Survival feels a lot like the natural progression of Horde mode. In Gears of War 3, Horde mode had players building obstacles, unlocking different levels of turrets and the like, using in-game currency accrued through killing Locust. In Gears of War: Judgment, a lot of that management has been taken out in favor of class play.
There's an engineer, a soldier, a scout and a medic, each spawning with their own specific weapon set and ability: the soldier supplies ammo and has more health; the engineer maintains the fixed barriers across the map; the medic can throw stim grenades to heal and revive downed players from afar; and the scout can climb up to special perches and has a beacon grenade that spots and highlights enemies through walls, adding a damage buff to affected enemies. The game mode supports up to five players, so obviously there's going to be some class overlap, and if you die and want to respawn as a different class, you can easily do so.
Instead of surviving 50 waves of Locust enemies like before – quite the lengthy endeavor and, sometimes, just a chore – Survival tasks the COG with surviving 10 waves and protecting special E-hole covers. Each cover lost pushes the COG further back into the map, until the final generator that is apparently very vital and necessary to the war effort. For seemingly well-financed military, the COG doesn't seem to have the best infrastructure.
Survival mode itself was pretty tough on just normal, which came as a surprise to me – my team's first attempt saw us defeated before wave five. But the difficulty wasn't due to any inherent extra toughness of the CPU-controlled enemies, but rather due to my team's lackluster team work. Our second and third attempts fared better, the final go culminating in a win.
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