Gears of War: E-Day Xbox Series X Review — The Coalition Delivers the Best Campaign in the Saga and a Roaring Multiplayer

Marcus and Dom on Emergence Day, Horde Siege with up to 12 players, four Versus modes, and a flawless technical presentation: E-Day doesn't just celebrate the past — it surpasses it

di Manuel Le Saux
Segui Gamesurf su Google

Gears of War: E-Day — twenty years of saga and the return to Emergence Day with The Coalition

Twenty years of battles, sacrifices, unforgettable friendships, and clashes that have marked the history of video games. Gears of War is not simply one of Xbox's most representative sagas, but a true symbol of an entire gaming generation. When the first chapter arrived on Xbox 360 in 2006, it revolutionized the third-person shooter landscape, introducing a cover system destined to become a benchmark and building an unmistakable identity, made of brutal combat, devastating weapons, monstrous creatures, and a narrative universe capable of going far beyond simple warfare.

Since then, the series has spanned several console generations, telling an increasingly complex conflict and accompanying millions of players through some of the most spectacular and engaging campaigns in Xbox history. From the original trilogy developed by Epic Games, through the subsequent handover to The Coalition, to the most recent episodes, Gears of War has managed to maintain its personality, evolving without forgetting the characteristics that made it a legend.

Today, after many years, the saga decides to return to its origins with Gears of War: E-Day, a chapter that takes us back to one of the most important and dramatic events in the entire chronology: Emergence Day. The day the Locust emerged from the depths of Sera, beginning a war that would forever change the fate of humanity.

A particularly interesting narrative choice, because instead of continuing the temporal path of the last episodes, The Coalition decides to take us back in time, showing us a world still different from the one we have come to know and a conflict in which no one was truly prepared to face such a threat.

Developed by The Coalition in collaboration with People Can Fly and published by Xbox Game Studios, E-Day represents much more than a simple nostalgic return. It is an opportunity to rediscover the origins of one of the most important sagas in the Microsoft ecosystem, through a production that aims to renew the formula without betraying its identity.

And after playing it, I can say it without mincing words: Gears of War is back, and it has done so in the most spectacular way possible. 

The Story of E-Day: Emergence Day, Devastated Kalona, and a Marcus Fenix Who Isn't Yet a Legend

To fully understand the narrative value of Gears of War: E-Day, we must first take a step back from the events of the first chapter.

The Gears of War universe is set on the planet Sera, a world that, even before facing the threat of the Locust, had already known decades of devastating conflicts. The so-called Pendulum Wars had divided the planet's main powers in a long war for control of energy resources, particularly Imulsion, a substance with extraordinary energetic properties that had transformed economic and military balances.

On one side were the Coalition of Ordered Governments, on the other the Union of Independent Republics. A long, bloody war, fought by generations of soldiers and destined to leave deep wounds even after its conclusion.

It is precisely in this context that Marcus Fenix and Dominic Santiago grow up, two men who, before becoming the legends we have come to love, were simply two soldiers, two friends, and two people with a past, a family, and a life still to be built.

Fourteen years before the events of the first Gears of War, Sera's underground suddenly becomes the gateway to an unprecedented invasion. From the ground emerge the Locust, a race of militarily organized, aggressive creatures with a technology and war capability that humanity had never encountered.

This is not a declared war, a prepared conflict, or a battle fought along a known front. It is a sudden, brutal attack that overwhelms entire cities and catches the population completely unprepared.

This is what makes E-Day narratively so important: we are not simply witnessing another battle against the Locust, but the moment the world changes forever.

The city of Kalona becomes the main theater of this tragedy. A place that, until a few moments before, represented an urban reality made of streets, buildings, homes, and ordinary people, progressively transforms into a battlefield. The first appearances of the creatures, the panic of civilians, the collapse of certainties, and the need to react immediately build an atmosphere decidedly different from that of chapters set during the now consolidated war.

Here, no one has yet learned to live with the threat of the Locust. There are no consolidated strategies, no in-depth knowledge of the enemies, and not even the necessary time to understand what is happening.

War arrives suddenly, and our protagonists find themselves having to face a situation that exceeds all expectations. 

Marcus and Dom Before the Legends: The Human Relationship E-Day Finally Puts at the Center

The heart of the story is naturally represented by Marcus Fenix and Dominic Santiago.

