Look, I get that my above excerpt may ruffle some feathers. Some may think Gears of War lost its sheen a long time ago. Others may think I'm questioning past validity as a mainstay. Wherever you land, let me assure you that I love Gears and will always be a proponent for more of it. Although there have been tests and trials over the years, the franchise has had good recent entries, but not necessarily those that stand out. That changes with a return to form in Gears of War: E-Day, which is in my mind one of the best titles we've gotten this year.
Campaign
Creating a prequel has its own set of problems that are tough to overcome. You have established lore that you have to either tiptoe around or retcon, and you can’t do too much or you risk upsetting the balance of the universe. E-Day is in its own zip code of potential missteps, having to juggle five mainline entries and another prequel set after it. All that, and it's not exactly a happy story. It’s a tightrope, and people are just waiting for you to fall.
E-Day doesn’t just manage to barely cross the finish line with The Coalition’s reputation intact, it soars to heights I never would have expected. Somehow, everything about Emergence Day is impactful, from the larger plot device of the collapse of Kalona to Bravo squad’s personal lives. Everyone gets their fair share of the spotlight, but most importantly, the setting is the shining star.
Kalona is so much more than a bunch of corridors and rooms filled with chest-high walls. In the midst of desolation, it manages to exude so much vibrancy. It's almost contradictory, watching a world teeming with death exhibit life. The fall of Kalona to the emerging Locust horde has long been imagined by fans of the series, and it feels like you're stepping directly into the middle of it, with an immersive quality not many games find.

This “character” is telling a story, and one that isn't going to end well. Our favorite best friends Marcus Fenix and Dominic Santiago are in the city, celebrating the life of fallen comrades, including Dom’s brother, Carlos. As they drink to his life in a bar, tremors shake the establishment and bring with them screams from the outside. The commotion spurs them, along with rookie Gear Lucas Reyes and former Gear Mags Carter, to approach the scene.
And what a scene it is. Civilians are being viciously torn apart, sinkholes are appearing throughout the streets, and chunks of buildings are beginning to fall from the damage. Worst still, all of this is the product of some humanoid (and some not) creatures eventually dubbed the Locust: violent predators eager to extinguish all surface dwellers. The horrors of Emergence Day are on full display, and they are terrifying.
These four unsuspecting companions (maybe not Marcus and Dom) become Bravo Squad, and the journey they take is a somber, savage, and revealing one, both from the dread of the Locust and how unprepared and Draconian the COG is shown to be. Treading the line of cruel apathy and emotional rollercoaster isn't for the faint of heart, and E-Day handles the moment-to-moment heartbreak with respect. They don't manipulate you; The Coalition tells a tragic tale befitting of the situation our team finds themselves in. All of the emotions fitting of the brutality you'll witness are earned, not taken.

Appending these moments are the over-the-top ones you expect from Gears of War. Extravagant encounters are a Gears staple, and there are several times you hit a spot and really sense that in the level design. Capping all of this off are tremendous boss fights – all of them punch hard and high. There's a rush of adrenaline when you get that last shot or chainsaw execution in, and it leaves you deeply satisfied and ready to take on the next threat.
In between the incredible set pieces, E-Day fits in time with each of the squad members. We get to hear about their hopes, dreams, and mainly their failures. Each one has to find the grit to pull themselves together as their literal world is falling apart; to be the salvation that so many people need. Lucas Reyes’ story is especially poignant – underneath his “by the book” exterior is a kid who knows what it's like to mess up badly and watch others pay the price.
Outstanding gameplay systems are the foundation beneath E-Day, and The Coalition have outdone themselves in this regard. I already went to lengths discussing how amazing the makeover and reinforcement of integral mechanics have been in our multiplayer preview, but let me continue my swooning here. Moving around in Gears of War: E-Day is simply the best it's ever been. It's smooth, something you'd never accuse a Gears game of. From the sliding, to the dodge roll, to the new sprint, to scampering up the side of a car, E-Day just feels so good.

