Most disruptive to the Gears formula, however, is the inclusion of at least two sprawling, quasi-open world levels. One snow and storm-wracked valley, another sun-beaten red desert. You surf across the levels on the Skiff, a kind of heavily armoured wind-surfing vehicle. It's a pleasure to use, skimming between missions and veering off to investigate other points of interest.
It isn't the most populated sandbox you will come across, with no apparent emergent encounters (although a turret manned by 'player two' Del hints at Skiff-based combat elsewhere). But it is a handsome and diverting way of building out Gears' world. The rhythm of wide-open spaces funneling into tight, intimate battles calls to mind Sony's
God of War; a touchstone The Coalition is happy to embrace.
"For me, God of War was a big one," says art director Aryan Hanbeck when talking of outside inspirations for fine-tuning the open spaces. "They're not exactly the same scenario we have, but they do such a good job of pointing you to specific places, giving you visual cues that are consistent throughout the whole game. And it was such a fun game to play that we really took a lot of a lot of little cues from that, but tweaked to make sure it fits our experience."