“Lost Relics” is the new DLC for Gears of War: Judgment coming to fans in June. Packaged inside with the old map of Checkout and the 3 new maps of Lost City, Museum, and Ward for OverRun, comes the new single objective game type, Breakthrough.
Remember back when it was rumored that there was going to be a full screen adaptation to Gears of War? Well, the rumor mill is churning once again thanks to a Variety report that places producer Scott Stuber, recent producer of movies Ted and Battleship, at the helm to come on to the project and give the Epic Games Third Person Shooter the big screen treatment. No writer, talent, or distributor are on board at the current moment but, with Stuber having a reported pre-existing deal with Universal, he and Epic will soon start looking for a studio to give this movie a home. Previously, the movie was going to be taken care of by New Line with Len Wisemen directing a script by Stuart Beattie back in 2007.
A little over a month after Gears of War:Judgment release and we are looking at our first DLC which released today. Call to Arms is free to those that have the season pass, and 1000 microsoft points for those without one. Everything is multiplayer based but it gives you 3 new maps, 6 new skins for characters and weapons, a new multiplayer mode entirely, and of course 10 new achievements for you to hunt for.
Terminal: The speed and ferocity of the Locust invasion took Halvo Bay completely by surprise. Residents scrambled to evacuate by every means possible, and COG forces were called in to maintain order as martial law was enforced. However, the Locust showed no mercy, and gave no quarter; they swept through train terminals like this one to take advantage of the close quarters and sheer number of defenseless humans trapped within its walls. Sometimes, COG forces could hold the line long enough for a final evacuation, but too many lost their lives in defense of the people and the land they loved.
This specific map is only for the Over Run mode. The layout works well and when I played seemed balanced as far as being defensible, as well as being able to get in as locust. I played Engineer when play COG and it was easy to spot place to throw the turret so it was harder to hit while I repaired things. As locust I played the Ticker to start out with (which was fun on this map as for as places to crawl through and such) and the Grenadier. The grenadier on one side takes a bit more to get at the e-hole cover with grenades than the other, but if you’ve broken down the barriers to that point it doesn’t take a lot to get at the covers minus a few good pushes if you are paired with a good team and against an equally good team.
Blood Drive As casualties started to mount, the staff at Halvo Memorial quickly began what would become the largest triage effort in the history of Sera. Their “Give Blood Today” campaign inspired a global blood drive in support of COG forces and wounded civilians. Sadly, Halvo fell quickly, and the hospital became a battlefront instead of a sanctuary. The seed of hope was planted, however, and government-run Memorial hospitals across the country mobilized to keep the effort alive until Jacinto Memorial was the last standing bastion of hope for the people of Sera.
This map is very similar to the one you have seen previously. Only difference is different swaps on the map, and some extra areas to roam through that provide some great sniping positions. I played a game of Free For All on this map and it’s not too large for a smaller number of players, but it’s not so small that the max number of players will make it too chaotic to actually play a good game.
Boneyard The concept of traditional memorial services had to be suspended due to the constant stream and alarming volume of casualties as Sera fell victim to the Locust Horde. Memorial grounds quickly became boneyards. Unmarked holes became grave sites and mausoleums were filled with the nameless remains of the fallen, their skeletons piled into heaps. Tread lightly, you never know what, or who, you’re walking on, and one day you’re bound to join them.
This map is a bit harder with less people. I played with 6 people rather than 10. You could almost walk past someone and not even notice due to the twists and turns and staircases. It does make for some interesting kills on occasion as well as some great sniper spots. It is a map you will have to watch your back on, or listen for footsteps coming your way. All of the power weapons also spawn far enough apart that you have plenty of fair shots getting your hands on one.
Game Mode: Master At Arms
So, did you have fun with free for all, or want more of a challenge from it? Master at Arms may be the solution. This mode is a variation of Free-For-All where you have to get a kill with each of the 20 weapons available to you without using melee or grenade tactics. This will present more of a challenge, and is a nice way to phase out the melee kills that have frustrated some. I personally am looking forward to see where this game mode goes in the future.