Combat, to no surprise, is stellar. Rending the Locust limb from entrails has always been a highlight for the series, and that doesn't change here. Every gunshot is felt, each head that explodes is gruesome yet gratifying, and tell me you don't grin whenever you rev the chainsaw for a kill. The rush of Gears of War’s combat doesn't get old.
There's plenty of new to go along with it as well. The arsenal is very recognizable, with Lancers, and Gnashers, and Longshots (oh my), but there is a new layer for your Gear. I’m unsure if this is a case of the campaign borrowing from Horde Siege, or vice-versa, but the additional loadout depth from supply caches scattered throughout the levels is a nice extra. Putting attachments on your weapons to buff your recoil control and accuracy or an extended magazine can help you out in a tight spot.
Tactical Gear (think Field Upgrade from Call of Duty) even have perks to add. I chose the Sonic Disruptor, which stuns enemies from sonic waves for a short time, and the best thing I ever did was put a fire damage buff on it, which caused my foes to burst into flame. Armor Mods are a couple of more general perks, but still are useful, offering healing for kills at a distance, extended health, and more. I’ll dive more into these when I’m able to access Horde Siege mode, but they don’t seem like throwaway skill trees – they’re a part of the game that’s worth engaging with.

While Gears of War has experimented with more open spaces before, the balance between linear and open world play is superb in E-Day. No matter what section you’re in, the game just feels right. There are plenty of collectibles to go find (which are also marked on your map in the open world if you miss the classic Gears sound cue), and a lot of cases holding attachments for the aforementioned loadout system. Although straightforward levels don’t feature the breadth of flanks and routes to fight the Locust, I never felt trapped even in the smallest of locations. The Coalition has to be commended on how they’ve crafted the linear levels; I can’t put my finger on it exactly, but it feels fresh in Gears even if it isn’t brand spanking new. Similarly, the combat arenas are impressive, featuring that living feeling that translates from the greater setting.
On the larger side, the open world areas are just a blast to explore, especially in a co-op squad. My friends and myself ran around and tried our best to get to every case and collectible we could find, doing our main missions along the way. Side missions aren’t generally much to write home about – you’ll more or less defend an area or person/people for a short time. Thankfully, it never is a waste, all of these tasks are miniscule and give you additional loadout gear. The open world manages to be dense while never devolving into a time sink. This is the mark of a good open world concept; my time is respected, and it never overstays its welcome.
It's not a stretch to call this the best looking game of 2026, and it might be the best looking game of this console generation. E-Day is absolutely gorgeous, with insane levels of detail that showcases The Coalition's talent. I keep going back to calling it alive, and it is, from the towering, neon-laced buildings to a pile of rubble on the ground. Seriously, your jaw will be on the floor from the opening. I’m awestruck in particular by the lighting, which dazzles in every aspect of the game. It can be costly depending on your hardware, but even on the XBOX Series X and an NVIDIA RTX 2080 graphics card, it shines. The only thing I can even ding the game on is the not as important NPCs. They tend to look kind of bland and stiff.



Next to the fantastic visuals is the audio. This might be the greatest audio I’ve heard since Hellblade delivered in their sensational game. Listening to the growls and screeching of the Locust in any setting is going to creep you out, and The Coalition succeeds time and time again as you traverse Kalona. The cadence of each weapon firing is also a triumph, with the bullets ripping from the barrels being oh so enjoyable. Of course, the signature sound of a headshot and a chainsaw execution is flawless. I’d also be remiss to not mention exceptional performances by the cast, as John DiMaggio and Carlos Ferro again nail Marcus and Dom, with Jake Ryan Lozano and Elizabeth Faith Ludlow providing excellent support as Lucas Reyes and Mags Carter.
Horde Siege
This entry’s Horde Mode might be the most impressive part of the E-Day package, and the campaign is already a banger. I wouldn’t recommend reinventing the wheel, but it feels like the Coalition had the right idea in mind whenever they pitched what Horde Siege was supposed to be. This is more than just a cool concept – Horde Siege matches the cadence of recent PvE standouts like Helldivers 2 to bring the social multiplayer grind game to the Gears of War audience.
Before you launch out into Kalona, you’ll want to “Gear” up. This involves picking from one of four classes based on what tactical gear, equipment, or weaponry you want to specialize in, along with how long you want your match to take and the difficulty. There’s a lot of depth in the loadouts, as the attachment system and armor mods from the campaign also appear in Horde Siege. In this mode, however, you’ll have to earn them through a leveling tree that differs depending on what class you choose. You’re also limited by Horde Siege in how many of a specific class can be in a single party, so don’t expect to run four medics at a time.

