Let’s talk mechanical differences. First off is the change to the active reload system. Playing any previous
Gears games online invariably begins with a strange ritual. Everyone begins each round by emptying the gun they wish to use. Then, when an engagement presents itself, each combatant executes a perfect Active Reload – the signature mechanic that not only shortens reload times, but adds a damage boost to each shot.
Gears of War 4 adds the Competitive Active Reload, which allows players to Active Reload with a full clip to gain the damage boost without sacrificing their ammunition or their suspension of disbelief at the beginning of each match. It doesn’t make much logical sense, but it beats watching everyone shoot at nothing in particular for ten seconds at a time.
Another change has been made to the series’ cover system, which most other third-person shooters try, but fail to emulate. Gears of War 3 brought us the mantle kick, and Gears of War 4 one-ups that with the Vault Kick, a faster version that opens the stunned enemy up for a knife to the face. Another addition is the Yank and Shank, which is an incredibly risky maneuver, as the animation is quite lengthy. By aiming over your cover and hitting (X), you reach over and grab the individual on the other side and bring him/her on over to yours, where (again) the business end of your knife awaits.