You looking at me?: (20g) Win a Team Death match game with the entire team wearing the Car 13 Armor skin (Public/Ranked only)
Like a Boss: (15g) Place First in Free For All on Boneyard 5 times (Public/Ranked only)
Old School Marathon: (10g) Play 10 matches total on BloodDrive (Public/Ranked)
Long Bomb: (10g) Earn the “You’re It” ribbon on Boneyard (Public/Ranked)
Captain Sera: (10g) Earn a killing spree with the boomshield on Boneyard (Public/Ranked)
All Aboard!: (25g) Win Hardcore survival on Terminal with 5 Soldiers
Professional Locust: (75g) Kill 100 enemies with each Locust
Surprise!: (10g) Get a double while emerging as a Corpser (Public/Ranked)
Don’t you die on me!: (25g) Revive 100 total teammates on Terminal as a Medic (Public/Ranked)
BOOSHKA!: (50g) Earn 50 double ribbons with the Booshka on Terminal (Public/Ranked)
In Gears of War: Judgment there’s a new mode called OverRun. For those who are new to OverRun, this mode pits the COG vs. the Locust in a 5 on 5 Horde/Beast mash-up with a time based objective where the best time from each team, or whoever completes the most objectives, wins. If your head is spinning from the thought of that, don’t worry. Hit the break for the breakdown on this new mode.
On the COG side of things there are 4 classes that you can choose from consisting of the Engineer, Soldier, Scout, or Medic. Each class has a custom load out and specific role to fill on your team. It is up to you and your teammates to figure out what combination of the 4 classes below will play part in your objective. The objective of the game is played in 3 parts where you have 3 chances to try and stop the Locust from reaching the Generator at the end by defending 2 Emergence Holes first. The longer you hold them off, or if you can hold them off all together, the better it is for you when you switch sides to the Locust and it becomes a game of beat the clock or beat the number of objectives needed to win. The classes, custom load outs, and their roles are as followed:
The Engineer (Baird)
Weapons: Gnasher and Blowtorch
Special ability (LB): Sentry Turret.
Baird plays a crucial role with the Engineer. He’s the guy who can repair your fortifications as support with his blowtorch, while also having the ability to create choke/blocking points with the Sentry Turret he can deploy almost anywhere and be an aggressive up close fighter with the Gnasher. The Sentry Turret can also shoot down incoming Frag Grenades that get thrown by the Locust.
The Soldier (Cole)
Weapons: Lancer and Booshka
Special ability (LB): Deployable Anywhere Ammo Box.
Cole has a very balanced role for the Soldier. Anytime that a player would need ammo for something, he can chuck you an ammo box for a fill up or refill. Also, when thrown while an Engineer is using his blowtorch, it gives the blowtorch unlimited ammo for a short amount of time. The Booshka, while tricky to use, can be devastating in the right players hands.
The Medic (Sofia)
Weapons: Lancer and Sawed-Off Shotgun
Special Ability (LB): Stem Gas Grenade.
Sofia plays a pure support role. Anytime one of your teammates would get downed or take a lot of damage, getting hit by one of Sofia’s Stem Gas Grenades can turn the tide of a fight. Her Sawed-Off Shotgun also does a good chunk of damage to the bigger/bulkier Locust.
The Scout (Garron)
Weapons: Markza and Snub Pistol
Special Ability (LB): Beacon Grenade.
Garren plays the spotter in the group. He has the ability to climb perches to get an elevated position on his foes to have a really good line of site while sniping with his Markza. The Beacon Grenade will spot out enemies above and below ground while also buffing any damage done to the Locust.
