// PC GAMER — GAMING
Gears of War: E-Day review in progress — Good shooting, but the campaign's a slog
Gears has never felt better to play, or more creatively stagnant.
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This in-progress review covers Gears of War: E-Day's campaign, but there's still the multiplayer check out, which wasn't available pre-launch. E-Day is officially out on October 6, but advanced access begins October 1 for those who pre-order the $100 Premium Edition. E-Day will also be available on Game Pass.
What's the most stunning revelation in this Gears of War prequel? Marcus Fenix used to have a jump button. Yes, the king of cover-based shooting, a man more rooted to the ground than a scarecrow, spent his youth jumping to some bits of cover. So E-Day contains at least one literal leap forward for the franchise. Shame it's trapped in a slog of a campaign that's otherwise anything but.
But before I moan about that, plenty of good news first. Gears has never felt better to play. These third-person cover shooters have always been a blast when they're working, and a miserable swearing fit when you dodge roll into certain death instead of snapping into cover like you wanted to. Again.
That nonsense has finally been excised, mostly, thanks to slightly more acrobatic characters and some wise button remapping. It's amazing what a difference sticking run on L3 and giving climb its own designated button makes.
Gears of War's biggest haters are liable to characterise its cover-shooting as a dull game of whack-a-mole. Perhaps on Normal difficulty, but Hardcore is where the experience sings. Here, staying in the same spot of cover is rightfully punished. You've got to keep gaining better ground, constantly weighing up the risks of lining up a sniper shot, a chainsaw insta-kill, or making a desperate dash for cover. It's a turn-based tactics shooter with a missing pause button. There's a reason that it translated so smoothly to a tactics spin-off.
E-Day introduces new weaponry that makes cowering in cover harder than ever. It loves a blast of acid, this game, either delivered from a massive evil frog or a new gun that shotguns it at you. Devastating, but a loving kiss on the cheek compared to the Goreshot, a grappling hook only interested in grappling your torso from your body. So gloriously over-the-top, it almost makes up for the insta-kill tedium from the elite enemy who wields it.
That stuff's good, but it's the renovations to the old guard that stand out. The spike trap now opens with a hugely satisfying thunk-thunk-thunk as its horrible insides prepare themselves for a good gouging. The explosive arrow-firing torque bow gets a great glow up—the sound design as it finds its target is wonderful, practically a doomsday drum roll, so good I still enjoy it even when a locust is aiming it at me. And if I'm ever called upon to assassinate God, this game's sublime sniper rifle is what I'm reaching for.
So if the gunplay's a treat and the core combat never better, what's the problem? Well, almost everything else, unfortunately.