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gaming Oct 6, 2026 · 👁 2 views · Syndicated from PC Gamer

Gears of War: E-Day review — terrific shooting buoys a sluggish campaign

Need to knowWhat is it? A prequel to the classic third-person cover shootersRelease date: October 6, 2026Expect to pay: $70/£60Developer: The CoalitionPublisher: Xbox Game StudiosReviewed on: Asus ROG Zephyrus G14Steam Deck: TBALink: Official siteWhat's the most stunning revelation in this Gears of War prequel? Marcus...

Gears of War: E-Day review — terrific shooting buoys a sluggish campaign
Need to know

What is it? A prequel to the classic third-person cover shooters
Release date: October 6, 2026
Expect to pay: $70/£60
Developer: The Coalition
Publisher: Xbox Game Studios
Reviewed on: Asus ROG Zephyrus G14
Steam Deck: TBA
Link: Official site

What's the most stunning revelation in this Gears of War prequel? Marcus Fenix used to have a jump button. Yes, the king of cover-based shooting, a man more rooted to the ground than a scarecrow, spent his youth jumping to some bits of cover. So E-Day contains at least one literal leap forward for the franchise. Shame it's trapped in a slog of a campaign that's otherwise anything but.

But before I moan about that, plenty of good news first. Gears has never felt better to play. These third-person cover shooters have always been a blast when they're working, and a miserable swearing fit when you dodge roll into certain death instead of snapping into cover like you wanted to. Again.

That nonsense has finally been excised, mostly, thanks to slightly more acrobatic characters and some wise button remapping. It's amazing what a difference sticking run on L3 and giving climb its own designated button makes.

Gears of War's biggest haters are liable to characterise its cover-shooting as a dull game of whack-a-mole. Perhaps on Normal difficulty, but Hardcore is where the experience sings. Here, staying in the same spot of cover is rightfully punished. You've got to keep gaining better ground, constantly weighing up the risks of lining up a sniper shot, a chainsaw insta-kill, or making a desperate dash for cover. It's a turn-based tactics shooter with a missing pause button. There's a reason that it translated so smoothly to a tactics spin-off.

(Image credit: Xbox Game Studios)

E-Day introduces new weaponry that makes cowering in cover harder than ever. It loves a blast of acid, this game, either delivered from a massive evil frog or a new gun that shotguns it at you. Devastating, but a loving kiss on the cheek compared to the Goreshot, a grappling hook only interested in grappling your torso from your body. So gloriously over-the-top, it almost makes up for the insta-kill tedium from the elite enemy who wields it.

That stuff's good, but it's the renovations to the old guard that stand out. The spike trap now opens with a hugely satisfying thunk-thunk-thunk as its horrible insides prepare themselves for a good gouging. The explosive arrow-firing torque bow gets a great glow up—the sound design as it finds its target is wonderful, practically a doomsday drum roll, so good I still enjoy it even when a locust is aiming it at me. And if I'm ever called upon to assassinate God, this game's sublime sniper rifle is what I'm reaching for.

So if the gunplay's a treat and the core combat never better, what's the problem? Well, almost everything else, unfortunately.

Dis-may

E-Day is a prequel, referring to the fateful day when the locust got bored of living underground and burst free from the surface to say a very messy hello. This is covered in the opening cutscene of the original Gears of War. And if you're wondering what insights E-Day has that weren't covered in said cutscene, same here.

The game opens with Marcus Fenix and Dom 'boy isn't it great that my wife and kids are alive' Santiago. Instead of the cynical, traumatised, seen-it-all-before combat veteran of the original Gears, here Marcus is… a cynical, traumatised, seen-it-all-before combat veteran. Oh.

(Image credit: Xbox Game Studios)

Discovering Marcus was once a flamboyant drag queen who was changed forever by E-Day into the man we know today was probably too much to hope for. But the fact he's essentially exactly the frikkin' same is the first alarm bell that this prequel is struggling to justify its own existence.

Is the shooting strong enough to sustain this? Yeah, just, though it does get exhausting.

Once the locust arrive, E-Day tries cosplaying as Resident Evil for a bit, complete with a trip through the panicking city to the police station. Some of these horror moments work. The drone gets an excellent introduction, though not so much for the poor sap stuck in the interrogation room with it. Other attempts at horror atmosphere are hilariously clumsy. I find the blood-soaked helmet of a transit worker, and the game immediately shatters any sense of foreboding with text popping up saying 'Bloody Transit Worker's Helmet Found!' Er, hooray?

The game then has some dumb fun giving little origin stories to its iconography—chainsaws being attached to machine guns! Grenades being tossed in emergence holes! Problem is, by the start of Act 2, you have the weaponry, armor, and the squad. At which point E-Day just becomes standard Gears of War again. You explore the ruined city (not open-world, more wide-ish linear) with goals never more complicated than 'shoot those locusts' or 'survive this wave of locusts' or 'why haven't you shot those locusts yet?'

(Image credit: Xbox Game Studios)

Gears 5 understood the value of variety. It had sections where you had to stealth around a mad scientist's factory to stealth kill infected robots. Or ride a skiff down an icy mountain. Or fight an enemy on the stage of a Hamilton-inspired musical which starts rotating at the worst moment possible (play Gears 5—it's one of the best 7/10s ever).

True, not all of Gears 5's ideas worked. But I wanted a sequel that improved upon them, not a regression that believes the only thing you should ever be doing in one of these games is endlessly pulling the trigger. It's just slightly remixed combat encounters all the way down. Battle a giant frog and several snipers! OK, now two frogs, one sniper, and several shotgunners! OK, OK, now three giant spiders that fire insta-kill rockets, and loads of grunts, and the last checkpoint was seven minutes back! …Hey, why are you suddenly aiming at me?

