Gears of War: E-Day is shaping up to be a potent remedy for the current single-player shooter drought, according to an early hands-on preview. A two-mission campaign demo provided a glimpse into the game's design, showcasing both the series' signature linear spectacle and its new semi-open-world ambitions. While the linear segments delivered the high-octane action expected of the franchise, the more open areas presented a less compelling experience.
The preview began shortly after an introductory sequence where Marcus Fenix and Dom Santiago are attacked by Locust in a bar, placing players in the role of Bravo Squad. The initial objective involved assisting in the evacuation of Kolona City by lowering a bridge. This mission unfolded as a classic Gears of War set piece, with players battling waves of Locust drones and Boomshot-wielding enemies across the expansive bridge. The verticality offered tactical options, allowing players to engage from a raised platform with long-range Breechshots or dive into closer combat with Lancers and shotguns.
The Breechshot, a returning weapon from Gears of War: Judgment, was highlighted as a particularly effective tool. This bolt-action rifle offers a strong punch and versatility, though it lacks the scoped precision of a sniper rifle. Its integrated axe head is a nod to the series' distinctive weapon design.
A subsequent section of the bridge mission involved Marcus and Dom traversing subway cars, flanking Locust forces and supporting their squadmates. This segment was praised for its dense, intentional encounter design within a confined space.
However, the demo then shifted to a more open-world segment in Kolona City. After crossing the bridge, players were given a map and a waypoint to navigate a larger, more open section of the city. While the initial exploration allowed appreciation for the density of the environment, it also evoked concerns similar to Gears of War 5's campaign, where extended travel between objectives felt tedious.
These open-world sections featured contained setpieces, such as defending a gas station or rescuing civilians. Yet, they were interspersed with significant periods of traversing city streets with little to do other than move toward the next objective. The preview noted that while these encounters were optional in theory, there was no compelling reason to avoid them given the lack of alternative activities. The experience was described as akin to playing the game's Horde Siege mode with a story overlay, featuring optional objectives and squadmate chatter that failed to fully engage.
The major question remaining for the full campaign, which is set to take place entirely within Kolona City, is the extent to which these open-world elements will be implemented. The possibility of the city serving as a persistent hub between more linear missions, similar to Halo Infinite, was raised. The hope expressed was that these open areas would be used sparingly, as the game's strengths appear to lie in its more tightly directed, linear sequences.