On the Locust side of the coin there are 8 different beasts that you can take command of and just like the COG, have a specific role, some have a load out, and each have an ability at their disposal. Except, when you are playing on this side, your objective in the game is to do whatever it takes to destroy the 2 Emergence Hole covers and the Generator in the fastest time that you can. The Locust beasts and their roles/load outs are:
Standard Ability: Jump over/through blockades like caltrops/razor wire/electric and red laser fences, can climb perches, and smack his enemies with a melee attack.
Special Ability (LB): Stunning scream.
Duration: 2 Seconds
Cooldown: 8 Seconds
This little dude can do a lot and if your opponent isn‘t careful, he can knock off a good chunk of the Emergence Hole cover or Generator health. He’s fast and agile while also being extremely hard to hit but is also very squishy. If played right, he can hide out in one of the perches and be a scout for your team.
Standard Ability: Destroy fortifications by attacking them, eat grenades thrown by the Grenadier or shot by the Booshka, explode on fortifications or enemies, can be kicked over fortifications.
Special Ability (LB): Temporary Speed Dash
Duration: 1 Second
Cooldown: 5 Seconds
Tickers are a very good starting Locust to take down early defenses as well as do a ton of explosive damage to either the Emergence Hole Cover or the Generator. They can also eat the grenades thrown by the Grenadier for a double explosion or if you’re feeling lucky enough to give it a try, they can also eat Booshka shots before they explode.
Weapons: Classic Hammerburst
Special Ability (LB): Chain Heal or Revive downed teammates.
Duration: 7 Seconds
Cooldown: 5 Seconds
The Kantus is a support role. Being able to revive your teammates as well as chain heal the heavy Locust like the Corpser and Mauler during those times that you are trying to make a push for the objective can be quite vital and a time shaver.
Weapons: Lancer and Gnasher
Special Ability (LB): Frag Grenade.
Duration: The Explosion
Cooldown: 12 Seconds
Going up against a team with a bunch of Engineer’s Sentry Turrets? The Grenadier and his grenades are a very good counter. The Frag’s themselves are also a wonderful tool to use against the objective as well as flush out opponents from behind cover.
Special Ability (LB): Rage
Duration: 8 Seconds
Cooldown: 18 Seconds
This short tempered sniper when ticked off, will discard the BreechShot he wields to transform into a large red monster with a powerful melee attack. But, before he goes Hulk on you, he’s quite the marksman with his Breechshot.
Standard Ability: Wreck fortifications and kill COG soldiers with his Flail. Hide behind his shield to block bullets
Special Ability (LB): Spinning Shield.
Duration: 5 Seconds
Cooldown: 10 Seconds
The sponge, distraction, heavy hitter, pain train, or whatever you want to call him. This guy is lethal with his flail and high health. With his spinning shield, the Mauler can reflect bullets being fired at him back at the enemy to kill them or just run head first into them and mulch them up with the shield. If he gets too damaged with no Kantus around to heal him, he can hide in a corner to recover health and come back out swinging again.
Standard Ability: Eat through fortifications, zap the cog.
Special Ability (LB): Rear Up. Acid Shot when Reared Up (RT)
Duration: As long as you like. But, you will need to take time to re-charge your shots and you are immobile while Rearing Up.
Cooldown: Going from Crawl mode to Rear Up mode has no cool down. But, you do have to wait a few seconds for your acid shots to re-charge.
The Serapede is a tricky one to run. Due to the weak spot at the tail, if an enemy flanks around, it can be taken down easily. It can be hit on any of its segments and can not be healed by the Kantus. But, the bite and acid shot on this thing are not one to be joked about.
Standard Ability: Smash fortifications and any COG’s in his wake with his legs
Special Ability (LB): Burrow
Duration: 8 Seconds
Cooldown: 12 Seconds
While being the highest costing Locust, he’s also the most damaging Locust in the bunch with the Mauler coming in at a close second. Pair the Corpser up with a Kantus and you have an almost unstoppable beast to lay waste to fortifications, COG soldiers, and the objective. His burrow ability also gives him access to not having to worry about fortifications being in the way as well as healing him while he is underground.