Is the shooting strong enough to sustain this? Yeah, just, though it does get exhausting. It's an action movie with everything ripped out that isn't bullets going into bastards. The 20+ hour campaign is also waaaaay too long considering how one-note it is (well, aside from two crap shooting-from-a-turret-inside-a-helicopter bits, but I was planning on being nice and not bringing those up).

(Image credit: Xbox Game Studios)

Moderate improvements

New for E-Day are mod slots for your weapons and armour. Mods include less recoil, better scopes, faster chainsaw revving, etc. Not as useless and incremental as the crap you get in [insert whichever live service shooter you currently have the most beef with here], but it's borderline and hard to get excited about. Far better is the gizmo that can send out rippling shockwaves that stun enemies, perfect for a chainsawin'. I found a mod for it that also sets enemies on fire. Lovely.

You get these mods for completing sidequests or finding them in cases. But E-Day is so terrified of you missing anything that tiresome all-caps text saying HARD CASE NEARBY blazes across the screen. And the location of the case is immediately added to your map. Oh and if you activate whatever this game's version of Eagle Vision is called, we'll show you exactly where the case is. Ugh.

Gears 5—which I promise to stop swooning over soon—did all this so much more elegantly. You had a robot companion with abilities that were upgraded with currency you found through exploring. No map markers, screaming text, or other BS that belongs in the Ubisoft dark ages. You were actually incentivised to explore properly, with any world-building or character moments you encountered along the way a nice bonus.

(Image credit: Xbox Game Studios)

E-Day's a less interesting place to explore regardless. A city in ruin is one of gaming's most overdone settings, so you really have to pull out the stops to make it interesting, like in The Last of Us 2, or the opening Leon section of Resident Evil Requiem. Otherwise, seen one ruined city block, seen 'em all, like in the second half of Resident Evil Requiem (at least E-Day is less grey and brown, shockingly).

How can a game with such outstanding skull-popping, blood-geysering headshots still have such pitiful damage feedback against elite enemies?

Other frustrations just feel like they shouldn't be happening in the seventh game of a series. There's a special place in hell for games that put checkpoints before long dialogue exchanges that you can't skip through. Normal difficulty still isn't challenging enough. Opt for hardcore and you get the compelling challenge, but also have to swallow the occasional ocean of stale piss, with boss health bars so overlong I'm amazed they fit on the screen.

And how can a game with such outstanding skull-popping, blood-geysering headshots still have such pitiful damage feedback against elite enemies? There's no satisfaction in emptying clip after clip into a monster, not feeling like you're having any impact whatsoever until it finally falls over. Do I actually love E-Day's sniper rifle, or is it the only gunshot against the more bullet-spongy cretins that feels like it has any kick?

A new enemy at least has the decency to have a nice big eye that it doesn't like being shot in, which means I actually feel the impact of my gunfire. This thing is called… actually, to try and describe it myself when I can let the game do that in the following screenshot would be like snatching the pen from Shakespeare. My apologies. Take it away, E-Day:

(Image credit: Xbox Game Studios)

Thank you, Lucas. God this game is infuriating. Great shooting trapped in a horribly overstretched campaign, telling a story that clearly didn't long to be told. It feels more like Microsoft taking a page out of the Jack Donaghy playbook and tapping a sign saying 'make it 2007 again'. Marcus is gonna have to open Gears 6 with one Hell of a drag show to make up for this.

Multiplayer saves the E-Day

Multiplayer is a less qualified success. The 4-v-4 modes are great if you just want to jump right in and quickly discover that you should have been practicing with the shotgun a lot more during the campaign. Conquest is all about taking and holding a certain section of the map, Demolition is all about triggering and protecting a bomb somewhere the opposing team would rather you didn't, and so on.

Horde Siege is a fun, smart evolution of what came before, an experience that tries to expand what Gears can be.

Nothing revolutionary, but all executed well, and even fun when you get matched against bots. I like how the new jump button means leaping over insta-death chasms is now an option. Which The Coalition have celebrated by sneaking in a bunch of insta-death chasms that are easy to miss, the cads.

Horde Siege is more ambitious as it takes advantage of the city's massive scope. Classic horde saw you setting up defenses like spike traps and turrets before waves of enemies came to tear them down. That's still true here, except now that Horde is basically open-world, there's a lot of commuting between the actual wave-battling bits. But where that padded out an irritatingly wheel-spinny campaign, it works here because the city feels much more alive and spontaneous.

(Image credit: Xbox Game Studios)

Optional objectives with tasty rewards constantly pop-up, tempting you and your team to hunt down a massive enemy, or carry a core across the city that essentially leaves one of you unarmed. Even if you ignore these because you've unfortunately matched with the dullest squad alive, locusts can still suddenly appear in big numbers at any moment. Not so often that it becomes as exhausting as the campaign, but enough to give even a long encounter-free trudge across the city constant tension.

You're on a squad of four, and there are two other squads out there, too. Occasionally you might cross paths and can join them for a bit of shooting, or maybe they'll save you. There's not much incentive to do so—besides, y'know, compassion or whatever—but it's still a fun touch.

Horde Siege is a fun, smart evolution of what came before, and an experience that tries to expand what Gears can be. It'll still be worth playing whether The Coalition decides to build on it or not. I just wish it didn't feel like it was living in such a separate silo to a flawed solo adventure that's disappointingly conservative in comparison.

Read full story at PC Gamer →

Original reporting appears on the publisher’s site.

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