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Gears of War: E-Day Gameplay Updates

Check out some highlights of E-Day’s built from scratch gameplay. 

Gears of War: E-Day is a brand new game, built from scratch to feel like Gears but play like new. Every animation, asset, and feature has been crafted from the ground up and our gameplay sandbox is now unified across our modes. 
 
Gears of War defined the third-person cover shooter and we’ve refined the formula, focusing on the core Gears pillars: movement, cover, weapons and enemies. Combined with some new mechanics that expand our gameplay sandbox, E-Day delivers that iconic Gears intensity with more fluidity and choice than we’ve ever had before. 

Cover is Life

Our battlefields are defined by their cover layout. Whether playing in Campaign, Horde or Versus, your ability to read the combat space, moving from cover-to-cover is at the core of Gears’ gameplay.  

We’ve completely rebuilt our cover systems and E-Day supports a greater variety of cover types, heights and actions than ever before. 

For example, our new “low ground” cover will have you hunkering behind lower walls and debris, or even dropping to prone after the top half of your protection is ripped away by gunfire. Your Gear will lay down, back-to-wall in these situations with slower movement and a slightly more exposed profile. While these cover opportunities are not always ideal, grabbing protection on a low ledge or wall can be the difference between life and death. 

Move Like a Gear

Movement is where you’ll see the most change in E-Day’s gameplay. We wanted to keep that heavy feeling of being an armored-up Gear, slamming into cover, while accentuating that sense of weight, momentum and fluidity. Moving through the world should feel natural, supporting the wide variety of experiences you’ll find in the game. From tight Versus battles, to wide-ranging flanks and arenas in Horde Siege, to exploring the city of Kalona in Campaign. 

Like all Gears games, E-Day still asks you to think about your approach to a fight. A wrong move can still get you caught in the open but now, you have more mobility to execute your plan, or to scramble and seek safety when things go wrong.  

Our core movement has been rebuilt to target a smoother, more fluid and more intentional style than recent Gears titles.

There’s so much more to talk about when it comes to all of the new touches and additions in E-Day’s gameplay. When you get your hands on it you will feel a difference to previous games and whether you are a returning Gears fan, or new to the franchise, we’ve got a great set of onboarding options for you to learn and practice our new movement features.

Guns, Guns, Guns… 

Every weapon in Gears of War: E-Day, whether it’s a brand-new entry or a returning favorite, has been thoughtfully designed, considering what made previous Gears guns so great and how they can fit into our new foundation.  

We’ve made some meaningful adjustments to refine E-Day’s gunplay: 

Many returning favorites also have some notable adjustments:

And of course, we have some surprising new weapons, and an entire Weapon Mod system in Horde Siege and Campaign for you to tweak weapons to your personal playstyle!

Enemies

By going back to the Locust, we got to rebuild some of our most iconic enemies. Our Developer Direct outlined our approach to redesigning the appearance of core units like the Wretches, Boomers and Drones. Of course, the Locust army is bigger than just those three, and you’ll fight menacing creatures from the hollows, and face towering bosses in Campaign and Horde. 

Gears combat encounter variety centers around enemies. Each enemy type challenges you differently, pinning you in cover, flushing you from your position or even mirroring COG tactics. 

As we rebuilt Locust units from past games, we took care to build on their core identity in gameplay, while adding new behaviors so fighting them feels like a fresh challenge. Here are just a few examples:

There are many more enemies as well, including some new creatures from the Hollow, enslaved by the Locust and unleashed on the surface of Sera. 

The mix of enemy combinations, layout, weapon choice and player skill is what makes Gears feel like Gears. Our enemies play great in singleplayer, asking you to use strategy and quick thinking, but they also create unique challenges and opportunities in co-op where your squad’s approach to the combat puzzle can play out in so many ways.

Good Omens

In and around our four pillars, so many other small changes and additions have gone into our gameplay systems.  

The center screen Omen is back, and every hit now sprays blood off the Omen in the direction of the incoming damage. 

We also included a “Downs Counter” when you go DBNO (Down But Not Out), so you can track how many downs you have left until a full omen will take you straight to death. This is especially useful in Horde Siege, where managing your downs as a squad becomes pretty important. 

The iconic active reload bar is defaulted to the center screen, just below the reticle. In our testing, we found that this position helps players use this important mechanic more regularly. Of course, if you are a longtime Gears player and want your active reload bar in the upper-right hand corner of your screen, there’s a setting for that. 

Speaking of settings, we have more options to tweak your difficulty and gameplay than ever before. In Campaign, changing some of these settings will change your current difficulty tier to match, but it’s up to you if you want to customize the way the game plays to your specific preferences.  

Wrap Up

We know we sound like a broken record, but we really did build everything in E-Day from scratch, and there’s just way too much to cover it all here. Hopefully this post provided some interesting new details about our gameplay and how we approached building on the legacy of Gears to create a brand-new game. 

Pre-Order now to get Early Access to the Open Beta on August 6th and be among the first to get your hands on Gears of War: E-Day multiplayer.