Gears of War E-Day Campaign: Most Fun Xbox Game in Years

Gears of War E-Day Campaign: Most Fun Xbox Game in Years

I hit the street and the sky was full of smoke; someone screamed my name and I kept moving. The ground shook like bad news and a squadmate went quiet beside me. That first hour of Gears of War: E-Day told me something the trailers couldn’t.

I played the campaign alone, and I want you to know what that felt like — the parts that made me uneasy, the parts that made me grin, and the parts that made me want to call friends and demand we finish it together on co-op. I’m not here to sell nostalgia; I’m here to tell you whether this prequel earns its oxygen.

Writer’s note: A full, numbered review of Gears of War: E-Day will follow once multiplayer and Horde modes are available. Review access covered campaign only.


Terror, horror, gore by the bucketload

I stood in an alley while the city folded around me — civilians sprinting, a child wailing, and armor stamped into the mud.

The campaign opens with panic arranged like a lesson plan: you learn how bad things are the way a surgeon learns anatomy — by being up close and forced to name the parts. Marcus Fenix and Dom Santiago return, carrying grief as plainly as a rifle, and they’re joined by Mags Carter and Lucas Reyes. The squad forms out of necessity, not swagger, and that matters; the chemistry is quieter than later Gears teams, but it feels earned.

E-Day trades wink-for-wink nostalgia for dread. The Locust spring from below and the reveal is mean and deliberate. Kalona is a raw wound, opened slow so you can see every ugly layer — and that choice makes the campaign feel urgent, not nostalgic.

The mission design leans into helplessness and discovery. For long stretches you and the military are figuring out what the Locust are in real time. That uncertainty is the engine: you don’t have the franchise primer, you have the scramble. The Locust are at their most terrifying here — vicious, clever, and visually designed to unsettle even when you recognize them from older entries.

There are moments that nod to the series — origin-of-the-Lancer, cheese lines, a Perfect Reload shout that still lands — but those moments are seasoning, not the meal. The narrative is simple (survive, resist, try to save people), but it earns emotion through small scenes: a makeshift triage tent, a soldier who refuses to leave his post, a family hidden in a basement. Those micro-stories add weight.

Is Gears of War: E-Day a good prequel?

If you worry prequels just retell, E-Day is the exception. It explains rather than copies. The campaign feels like a piece of the puzzle that was missing — not because it had to exist, but because it finally shows the first, chaotic hours when everything went wrong.

Not every beat lands. Predictability creeps in because you can guess who survives future titles, and some forced nostalgia can feel cringy. Still, the emotional lows — civilians crushed beneath a war they never saw coming — are handled with a brutal restraint that makes the highs earned. If you want glossy heroics, this won’t always oblige; if you want to feel the collapse, it will.


A lot of meat

I found a burned-out market and spent twenty minutes helping survivors and hunting for side objectives while a storm of enemies circled the map.

The single-player route mixes old Gears corridors with several open segments that let you roam Kalona. These zones feel like a sandbox written with a checklist: side quests pop in (rescue squads, escort civilians), collectible-driven armor mods hide in obvious places, and Horde-style defense moments make you plan choke points. The optional content lengthens the campaign, sometimes fruitfully, sometimes repetitively.

Gears of War E-Day rescue murder
Image via Xbox

Armor mods are interesting but uneven. You find Hard Cases or finish side quests to gain random passive perks — Perfect Reload healing, bonus damage on melee, things that let you tailor a play style if RNG smiles. It’s satisfying to test builds, but on a first run the randomness can feel like rolling the dice.

Movement is modernized. I was skeptical about the new sprint and cover flow, but after hours I preferred it — sprinting with the stick feels more fluid and cover-to-cover combat is less clunky. There are multiple control schemes for purists who want the old feel.

How long is the Gears of War: E-Day campaign?

Expect the main campaign to run long if you chase side content — roughly 10–20 hours depending on difficulty and exploration. If you skip optional objectives, you can shave that down considerably. Play with friends in four-player co-op and replay value spikes, especially when chasing collectibles and difficulty medals.

Boss fights are a weak point: many are bullet-sponge encounters that ask you to grind through damage rather than solve a puzzle. That’s balanced by tense survival moments and a radar ping ultimate that marks enemies and becomes a satisfying tool when things get chaotic.

Gears E-Day Brumak
Image via Xbox

Graphically the game is glorious in a specific way: grimy, gory, and precise. I noticed framerate drops on Xbox Series X even in Performance Mode, which is frustrating given The Coalition’s pedigree and Unreal Engine’s power. Still, when it holds steady, the art direction and effects sell the horror of the invasion.

Can you play Gears of War: E-Day in co-op?

Yes — the campaign supports four-player co-op, and E-Day really hums when you bring friends. Enemy numbers and difficulty scale to encourage teamwork, and many encounters are clearly designed for multiple players to improvise together.

I came in with low expectations for a prequel and left genuinely surprised. This campaign is the most fun I’ve had in the franchise in a very long time not because it flirts with nostalgia, but because it makes you feel what the first day of invasion would have been like: chaotic, ugly, and occasionally, shockingly humane.

I referenced Xbox Series X performance, The Coalition’s design choices, and Unreal Engine as the technical backbone because those platforms shape your experience; if you want to compare notes, check recent threads on ResetEra or coverage from Moyens I/O and IGN for multiplayer impressions and performance patches. If you’re tracking price, expect standard game pricing in USD at launch (for example, $69.99 / €65), though regional discounts and bundles via Microsoft Store or Steam can shift that number.

So — will you relive E-Day with your squad or replay it solo to find every collectible and armor mod? Which choice sounds worse: facing the Locust alone or letting someone else carry the load?