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Gears of War E-Day - The Early Reviews Say It All...

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Early Reviews Roundup: Gears of War: E-Day (Launch Oct 6)

The video is an “early reviews” roundup for Gears of War: E-Day, launching Oct 6 on Xbox Series X|S and PC. The presenter frames the game as broadly exciting—especially the campaign and new movement/combat—while repeatedly noting concerns about open-area pacing and PC (and some) performance stability.


Story & Campaign (Set 14 Years Before the Original)

  • The campaign takes place 14 years before the original Gears of War, during the Locust’s first emergence on Sera.
  • The story follows Marcus and Dom as they recover from the Pendulum Wars, while also dealing with the loss of Carlos Santiago.
  • Supporting characters include Max Carter and Deluca Reyes, with Ty Caliso returning.

Tone shift: first encounter fear

Reviewers emphasize that the Locust feel especially terrifying because characters are experiencing them as a first encounter, not as a familiar, well-understood threat.

Emotional moments and moral tension

Early reactions also highlight strong handling of:

  • Quiet, emotional moments
  • Tension between protecting civilians and military orders

Campaign Structure: Praised Combat, Questioned Pacing

  • Craig Reed (Pure Xbox) Strongly liked the combat system and highlighted a favorite demo segment (“Column”), praising environment detail and new movement mechanics. He’s mainly curious whether the early mission structure stays engaging.

  • Morgan Park (PC Gamer) Liked some more linear set pieces (including a bridge fight with tight routing and close-quarters combat). However, he found open areas too empty, with combat spacing reducing tension. He still found individual missions interesting (e.g., defending a gas station, rescuing civilians).

  • Presenter’s take The concerns may be minor—detailed city exploration could be enjoyable too. Side objectives and modding may also encourage clearing areas rather than rushing pure combat.


Gameplay Changes (Movement, Reload, Weapons)

Movement overhaul

A major mechanical shift replaces the classic “roadie run” with:

  • A more vertical sprint
  • A wider camera view

Cover and traversal tweaks

  • Jump/dash via the Y button, described as responsive.
  • Less reliance on chaotic wall-to-wall movement:
    • sliding and shooting remain, but cover cancel timing is adjusted
  • Cover can be used behind lower objects
  • Shoulder/aiming behavior updated
  • Ledges can be climbed where players might previously assume they can’t

Reloading and combat tuning

  • Active reload returns (with a default center panel option and the ability to revert).
  • Some weapon systems support partial reloads and improved projectile behavior (including real-time flight).

Noted weapons and campaign moments

  • Gut Puncher (control explosive timing)
  • Incinerator (emulsion-fueled shotgun)
  • Improvised origins for the Chainsaw Lancer

Horde Siege & PvE Direction

Horde Siege details

  • Expands co-op survival to 12 players across three squads
  • Includes classes: assault, demolitions, rifleman, medic
  • Uses escalating wave/challenge structures (e.g., 10-wave defense plus variants like Blitz / Siege)

PvE pacing echoes campaign concerns

A critique similar to the PC Gamer campaign pacing issue appears again: challenges may be fun, but empty space between combat can mirror those pacing complaints.

Fan-faithfulness concerns

  • Insider Gaming (Josh Challis) Appreciated teamwork for objectives/evacuation, but worried the new direction may not capture what fans loved about traditional Horde.

Positive technical/scale reaction

  • Digital Foundry More enthusiastic about scale/chaos, while still flagging PC performance concerns.

PvP Confrontation at Launch (Mixed Reception)

Modes and maps

  • Launch modes (4v4): Team Deathmatch, Conquest, Demolition, Crucible
  • The game ships with six maps, which the presenter says feels limited and hopes expands quickly (targeting around 10).

Overall reception

  • Insider Gaming: PvP is “just okay,” though they note it isn’t their main focus.
  • The presenter recommends trying PvP, especially for the updated movement/control feel.

Progression, Monetization, and Content Roadmap

Progression and cosmetics

  • Progression to level 100, plus “rebirth” cycles
  • Medals add extra objectives
  • 60+ character skins available at launch

Battle Pass

  • No Battle Pass

Monetization claims

  • Cosmetics mainly earned via gameplay/challenges/coins
  • Paid currency (“Iron”) can accelerate cosmetics, but won’t affect balance
  • Rewards include weekly coin limits, with developers promising adjustments based on feedback

Ongoing support

  • Five seasons of free content planned
  • Beta carryover:
    • rewards/titles/medals carry over
    • but player level/class progression resets at launch

Graphics & Performance (Strong Visuals, Recurring Performance Risks)

Visuals

  • Digital Foundry reports the campaign looks significantly better than the multiplayer beta demo, with improved lighting and variety.
  • Tech highlights mentioned:
    • Lumen hardware lighting
    • detailed shadows
    • Megalights for complex multi-source lighting
  • Praise includes distinct lighting moods across locations and notable shadow behavior from gunfire flashes.

Visual critiques

  • Some areas show visible noise, particularly in indirect lighting
  • Occasional shadow draw delays
  • Some console testing includes more “forced” film grain/chromatic aberration (possibly art-direction dependent)

Performance

Xbox Series X

  • “Quality”/“Balanced”: roughly 30–40 fps consistently
  • “Performance”: mostly around ~60 fps, with dips and micro-stutters in intense scenes
  • “4K” is cautioned as potentially not native (upscaling implied)
  • “Performance Plus” for online play targets around ~80 fps using 120Hz/VRR

Xbox Series S

  • Not covered in the same depth (separate evaluation needed)

PC

  • Digital Foundry: frequent dips below 60 fps in Horde during testing, even on high-end CPUs, with concerns about CPU throttling
  • Also reported:
    • less smooth motion than the FPS counter suggests
    • higher-than-expected input lag
  • Presenter counterpoint: their PC beta experience didn’t match these issues, suggesting differences in build/settings/resolution

Frame generation and PC features

  • Frame generation indicated as disabled in the beta, planned for final version
  • PC includes a robust settings menu, DLSS (including dynamic resolution), and ultrawide cutscene options

Release Editions & Platforms

Release and platforms

  • Release: Oct 6
  • Standard on Xbox Series X|S and PC
  • Game Pass Ultimate / PC Game Pass available on release day
  • Platforms: Xbox consoles and PC only (no PS5 planned based on announced release plans)

Editions

  • Standard: $69.99
  • Premium: $99.99
    • up to 5 days early access (starting Oct 1)
    • Bravo Squad weapon set
    • 1,000 Iron
    • five seasonal cosmetic packs (starting with “Emergence”)

Collector’s edition (physical extras)

Includes physical items such as:

  • a 15-inch Marcus/Dom statue
  • Carlos Santiago tokens
  • steelbook / art / photo / note
  • demo package

Presenters or Contributors

  • Ryan (video host/presenter)
  • Craig Reed (Pure Xbox)
  • Morgan Park (PC Gamer)
  • Daniel Partis (Xbox Wire)
  • Josh Challis (Insider Gaming)
  • Richard Leadbetter (Digital Foundry)
  • John Linneman (Digital Foundry)
  • Oliver Mackenzie (Digital Foundry)

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