Overview
Prequels carry a built-in problem: the audience already knows how the story ends. Gears of War: E-Day bets that the beginning is frightening enough to work anyway. Developed by The Coalition and published by Xbox Game Studios, it rewinds the clock to Emergence Day, before the original Gears of War. That is the moment the Locust Horde bursts out from under the planet Sera and the war the series has always lived in begins.
The cast is a younger Marcus Fenix and Dominic Santiago, joined by three new squadmates: Mags, Lucas and Carta. The tone shifts darker and leans toward horror, which suits the premise. On E-Day, nobody has seen a Locust before. The shift toward horror follows from that fact rather than from a marketing brief.
The game aims at two audiences at once. Long-time fans get the origin story and the third-person cover combat the series is known for, rebuilt around a new movement system. Newcomers get a natural entry point, because a prequel demands no homework. Around the campaign sits a multiplayer package designed to keep the game installed after the credits: four-player online co-op, 4v4 Versus, and a 12-player Horde Siege mode.
Reception splits along a clear line. Critics were warmer on the campaign and combat; Steam reviews are cooler, with complaints about stability and missing features. That matters, because Steam is the version this review covers. At $69.99, the game asks full price for a package with visible gaps.
Key features
- Reworked movement: Sprint-slides, gap jumps, climbing and low cover are layered over the series’ cover-to-cover shooting.
- Emergence Holes and destructible environments: The Locust pour out of holes in the ground, and the levels around them break apart under fire.
- Horror-tinged campaign: Emergence Day is told through linear set pieces and semi-open areas, with more graphic gore than before.
- Co-op campaign: Up to four players can play online, and consoles also get two-player split-screen.
- New weapons: The Gutpuncher grenade launcher and the Incinerator shotgun join the arsenal.
- Versus multiplayer: 4v4 modes, including Team Deathmatch and Conquest.
- Horde Siege: A reworked wave-survival mode for up to 12 players split into three squads.
- PC feature set: Unreal Engine with support for high-resolution rendering, ray tracing and DLSS.
Analysis
Story and Structure
Emergence Day is the most loaded event in the series’ fiction, and staging it as horror is the right call. Horror runs on the unknown, and E-Day’s characters have no frame of reference for what is climbing out of the streets. The campaign alternates linear set pieces with semi-open areas, and the logic is sound. The set pieces sell the scale of a city collapsing. The open pockets give a four-player squad room to split up and flank. Semi-open spaces in a cover shooter tend to bleed tension, because a space you can approach from many angles is a space you rarely feel trapped in. The horror framing gives the designers a reason to keep those spaces tight, since a level that lets the squad pick its route also lets the Locust pick theirs. We like the structure on paper.
The sharper problem is the cast. Steam reviews complain that the story pushes Marcus and Dom aside for the new characters. That is a costly choice in a prequel whose premise is seeing those two before the war shaped them. Mags, Lucas and Carta need room to matter. But a game built on a young Marcus and Dom owes them the spotlight, and handing it to newcomers reads as franchise-building at the expense of the story people came for.
Combat and Movement
The series’ cover-based gunfights return, and critics centred their praise on them and on the new movement system. The additions are specific, and each one targets a known weakness of stop-and-pop design:
- Sprint-slides shorten the dead time between cover points. Those are the most vulnerable seconds in any cover shooter.
- Gap jumps and climbing add verticality, which turns a flat front line into a space where high ground is worth taking.
- Low cover changes sightlines. A barrier that protects a crouched body but not a standing one makes positioning a constant decision rather than a single snap to the nearest wall.
Destructible environments push in the same direction. Cover that can be shot apart is temporary by definition. A squad that digs in gets flushed out, and the movement system gives it the means to relocate. This is the strongest design idea in E-Day, because the mobility and the destruction each make the other worth having.
Emergence Holes complete the thought. A conventional cover shooter assumes enemies arrive from the front. Locust erupting from the ground break that assumption by putting threats inside a defensive position rather than across from it. The mechanic also ties directly to the fiction: the event the game is named after happens under the squad’s feet, again and again.