Marcus is already an experienced soldier, a man hardened by the Pendulum Wars, accustomed to military discipline and the difficulties of combat. But the Marcus we meet in E-Day is not yet completely the man marked by the events we know. He is younger, in a different phase of his existence, and still has to face a series of experiences that will definitively shape his personality.

His figure remains that of a determined, direct fighter, often disinclined to show his emotions, but this setting allows us to observe more of what lies beneath his armor.

On the other hand, we find Dom, probably one of the most beloved characters in the entire saga. His presence represents a fundamental element in the game's narrative economy, not only because he is Marcus's historical companion, but because their relationship constitutes one of the emotional pillars of the entire series.

In E-Day, we find a different Dom from the one we knew in the original trilogy. He is still a young man, with a well-defined personality, a different way of approaching situations than Marcus, and a relationship with the protagonist that the game finally has the opportunity to explore much more directly.

And it is precisely here that, in my opinion, The Coalition accomplishes one of the most successful works of the entire production.

For years we have known Marcus and Dom through their battles, their dialogues during missions, and above all, the consequences of the events that marked their lives. This time, however, we have the opportunity to better know the people they were before they became the soldiers we all remember.

The relationship between the two is not treated merely as a simple dynamic between comrades-in-arms, but there is a real focus on their characters, reactions, differences, and the way each faces such a dramatic situation.

Marcus is often more pragmatic, more focused on the objective and the need to find a solution. Dom, on the other hand, brings a different sensibility, a more human approach that allows for greater depth in many moments of the campaign.

They are not simply two characters exchanging lines while fighting. They are two men going through a life-changing event together. 

The Squad: Lucas Kain and Mags 

Alongside the two protagonists, we find other characters who contribute to making the narrative much more ensemble.

Among these, Lucas Kain and Mags stand out, figures who enter the story and the team's journey, broadening the perspective on events and allowing for different dynamics compared to the central relationship between Marcus and Dom.

Lucas represents another important component of the group, while Mags helps to give further personality to the team, preventing the entire campaign from being reduced to a continuous alternation between the two historical protagonists.

The presence of these characters is particularly important for another reason, because it allows the story to be not just the tale of a war, but that of a group of people who must learn to know each other and collaborate while everything around them is collapsing.

The characterization is not limited to the presentation of the individual team members, but it is above all through interactions, dialogues, and reactions to events that the game manages to build a credible relationship between the protagonists.

And this, as far as I'm concerned, represents one of E-Day's most important achievements.

Finally, we have a campaign in which the characters don't just seem like functional tools for the progression of the action. They have a personality, an identity, and a narrative presence that is felt even in less frantic moments.

Their characterization makes the campaign more heartfelt, more engaging, and, above all, allows for greater attachment to what is happening.  

A Tragedy Experienced from Within 

Emergence Day is an event that fans have always known, but telling it directly through Marcus and Dom completely changes the perspective.

In previous episodes, we often found references to that day, its consequences, and everything it entailed for the population of Sera. Here, however, we are inside that tragedy.

We see the world before it is completely overturned, we witness the transformation of environments, and we progressively perceive the weight of an invasion that leaves practically no room for normality.

The story thus manages to recover an almost horror component, especially in the early stages, when the Locust are not yet familiar enemies but represent an unknown and terrifying threat.

The sense of helplessness that accompanies some situations is important because it restores to the creatures a dimension that, after so many years of fighting, risked becoming almost taken for granted.

The Locust are not just targets to eliminate. They are the nightmare emerging from the underground, a presence capable of transforming an apparently normal day into a massacre.

And precisely for this reason, the campaign works so well, because it tells not only the beginning of a war but also the beginning of the transformation of its protagonists.

Marcus and Dom are not yet the icons we have known. They are men who must react, make decisions, and try to survive in a world that will never be the same.

I naturally don't want to go into the details of the most important events, because part of the pleasure of E-Day lies precisely in discovering how they are told and, above all, how the relationships between the protagonists develop.

What I can say is that the narrative has surprising solidity and manages to give new meaning to an event that fans have known for a very long time.

The campaign doesn't just live on nostalgia, but builds a narrative path that manages to engage thanks to the quality of the writing and the care dedicated to the characters.

And when a saga manages to make us look at something we've known for twenty years with different eyes, it means that the work done on the narrative level has perfectly hit its target.

For me, E-Day is one of the most successful chapters precisely because it finally puts the characters at the center of the war, without sacrificing action and without losing the spectacularity that has always characterized Gears of War. 

