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. Every reloadable weapon also earns a damage bonus on a perfect active reload, so pacing shots stays rewarding.

Last updated & fact-checked: 2026-10-03Official 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.

The movement layer underneath all of this is on the movement and cover page; the tools of the trade are in the weapons database, and who you're shooting at is in the enemies bestiary.

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