The Gutpuncher grenade launcher brings splash damage, and the Incinerator shotgun adds another close-range option. The more graphic gore matches the horror tone. Some players will treat it as a selling point; others will treat it as a reason to pass.
What is missing matters as much as what was added. Steam reviews flag three absent series features:
- Chainsaw duels and meat shields are part of the series’ identity, the moments that make a firefight read as Gears.
- Private matches are a practical loss. Without them, friend groups and community events lose their home, and so do informal competitive scenes.
We count these absences as the game’s most avoidable flaw. None of them is a technical frontier. They are established features that did not make it in.
Horde Siege
Horde Siege reworks wave survival around scale: up to 12 players, split into three squads. Critics praised it. Steam reviews call it stripped-down and timer-based. Both reactions make sense, because they describe the same trade.
Three squads open up real coordination problems: holding separate fronts, rotating reinforcements, covering a collapsing flank. That is a bigger, more social version of the mode. A timer, however, turns endurance into a race. Tension comes from the clock instead of from slow attrition, and players who valued the long, grinding build of a survival run lose the thing they came for. We side with the ambition of the 12-player structure. We think the timer gives away the attrition that makes wave survival tense, and the stripped-down feature set compounds that loss.
Versus
The 4v4 Versus suite, with Team Deathmatch and Conquest, is the least controversial part of the package, and Steam players describe it as solid. The complaints sit around it rather than in it: ranked matchmaking and netcode. In a 4v4 format, each player is a quarter of the team, so a mismatched ranked queue or an unreliable traded kill swings rounds hard. Combined with the missing private matches, competitive players have fewer fallback options when ranked play misfires.
Visuals & performance
Unreal Engine and a collapsing city are a natural pairing. Critics singled out the visuals and atmosphere, and Steam players praise the look and sound of a city coming apart around the squad. The art direction faces a hard balancing act. A horror tone wants darkness and murk, while a cover shooter needs readable silhouettes and clearly marked cover. Debris from destructible environments, Locust erupting from Emergence Holes and heavier gore all add visual noise. The game’s readability therefore depends on lighting and HUD design keeping enemies and safe positions legible through that noise.
Performance is where the Steam version takes its biggest hit. Steam reviews cite crashes, stutter and possible memory leaks on PC. These are the most damaging complaints a PC release can carry, because they cut across every mode, from campaign to Horde Siege to ranked. A game with ray tracing and large-scale destruction is demanding by design. DLSS gives mid-range hardware some room, but upscaling addresses rendering cost, not crashes or memory leaks.
Platform nuances
Steam is the only platform covered here, and several differences shape the purchase:
- Input: Mouse aiming suits the precision of cover-to-cover shooting. The expanded move set of slides, gap jumps, climbing and low cover adds more context actions to the control scheme, so bindings deserve attention.
- Co-op: Co-op is online on Steam; plan on four-player online rather than couch play.
- PC features: Support for high-resolution rendering, ray tracing and DLSS.
- Critical reception: Critic reception was warmer than the Steam reception.
- Steam reception: Complaints centre on stability, missing features, ranked matchmaking and netcode.
Some negative Steam reviews are not about how the game plays, and we discount them. The substantive complaints remain: PC stability, missing series features, ranked matchmaking and netcode. Those are the ones that should inform a purchase.
Final verdict
E-Day gets the movement and destruction right. Its additions take on the stiffness of classic cover combat, and Emergence Holes turn the event in the title into a mechanic that keeps threats arriving from places a cover shooter normally assumes are safe. That foundation is the best argument for the game.
The cracks run through everything built on top of it. The story spends its most valuable characters on someone else. Horde has been reshaped around a clock. Series staples are missing, and private matches are gone. On Steam specifically, stability complaints follow the game into every mode. At $69.99, those gaps are hard to wave away. We recommend E-Day only to co-op squads and series fans on PC who accept the trade-offs; most players should wait. The combat earns a better score than the package around it allows.
Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review