Gameplay: New Control Mapping, Improved Active Reload, and Weapon Modifications During the Campaign

Gameplay has always been the true beating heart of Gears of War, with a formula that over the years has been adopted, refined, and recognizable practically after a few seconds of play.

The cover system, close-quarters gunfights, the weight of weapons, ammunition management, and above all that feeling of brutality that accompanies every elimination are elements that have contributed to building the series' identity.

E-Day starts from these foundations but introduces some changes that, from the very first minutes, prove to be particularly appreciable.

The first thing you notice is the new control mapping. A change that might seem secondary on paper, but which makes a concrete difference during matches.

Movement feels more natural and immediate, with running managed via the analog stick and a control layout that makes movements much more fluid. You no longer have to rely on the old setup to run, and this allows you to approach conflicts with greater immediacy.

It's a choice I personally appreciated immensely, because it makes the experience more modern without in any way distorting the original combat system.

Even long-time players will immediately feel at home, while those new to the saga will benefit from a more intuitive and less cumbersome system.

Another particularly interesting novelty concerns the weapon reload system. Active reload remains one of Gears of War's distinctive elements, but now the visual management is even clearer and more immediate.

During ammunition loading, we can directly observe the rounds being inserted into the weapon, a detail that is especially appreciated when using the shotgun and contributes to making the entire operation more legible.

It's a small evolution that fits perfectly into the game's philosophy: maintaining the strategic component of reloading, but making every action more natural and engaging.

Among the novelties, we also find the possibility to modify weapons during the campaign, through specific upgrades that allow you to intervene on their characteristics and adapt them to your playstyle. These are not just aesthetic changes, because some modifications can concretely affect the behavior of firearms, offering new possibilities during conflicts. It's an interesting addition, because it invites us to experiment and find the most suitable configuration for the different situations we face, further enriching an already extremely solid combat system. 

The overall result is faster, more reactive, and even more frantic gameplay, without losing that characteristic heaviness that has always accompanied the series' battles.

Weapons provide excellent feedback, cover remains fundamental, and every combat requires attention, especially when we are surrounded by enemies who give us practically no respite.

Gears of War continues to be a shooter where simply pulling the trigger is not enough. You have to observe the battlefield, choose the right cover, understand when to advance and when it is preferable to stay protected.

And it is precisely this combination of immediacy and strategy that still makes the combat system so much fun today. 

Level Design: Explorable Areas, Side Missions, and the Perfect Balance with Linear Sections

But the true evolution of E-Day doesn't just concern the control system or the modifications made to combat.

The great work done on level design probably represents one of the most successful aspects of the entire production.

For years we have been accustomed to a rather linear campaign structure: you proceed from one point to another, face groups of Locust, overcome certain sections, and continue towards the next objective.

A formula that has always worked very well, but which inevitably, after many chapters, risked becoming predictable.

E-Day decides to intervene precisely on this aspect, introducing some larger and freely explorable areas within the campaign.

We are not talking about a true open world, and it is important to emphasize this, but about areas of decidedly larger dimensions than those the series had accustomed us to.

During progression, we will therefore find ourselves exploring much more extensive environments, where we can decide how to move, observe what surrounds us, and identify any secondary activities. It's a novelty that I personally found fantastic.

The ability to temporarily abandon the main path, explore an area, and discover additional missions allows the campaign to breathe more, without transforming it into something completely different from the series' tradition.

Exploration is never perceived as an element artificially inserted to lengthen the duration of the adventure. On the contrary, it contributes to making the game world more credible and offers a pleasant alternative to the more guided sequences.

We will find ourselves exploring areas devastated by the invasion, searching for new items, upgrades, and collectibles, and facing situations that enrich the main path.

Naturally, these areas do not have unlimited dimensions, and freedom remains confined to certain spaces, but it is precisely this balance that works.

You never get the feeling of being in front of an open world inserted just to follow a trend. Instead, you perceive a precise desire to expand Gears' traditional structure, always maintaining control over the campaign's pace.

And above all, once exploration is finished, the game knows perfectly when to bring us back into the classic linear missions.

This continuous alternation between more open areas and guided sections is, in my opinion, the true highlight of the gameplay.

The main missions maintain all the spectacularity and tension typical of the series, while the explorable areas allow you to break the rhythm, deepen the setting, and tackle additional activities. The balance is truly excellent.

I never had the feeling that a section was too long, that a side mission unnecessarily interrupted the rhythm, or that the campaign continuously repeated itself in the same situations.

Indeed, this alternation contributes to always keeping attention high.

