'We didn't want to do a licensed match-three or a licensed endless runner, we wanted to find what felt both true to the mobile platform, but also true to the franchise in terms of game mechanics,' he adds. Read more: All the games, trailers and highlights from E3 2018 It's really beneficial to have this sort of open minded perspective about where the franchise can go.'
'We leave negative space so that when we work with a new collaborator like Kurtis [Weibe, writer of recent Gears of War comics, there's some life to find, a hook to go and create new parts of the world, which is exciting. If there's something that isn't locked down in our universe, then we don't try to artificially lock it down,' he says. 'We really like working in what we call negative space, where you leave gaps. Its placement comes as a result of Fergusson and The Coalition's 'negative space' policy, which applies to wider entries in the Gears mythos told in other media. The core though – who's there and what you fight – are intended to be canon.' 'It's a new squad, and of course, being a tactics game, you get to create a lot of that squad yourself in terms of customisation.
It's a story that takes place 12 years before the first Gears of War, before the first Marcus Fenix story,' Fergusson reveals.