Playing is simple: Load in with a team of four, head for your main objective, do a couple of side missions along the way if you fancy, and get out on a helicopter before the Locust kill you. Oh, and if you see other Gears struggling along the way, it’s never a bad thing to lend a helping hand. It’s an uncomplicated gameplay loop, but it’s one that maintains its level of fun by creating a distinctively different battlefield each time you step foot into Kalona.
Part of why it works so well is that the team is using what they’ve already built. The open zone missions in the campaign are largely what you’ll be roaming in Horde Siege, and those already exuded so much character that it makes sense to reuse them here. There is no character lost either – Kalona tells the war-torn tale well. If you’ve played the campaign, it makes it even more memorable, as your memories of fighting through the collapse will ring throughout the streets, buildings, and spaces as you battle the Horde.
Battling the Horde is special in Horde Siege too. As you sprint through the ruins of Kalona, you’ll happen upon packs of the below-ground creatures just waiting to down you. It happens naturally, but you’ll have moments where they’ll appear no matter what. These are during both your side missions, main missions, and invasions, which differ depending on your map’s instance. Although your main missions surround the R.I.G. (short for Resonation Imaging Geographer), all will have the Locust coming after you. As I defended the R.I.G. device with my COG teammates, several waves would attack, of course, with their intensity and frequency decided by my choice in the menu. You haven’t lived until your positions have been assaulted by multiple Boomers and drones with Troika turrets.

Side missions give you weapons parts and unlock squad perks to go along with the regular energy you collect from fallen Locust. These are as bite-sized as their compatriots in the campaign, existing mainly to give you the ability to unlock the attachments for your kit at the Horde Siege start menu. Still, they are fun to do; closing emergence holes, holding a point, transporting power cores for R.I.G.s, and hunting down high-value Locust are several of the activities you’ll enjoy. There are also random extras that will occur, like supply drops or perk caches, but those exist as helping hands in your journey.
Invasions might be the most wild piece of the Horde Siege puzzle, and they are spectacular to do. This is when a huge enemy, like a Brumak or Corpser enters at random, with a designated area showing the Invasion icon with some time to spare so players can get settled before it begins. If you manage to take this “boss” creature down in the time limit, there are some great rewards. Even better, all twelve players in the match can jump in, and they might need to considering how beefy these enemies can be.
Modifiers come into play during these events and can appear because of the difficulty you choose. These mix up the gameplay even more; when I faced the Brumak, I didn’t have the ability to get a Perfect Reload off until it was done, and I’ve seen some modifiers even have enemies explode when they die throughout your entire match. I really like this idea – yes, you could get one that sucks, but it shuffles the deck and creates a fresh experience. Poisons also return, with the Locust getting buffs when you go further in the lengthier missions. This makes hitting those side objectives all the more valuable as you get those squad perks.

You’ll unlock said perks and more at supply caches, which return from the campaign. What you can buy is dependent on your chosen class, but you can spend your collected energy here and get even better equipment to combat the horde. Tools like machine gun and mortar turrets are godsends, and razor mines or spike traps delay and damage. I do think there’s a bit less available to build a proper barricade, but many “Horde” modes seem to have lost this art, and I don’t know that this new version would be better with more to the fortifying of your positions.
What might be most remarkable about Horde Siege is that there are three maps available to play on right away. The Golden Quarter will be most familiar, as it was in the beta, and the night section of Kalona is terrific, demonstrating the ambience E-Day captures from the first campaign mission. There’s even an industrial shipyard! Given the game has plenty of open zones to work with already, and we’ve heard in Luke Lohr’s The Expansion Pass interview that Horde Siege won’t be limited by canon, it’s easy to assume The Coalition has plenty of fun planned for future maps. Just like the campaign, these spaces just work and work well.
The last hurrah of your match is extraction, and although it doesn’t meet the ferocity of the main missions, the rush of getting out intact is always awesome. Clear the landing zone, get on the chopper, and fire the big machine guns until you get the heck out of there. Just make sure you don’t end up under the helicopter when it comes down to get you… that’s an unfortunate end I’ve seen a squadmate or two meet.
Speaking of squadmates, I want to give a shoutout to the co-op capabilities of E-Day. While Gears has long been a game you play with your buddies, the systems behind that have been incredibly smooth. I’ve been able to near instantly join friends, and even in the campaign we’ve had no problems with dropping in and out if the need arose. Flawless co-op isn’t a given, but E-Day delivers it. Gears is great, but it’s even better with friends.
Horde Siege is simply brilliant. Every bit of the moment to moment gameplay keeps you on your toes, and in a group, it creates memorable events you’ll be talking about long after extraction. The coolest thing might be that even more is coming through their seasonal content – I’ve already played a new limited-time mode featuring the main villain of E-Day: Vraahk the Impaler. While he doesn’t revolutionize Horde Siege, this quick of a turnaround makes the mode feel alive even more than it already is.
Versus
If I were to describe Gears of War: E-Day’s multiplayer in a few words, it would be “a remixed classic”. Arena shooters aren’t new – spawn in, find and control the better weapons on the map, use them to break open whatever objective your mode requires. For players who have been around for some time, you’re likely to feel right at home. If you’re new to the series, the refined movement will ease you into the gameplay. That said, there’s an incredibly high learning curve, and one that makes me worry for casual and new players to the point I’m unsure they’ll stick around.