The level design manages to propose different situations, exploiting spaces, verticality, cover, and environmental characteristics to build always interesting combat.

There are moments when we will find ourselves fighting in relatively confined spaces, others where we will have to make greater use of the environment, and still others where exploration will allow us to discover new possibilities, and everything is managed with surprising naturalness.

The campaign is very well structured and, above all, demonstrates how it is possible to evolve a historical formula without losing its identity. 

A Campaign to Experience Together 

Another fundamental aspect is, of course, the cooperative component.

The campaign can be played solo, in local co-op via split-screen, or online, with the possibility of involving up to four players.

It's a feature that has always been a very important part of the Gears experience and which, in E-Day, also finds a particularly convincing realization.

We had the opportunity to directly try the cooperative campaign, and the experience was extremely fun, without particular problems during our sessions.

Playing together allows you to appreciate even more the rhythm of the clashes, the management of cover, and situations where you need to collaborate to overcome particularly aggressive groups of enemies.

Co-op doesn't feel like a secondary addition, but a component perfectly integrated into the campaign's structure. 

Multiplayer: Versus, Horde Siege with up to 12 Players, and Split-Screen Co-op

I had already had the opportunity to talk about the multiplayer component on the pages of GameSurf, when we tried the beta and had the chance to taste only a small part of what the game would later offer.

Even then, the impressions had been decidedly positive. Of course, it was a limited version, useful mainly for understanding the basics of the online combat system and verifying how the new chapter would behave in competitive modes.

This time, however, we had the opportunity to try the multiplayer much more completely, with populated servers, actually active matches, and a decidedly broader overview of the possibilities offered.

And the feeling was that of finding ourselves in front of the usual, great Gears of War multiplayer.

The one we know, the one we have come to love, and the one that, even today, manages to provide hours and hours of fun without needing to invent completely new formulas.

The combat system maintains its identity but benefits from the improvements introduced in controls and movement management. Clashes are fast, intense, and always require a good knowledge of maps, weapons, and cover.

Gears multiplayer has never been just about aiming. It's about timing, positioning, movement, and the ability to read what's happening around us.

E-Day perfectly preserves this philosophy. 

Horde Siege – A Crazy Mode 

The real surprise, at least for me, is Horde Siege.

The historic Horde mode is rethought in a decidedly more ambitious version, where different teams can collaborate within a shared scenario, facing common objectives and threats.

We are no longer just facing the classic wave survival, but a more articulated PvE experience, built to connect multiple groups of players.

Horde Siege can involve up to twelve participants, divided into three teams of four, with missions and objectives that intertwine within the maps.

The structure manages to give a completely different dimension to cooperative play, because it's not just about resisting enemies, but about organizing, collaborating, and contributing to the success of an entire operation.

The variety of situations, the number of enemies, and the need for coordination make every match particularly engaging.

Personally, I found it a very fun mode, probably one of the most successful components of the entire multiplayer offering.

Also because the possibility of playing with other people, facing different objectives, and sharing a much larger battle than the classic Horde significantly increases the sense of participation.

The mode also features different classes, including Assault, Marksman, Medic, and Breacher, each with specific characteristics and roles.

A choice that adds further depth and allows for building more balanced teams, where each player can contribute in a different way.

It's a mode that, for the quantity of situations and the fun it generates, can easily become one of the main reasons to keep playing even after finishing the campaign. 

 

Versus – The Return of Competition 

Naturally, Versus could not be missing, the competitive component that has always been one of the most important elements of the series.

Here too, we find an experience built around team clashes, with modes that allow you to face each other in different ways and test your skills.

Among the proposals are Team Deathmatch, Conquest, Demolition, and Crucible, four modes that offer different objectives and dynamics.

Team Deathmatch is the classic team elimination clash, where coordination and achieving the highest number of eliminations are paramount.

Conquest, on the other hand, shifts the focus to zone control, requiring more careful management of spaces and constant collaboration among team members.

Demolition introduces a more tactical component, linked to the placement and defense of objectives, while Crucible proposes a structure based on controlling a mobile area and transporting the objective.

This variety allows for alternating different matches, preventing the competitive experience from being reduced to a continuous repetition of the same scheme.

All of this is accompanied by social and ranked playlists, allowing anyone to choose the level of competition best suited to their needs.

It's a multiplayer that focuses heavily on substance, without necessarily trying to chase current trends. And personally, that's what I appreciated.

