Gameplay

Combat System Explained

E-Day keeps the classic Gears combat puzzle — cover, positioning, heavy gunplay — but rebuilds it with simulated ballistics, smarter Locust AI that flanks and uses smoke, and destruction that erodes your own cover.

Last updated & fact-checked: 2026-09-10Official sources
Ballistics
Simulated travel time
Cover
Rebuilt, low-ground added
AI
Flanks & smokes
Destruction
Micro + sinkholes

The Coalition describes E-Day's design goal as the "gameplay version of the announce trailer" — the weight and brutality of classic Gears, rebuilt around modern expectations. Combat is a puzzle: unique enemy combinations, tactical weapon choice, and reading space.

Cover & Gunplay

The New Movement in Combat

Smarter, Scarier Locust AI

Campaign design director Raul Figueroa's stated goal: enemies should feel "dangerous, smart, and threatening."

Destruction & E-Holes

The Signature Set-Pieces

Searcy describes the campaign's peak encounters as "almost action-movie sequences — you throw yourself off a balcony, land next to your buddy and revive him, scramble through cover, slide under a truck, and hit safety on the other side."

Questions

Does E-Day have Active Reload?

Yes — the timing-based Active Reload returns, and previews note shell-by-shell reloading on certain weapons.

Is there jumping in Gears of War: E-Day?

Yes — a series first. Jump and mantle are mapped to Y by default, opening vertical combat and map design.

How hard is the combat?

Previews describe it as heavier and more demanding than recent entries — flanking AI punishes static cover play, and difficulty tiers scale like puzzles rather than aim checks.

Sources