'Gears of War: E-Day' was the standout title at the Xbox showcase held during SGF. Following the showcase, a dedicated Direct event was held, and a private session featured a one-hour presentation followed by a Q&A.
During the session, developer The Coalition introduced the game's core development direction, gameplay, and story structure. The presentation featured The Coalition's Studio Creative Director Matt Searcy, Art Director Aryan Hanbeck, and Studio Brand Director Nicole Fawcette.

This title takes place 14 years before the original Gears of War, covering 'Emergence Day,' when the Locust Horde first surfaced. The developers described Gears of War: E-Day as a return to the series' roots and a completely new mainline entry built from the ground up.
While maintaining the cover-based combat, sense of weight, and risk-reward structure of the existing series, the content, mechanics, and animation systems have been rebuilt.
The starting point for E-Day was an image of Marcus confronting the massive Locust threat in the dark. The developers used this as their initial vision, aiming to portray the Locust as more menacing and nightmarish. They also sought to capture the moment a living world collapses under the Locust invasion.

The title centers on three key pillars: gameplay that feels like 'Gears' but with a fresh take, the city of Kalona as the setting, and the story of Bravo Squad, led by Marcus and Dominic.
In terms of combat and controls, the movement model and animation system have been overhauled. One change is that the camera now pulls back during a sprint rather than zooming in on the character. The developers adjusted this to give players a wider view of the battlefield, allowing them to better assess their surroundings and utilize various environmental elements.
The Active Reload UI has been moved to the center of the screen, though players can opt to place it at the top as in previous games. The developers explained that the center placement connects more naturally with the flow of combat. Some weapons also feature additional reload mechanics; for example, the Gnasher reloads one shell at a time, and players can interrupt the reload to immediately fire the shells already loaded.
Cover and movement have also been expanded. Players can experience low cover, various types of obstacles, sliding, and jumping. However, jumping is not for platforming, but rather a tool for securing detours, tactical repositioning using elevation, or flanking. Sliding is also more than just a movement tool; it can be used in combat to slide under vehicles or around corners into cover.

The session showcased one of the early missions, where Bravo Squad first takes up arms, with Marcus appearing in civilian clothes.
The developers introduced the supermarket combat scene shown in the video as a segment that captures the classic 'Gears of War' combat feel. It is a combat space that combines cover, destruction, movement, and cooperation, while also connecting to the series' lore. The developers explained that this scene is a reimagining of an important moment involving the Lancer assault rifle, adapted for the game.

The game is set entirely within the city of Kalona. The developers explained that they chose to delve deeper into a single location rather than using the road-trip structure seen in Gears 5. Kalona is not just a backdrop but a central pillar of the story, where players witness the city's collapse following the Locust invasion.
The game is fundamentally linear, with players always moving toward the next objective. Kalona is not an open world, and players cannot choose quests or roam freely. However, some sections are larger than before. In these open-ended areas spanning a few blocks or neighborhoods, players can approach combat in various ways, such as frontal assaults, flanking, entering buildings, or utilizing high ground.
The city's art direction reflects the atmosphere of 1970s New York. Elements like CRT screens, retro technology, a world without LCDs or lasers, and large, angular vehicles are used, with vehicles also functioning as cover during combat.

The developers built the entire city first and then placed missions within it. As a result, players can see landmarks from one area while in another, creating the feeling that the places they have passed and the places they are heading toward are connected like a real city.
Kalona features various districts, including a historic district, a modern downtown, oil refineries, a stadium, and bridges. The same locations are presented differently before and after the invasion. Through these changes and the layering of the city, Kalona feels not just like a ruined background, but a living space being destroyed by war.
The depiction of the Locust has also shifted to be darker and more threatening. The developers wanted to show the Locust not just as monsters that pop out of the ground to attack, but as a more terrifying and menacing presence. Some Locust even move as if they are searching for and checking on survivors.

The story centers on Bravo Squad, consisting of Marcus Fenix, Dominic Santiago, and new characters Mags Carter and Lucas Reyes. They do not start as a formal squad; instead, they are suddenly swept up in the crisis while dealing with their own lives. When everyone else is fleeing, they run toward the danger out of a sense of duty as Gears, becoming a squad in the process.
Mags and Lucas are from Kalona and serve as guides to the city's geography and local situation. Mags Carter is a former Gear who now works at a Kalona emulsion refinery. In contrast, Marcus and Dominic are not from Kalona and are simply caught in the events while visiting.

The title covers the beginning of the Locust War and the formation of the relationship between Marcus and Dominic. At this point, their bond as brothers-in-arms is not yet fully formed. They are connected through Carlos Santiago and share the loss associated with his death.
Tai Kaliso also returns. The developers expressed their excitement about reintroducing the fan-favorite character in this title.

The campaign can be played solo or in co-op. Split-screen co-op is supported, and online co-op supports up to four players. The developers explained that in 'Gears,' the squad and cooperation are not just features, but a core identity that links characters, story, and gameplay.
In multiplayer, players can experience 'Horde Siege,' an evolution of the co-op wave survival mode. Horde Siege is a PvE mode where three squads of 12 players total defend Kalona on a larger city map. Players choose one of four classes—Assault, Marksman, Medic, or Breacher—and deploy in a 4-player squad to complete joint objectives and face World Bosses alongside other squads.
Players can earn rewards through survival, unlock customization options, and strengthen their loadout for the next match. The PVP mode, 'Versus,' is 4v4 and supports new maps, ranked play, and social playlists.

Technically, character and world rendering have been significantly improved. The polygon count, texture quality, facial expressions, and hair and beard rendering of character models have been enhanced. The developers explained that to convey the heavy emotions of brotherhood and loss, the characters needed to express those feelings effectively, which led to these major improvements.
'Gears of War: E-Day' will be released as a Xbox exclusive on October 6, following an open beta starting August 6. It will be available on Xbox Series X|S, Windows PC, and Steam. It supports Xbox Play Anywhere and will be available on Game Pass on day one.

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