Gears of War knows very well what it wants to be and doesn't need to transform into something else to be fun. 

Customization and Progression 

Completing the picture is a particularly rich customization component.

We can intervene on the appearance of characters, choosing from numerous skins and aesthetic variants, both for COG and Locust.

Weapons can also be customized aesthetically, allowing us to build equipment that better reflects our tastes.

Progression allows you to unlock various content by playing, while there are also purchase options via microtransactions.

It is important to emphasize that customization is not limited to a few superficial modifications: the quantity of available elements contributes to making multiplayer more personal and offers further objectives to achieve over time.

Between campaign, co-op, Horde Siege, and Versus, the offering is decidedly extensive.

For those who love Gears of War multiplayer, E-Day puts on the table a quantity of content capable of guaranteeing hours, months, and potentially years of fun.

And above all, which I consider fundamental, it manages to do so while maintaining the saga's identity intact. 

Technical Department on Xbox Series X: Lighting, Animations, and the Best Microsoft Exclusive of the Generation

If there's one aspect where Gears of War: E-Day truly leaves you speechless, it's undoubtedly the technical and artistic one.

We tested the game on Xbox Series X and, from the very first minutes, it was evident how much work had been invested in the creation of the environments, the management of lighting, the quality of the animations, and the overall rendering of the scenarios.

The prologue, personally, I spent more time picking my jaw off the floor than concentrating on what was happening around me.

It's one of those experiences where you constantly find yourself stopping, even just to observe a building, a street, a play of light, or a detail of the environment.

The visual quality is simply impressive.

The environments are incredibly rich in detail, the materials convey a sense of great realism, and the lighting contributes to building an extraordinary atmosphere.

Kalona is a city that truly seems to exist, with a credible urban structure, well-crafted buildings, and scenarios that progressively change as the invasion advances.

The contrast between the still relatively intact environments and those devastated by the Locust is particularly effective.

Lighting management is one of the elements that struck me most. Interiors, streets, artificially lit areas, and darker environments have excellent visual rendering, capable of enhancing every single scene.

Even particle effects, explosions, smoke, and environmental destruction contribute to making the clashes even more spectacular.

All of this is accompanied by extremely detailed character models, convincing facial animations, and a rendering of the creatures that perfectly conveys the sense of threat.

The Locust are impressive, both in terms of detail and the way they are integrated into the scenarios.

And it's not just a matter of polygon count or graphic effects. It's above all the way every element is used to build a coherent, cinematic, and impactful image.

The artistic department further enhances the technical one, maintaining Gears of War's visual identity while bringing it to a truly remarkable level of quality.

Even the level design, already praised in the gameplay chapter, contributes enormously to the overall rendering. The areas are built with great attention, exploiting verticality, spaces, and architectural elements to offer always interesting scenarios. It's a work that is perceived at every moment of the campaign.

E-Day is one of those titles that demonstrate how a first-party production can still represent an important technical benchmark.

On Xbox Series X, the result is truly excellent and, as far as I'm concerned, we are facing one of the most visually impressive productions of the entire generation.

A technical department that deserves a perfect score, without any hesitation. 

Sound and Voice Acting – A Soundtrack Worthy of the Legend 

On the sound front, too, we find a high-level work.

The soundtrack perfectly accompanies the events, alternating more intense and spectacular moments with interludes where the musical component helps to reinforce the emotional impact of the narrative.

The music is splendid and naturally integrates into the different situations, never being excessively intrusive.

The sound design, as per tradition, is equally convincing.

Weapons have a remarkable sonic impact, explosions convey all their power, and ambient noises contribute to making the game world even more credible.

Every clash is accompanied by an audio component that perfectly conveys the chaos of battle.

The Italian voice acting is also of good quality, with the voice actors having done an excellent job in terms of performance, giving personality to the protagonists and contributing to the success of the narrative sequences.

The interpretations are convincing and manage to give the right weight to the dialogues, especially in moments where the story requires greater emotional intensity.

Unfortunately, during our test, we encountered some technical uncertainties related to speech synchronization: on several occasions, character lines do not perfectly match what we see on screen, and in other cases, some dialogues seem to be interrupted because the scene proceeds before the voice acting has finished the line.

This is a problem that does not concern the quality of the acting, which is absolutely excellent, but rather the synchronization and management of the audio tracks.

We therefore hope that The Coalition can intervene quickly through a patch, because it would truly be a shame to leave a small imperfection in a department that, for the rest, proves to be excellent.