To tell you guys the truth, I don't think Gears of War is all that awesome as it may seem. I live in the U.S and I have the game. My main complaints is the fact that the single player campaign is too short. I'm talking less then 10 hrs. While it's true that a lot of shooters don't have long single player campaigns this is no excuse for a calibur game like Gears. I mean it's suppose to be MS GOTY. However it's fun while it last, but I really cannot see much reason to go back for more. There are also a few other things that I like to nitpick, but I won't go through the details since I don't want to spoil anything. If I were to personally rate the game it would be somewhere around 8.8-9.0 rating.
Seems to fit right in with other shooters these days. ~8 hours on an easier setting, more on harder settings.
Personally, I've played through the game over 3 times completely (casual co-op split screen, hardcore singleplayer, hardcore co-op xblive). Part of that has been the COG targs and the achievements for playing as Dom. Most of it is that it's simply fun to play.
(moving to my own sort of review, sorta Therefore, there will be
SPOILERS )
Honestly felt slightly disappointed playing through casual, but switching to hardcore just made every single thing more rewarding. Headshots are more important, a chainsaw kill is more risky/rewarding, and it just requires you to be on your toes more. That said, the last time I played through(hardcore co-op, live), I was experimenting more than I had before. Mostly this included finding out what could be grenade tagged. I was laughing like a Hyena when I tagged one of the Boomers, rolled back and watched the explosion. I was also amused to tag one of the wretches, roll back, get knocked down-but-not-out by the explosion. Blood never wows me, since I played so much mortal kombat and eventually was just like "why the hell do I even care about blood? Blood.... meh." So, don't care much about the blood in the game (it looks good, but again, I don't really care). However, explosions + Gibbs? Awesome. Torque Bow is also one of the best weapons in the game.
And in my opinion, one of the best features is the active reload. Now, every time I look at video of some other game I'm all like: "Why didn't you hit reload again and get a faster reload?" and such. I can't believe how much more interesting
reloading is now. I almost want every game to include it. It wouldn't fit into many games' mechanics, but every time I look at another shooter now, it's like there's this empty void where there should be a double damage/quick reload or gun jam. It's the little things, I suppose, even in this way.
And the cover works so well. The system simply feels like it's rolled all together, being able to fluidly move from one piece of cover to another. It's not perfect, but it's very good and quite solid. Blindfiring is very interesting, and can also be very rewarding. It's been essential in hardcore for those guys charging towards your cover, as the chainsaw can easily be countered by an enemy aware of you (and those carrying shotguns aren't exactly the best targets for going melee with any of the other weapons, perhaps including the torque bow--2/3 hits for a kill, i.e. quite risky with other enemies around).
So, my problems with the game? In the first couple hours of playing I really wished there were a way to turn off auto reloads. It's not such a big deal now, after hours of playing, but it still occasionally messes up my damage bonus active reloads. You want it basically all the time you can get it, so it pisses me off when I go to hit the reload button not realizing it's in the middle of a reload already, or realizing it's initialized a reload and frantically trying to get the damage bonus/fast load, only to miss--since a normal reload just seems to take an eternity. With the sniper rifle/torque bow/boomshot it's fine, since it's one shot, and you're fully prepared after a while of playing with them. But the other weapons were annoying. Even now, I don't always hear that sound as the Lancer rifle is getting close to empty. Not so big now, and it was probably the best choice to fit all situations.
Besides that, the cover system doesn't ALWAYS work perfectly. As has been noted before, it's simply the case that TOO MUCH has been shoved onto the "beachfront property" that is the A button. Dives/rolls, into cover, out of cover, roadie run.... too much. It's fine most of the time, but when the game mixes things up a bit (like the end of Act IV as you have a short time, lots of enemies including boomers, and you basically HAVE to make a mad dash for it--the cover really hampers things, and killed me several times trying to get around those boomers; that was much easier on co-op, being hardcore, with the use of two torque bows and one person making the dash while the other fires off a round or two). On one hand, I feel they definitely needed to split some of those functions off into another button, but one the other, doing that would probably also break some of the seamlessness of getting into cover, out of cover, moving to the next piece of cover, etc. that is part of what makes the game seem so great. One of those lose-lose situations, I suppose.
One out of the two most serious complaints I still have at the moment (and is somewhat of a testament to how much the game gets RIGHT), after around 20+ hours of playing, would be the difficulty of finding a weapon to pick up in a mess of gibs. The environmental detail is enough that it certainly doesn't HELP, and so when the Gibbs are of the same color as the weapon I want... it's hard to do anything but wait for the debris to clear, for my enemies to be gone as well, etc.
The other one some of the poorly placed checkpoints. I got really, reall sick of listening to some piece of stupid dialogue (which includes you walking really slowly) over and over again to get to the part where I was actually dying. It only happened occasionally, but it's still quite annoying. In fact, the dialogue/cutscene system in general ticked me off, since it's unskippable for the sort of "in-game" cutscenes such as the wretches in the hallway (ugh...), and others like that. I've seen it, let me play the F'n game! They got it right in terms of how long people would tolerate a loading screen, but they messed up here.
Ultimately, still very much minor details, when looking at the bigger picture and just how solid everything else is. Besides that, the game is also a visual treat (purely as a bonus on top of the gameplay), and like Dan Hsu has said, I now wish alot of other games looked as good as this/like this. Some of them may be in the middle of development and have tons of programmer art and such. But it's still disappointing when you have Gears to compare to, and most freshly in mind.