Now, I’m at least curious to see how Gears 6 plays out. That said, after Gears of War 4 I didn’t care what might happen in Gears 5. It’s no longer the hard-driving action series of the past, but nor is it fully transformed into a freeform sandbox. And while that experimentation might prove valuable for Gears 6 and beyond, it drags Gears 5 down. Outside of that, Gears 5 feels like an old series struggling to accommodate new ideas because…well, that’s exactly what it is. That feeling only ever occurs in the core story missions though. The high points in Gears 5 are some of the highest in the series. There’s a glimpse of the old Gears of War magic in these moments, that “Wow, I’ve never seen that done before” joy that made the original trilogy so exciting. Shoot the ice and your foes plunge through into the depths and drown, though of course the same hazard can be turned against you if you’re not careful. One particularly memorable sequence pits you against enemies on a frozen lake. Strip away the filler and you’d have a better game, because Gears 5 can be wildly creative at times-especially when compared with the straightforward stop-and-pop of Gears of War 4. Gears 5 is still a fairly linear series of main missions, only now those main missions are padded out with short and ultimately pointless asides. Problem is, they’re not much better in context either. They wouldn’t be very interesting on their own. Some of these flagged spokes are “Side Missions,” smaller encounters that couldn’t survive as standalone levels-one or two rooms, a combat sequence, maybe a collectible. Nearly every point of interest, save for one or two collectibles per area, is quite literally flagged with a giant flagpole to say “Hey, here’s the Gears you know and love.” Waist-high walls, chunky shooting, maybe even a turret sequence. No enemies patrol the wastelands between, nor are there many secrets to discover. They’re fancy level select screens, vast empty areas you’re forced to traverse-often for minutes at a time-to reach the next shooting gallery. Mount Kadar and Vasgar aren’t really open worlds. Look around at the current landscape and it’s not hard to see why Gears broadened its horizons a bit.īut Gears 5 doesn’t justify the transition. That style’s fallen out of fashion though-or worse, become old-fashioned. Gears of War has always been a Point-A-to-B series, relentlessly linear and tightly paced. The answers are pretty predictable, but the journey to find them less so-which brings us to change number two, the fact that Gears 5 has gone open-world. Is Kait a threat? A weapon? And what is her connection to the dead Locust Queen Myrrah? the other charismatic sidekick from Gears of War 4) are forced to leave the relative safety of New Ephyra to try and figure out what her visions mean. And as the threat grows, so does Kait’s connection to the Swarm. What was once an isolated problem now batters the COG settlements, eerily reminiscent of the all-out war waged decades earlier. So Gears 5 gives JD a five-chapter send-off and then pretty much writes him out of the story. She already made a good argument last time. Kait doesn’t need to justify taking Marcus’s place, let alone JD’s. Hell, she killed her own mother to stop the formation of a new Swarm Queen. She was connected in some way to the Swarm-and perhaps the Locusts as well. She was ostensibly a sidekick in Gears 4, and yet the story revolved around her anyway.