Versus in Gears is a sweat’s paradise. All of the systems in play enhance what they can do (the mechanics mentioned in our campaign section), although the nerf to the wall-bouncing isn’t as egregious, even if it still technically exists to a degree. Being able to sprint more easily, along with sliding and dodging even more smoothly, makes hardcore Gears players even more powerful, able to hurl themselves at you with relative ease. Because of the violent manner in which higher-skilled Versus enjoyers can play, if you’re new, you’re going to be frustrated as you learn the game.
My time with Versus has generally been like this. I understand multiplayer gameplay well, so I see how good E-Day performs in the style that’s delivered. Even so, I’ve found myself often irritated at how badly my team does versus these elevated accounts. Seriously, nearly every lobby I’ve been in has featured my friends and I versus two lower-level players and two 40+ ranked sweats. It’s really tough to learn how to play when you’re constantly being pushed and feel like you can’t get ahead.
Even team deathmatch feels this way, and it’s due to design. With a life pool instead of a score limit, when you get put in the meat grinder by a team, it quickly gets out of hand. While E-Day’s Versus mode is certainly about team play, it takes one missed communication or a lane or flank lost in the chaos that changes the outcome of a match. I get that this is just not my best multiplayer, but it’s one of the rare cases where I don’t think I have the patience to get to know it.

It’s sad, because there’s some cool stuff in Versus. Crucible and Demolition are dope ideas, reminiscent of other modes but with their own feel in Gears unique multiplayer. Crucible has you picking up a power core (the same one that's in the Transport side mission in Horde Siege) and defending your teammate who's carrying it. While it has a charge that can give them an AoE attack, it is not good enough to hold off incoming combatants. Given there's also a zone you must stay in that shrinks as you score more points, figuring out the best defensive position makes for a fun time.
Demolition is like an active Search and Destroy variant, although maybe closer to Halo Infinite’s Neutral Bomb. You're forced to pick up a detonator, plant it, and then defend it without respawns until it goes off, with three successful detonations guaranteeing the round win. As much as I want to like this mode, it can devolve into players holding corners with Gnashers, which of course can become the most toxic of environments.
With only two more modes outside of those in Team Deathmatch and Conquest (their King of the Hill/ Halo Infinite’s Strongholds mode), coupled with only five launch maps, E-Day’s multiplayer also suffers from a lack of content. It’s an arena shooter, so you’re already feeling a bit of the lack of depth from no loadout or attachments system. I do like the maps, as they work perfectly for the feel E-Day is going for. It’s just that the mode almost seems unfinished amidst the polish it exhibits in gameplay. Since Ranked isn’t even here yet, there’s a single Quickplay playlist, no leaderboards, and not even private matches, I wonder if the attention the team placed on the campaign and Horde Siege’s expansive nature took precedence. There have been some promising signs for the future – five themed seasons are planned, and we already have a new limited-time mode in Warpath – but it sucks to miss out on launch momentum.
In the end, Versus just isn't going to be for everyone. If you're trying to figure it out, more power to you. I'm not sure the investment is worth it as of yet. Not to mention, there isn’t enough variety yet to keep you busy. Versus, while solid and unique, seems like more of a bonus appended to E-Day's campaign and Horde Siege mode than a true third pillar, at least for now.
Gears of War: E-Day
Excellent
Gears of War: E-Day is now XBOX’s flagship franchise. The campaign’s brutal and stunning recount of Kalona’s fall is immaculate storytelling, featuring revived gameplay via reworked movement systems and the visceral combat we know and love. Although Versus is well-made, it’s lacking depth to promote engaging with the high learning curve. Horde Siege is the best iteration of the mode we’ve ever seen, with a gameplay loop you want to play again and again. E-Day might be one of the easiest recommendations we'll make all year, for purchase and awards season.
Pros
- One of the best campaigns in the entire Gears series
- Outstanding visuals and audio
- Refined gameplay that shines
- Horde Siege is a perfect evolution of the mode
- Co-op play is fantastic in campaign and Horde Siege
Cons
- Solid but shallow Versus mode
This review is based on a retail Xbox copy provided by the publisher.







