The good stuff
- Highly satisfying core gunplay and fluid new movement that preserve the franchise’s weight and punch.
- Horde Siege introduces tense, emergent 12-player moments where squads collide and world bosses create real drama.
- Kalona’s city-setpieces and environmental storytelling deliver a convincing, grim Emergence Day atmosphere.
The rage fuel
- PC launch stability is rough: long shader compiles, crashes and a painful rejoin flow break sessions.
- Campaign often sidelines Marcus and Dom in favor of new squad characters, frustrating legacy expectations.
- Horde feels reduced compared with older entries; several defensive and social QoL features are missing.
The shooter is the thing — and it still slaps
E-Day’s core playback is the reason old-school Gears fans will forgive a lot. Multiple reviewers converged on the same point: the combat is satisfying, the new movement tweaks — sprint, slide and quicker mounting — open up verticality and aggressive options, and weapon mods let you specialize more meaningfully than before. When the game narrows to setpieces and tight firefights, it frequently recaptures that dense, physical feeling the series is known for.
Siege/Horde’s overlap with campaign maps amplifies the good parts. Reported runs where three squads encounter a boss at once produce the kind of emergent, last-minute saves that sell the mode: you’re genuinely choosing how to approach objectives, tailoring weapon mods to the situation, and sometimes watching a struggling squad get bailed out by a late arrival. If you enjoy improvising on the fly and trading parts for upgrades mid-run, that loop is addictive.
That doesn’t mean every combat moment is perfect. A few reviewers pointed out inconsistent Gnasher ranges and occasional jank in hit registration, especially around desyncy moments. But on balance the shooting, weapon feel and the return of heavier, “meaty” encounters were the parts most players praised — it’s the engine’s heart, and it still beats strongly.
Campaign ambition and the unfortunate spotlights
The campaign’s strongest achievement is its city-as-character: Kalona changes around you, and the progression from a bustling municipality to a blasted ruin sells Emergence Day’s horror. Several reviewers celebrated the opening hours and particular setpieces where environment and encounter design combine to create real tension. In short: when it focuses on survival, siege and narrow squad combat, it does what Gears does best.
Where it falters is stubborn and consistent across multiple accounts: Marcus and Dom are not always the story’s engines. A repeated complaint is that new squad members receive an outsized portion of dialogue, decisions and camera time, so sequences promise a Marcus/Dom emotional beat and then redirect attention. One reviewer specifically called out an instance where a coughing fit interrupts a scene that should have let Marcus and Dom connect — that moment has become shorthand in the community for the game’s uneven dramatic priorities.
The writing otherwise delivers earned moments — there are acts and scenes that hit hard for longtime fans — but the uneven focus and some curiously thin side characters leave the campaign feeling like a good game that frequently distracts itself from the premise it advertised to the audience.
Horde Siege — the best new idea, but not the full old horde
Siege is the feature most reviewers named as the campaign’s and the multiplayer’s long-term hook. The basic loop — three squads, shared map, side objectives that grant squad perks, weapon parts to unlock mods — creates interesting decisions in the moment. World bosses that force cooperation are a highlight: helping a neighbor turn the tide and then regrouping for extraction gives the co-op loop its best payoffs.
That said, veterans were quick to point out the trade-offs. Classic Horde’s depth — a host of fortification choices, meaningful defensive positioning and the sense of building a permanent stronghold — is reduced here. The map-focused design and time-limited invasions can feel like a shallower echo of the old format instead of an outright replacement. If you loved setting up a full defensive strategy and watching it evolve, you’ll notice the absence.
Multiplayer and the missing nostalgia tricks
Versus works as a modern, tighter Gears 4/5-flavored experience: small teams, gnasher-led fights, and a stronger emphasis on positioning. For some players that’s exactly what they want; for others, the lack of things like grenade-tagging, private matches and certain old-school executions is a bitter omission. Several reviewers explicitly listed classic mechanics that are gone at launch, and that absence matters because those bits shaped how the franchise felt in multiplayer for years.
Matchmaking and ranked systems are also a pain point in early reports: party balancing that leans on the highest-skill member instead of averages, odd placements, and long search times during off-peak hours combined to make competitive queues feel rough. If you’re joining with friends and want fair, dependable ranked play right away, the current launch picture has wrinkles that likely need reworking.
The PC launch — shader compiles, crashes, and menu metal
Short version: if you play on PC, you’re likely to run into technical friction. Multiple reviewers logged repeated crashes, long shader compile times, and an annoying rejoin ritual: boot, wait through shader compilation and company logos, press Enter, then wait to actually re-enter the match. That flow isn’t hyperbole — it’s a repeated, concrete complaint, and it turns mid-session crashes into long, demoralizing chores.
Beyond crashes, several people described heavy GPU load from ray-tracing choices and memory issues that lead to stutters during extended play. The Coalition has already patched performance points, but community reports show some players still hit severe instability. And yes: one reviewer wryly noted the surreal contrast of a heavy Metallica soundtrack playing while the game repeatedly refuses to let you rejoin without a theatrical sequence of 10 logos — a reminder that production polish and runtime reliability are different things.
Short jokes you can point to in the steam reviews (insider riffs)
Joke 1 (campaign section): If you bought this to finally watch Marcus and Dom have a quiet brother moment, be prepared — reviewers say the scene gets cut short by a coughing fit. That ’cough cameo’ is now a community meme: bring tissues, and maybe a director who can call action without interruption. (See the review that describes the coughing interruption.)
Joke 2 (technical section): PC players beware — the rejoin ritual is now a full cardio routine: boot, shader compile, ten splash screens, press Enter, make a sandwich, re-enter the match. One reviewer literally mapped that sequence and it reads like a ritual you can’t speedrun. Also yes, Metallica will play right as the game decides it has ideas about when you’re allowed back in. (Both complaints are recorded in the cited technical reports.)
Worth your time?
This is a Gears game worth playing if you mainly want crisp, weighty gunplay, brutal setpieces, and a Horde/Siege idea that can deliver genuinely memorable 12-player chaos. The campaign contains moments that land emotionally and a handful of production choices that will make longtime fans grind their teeth: Marcus and Dom are often sidelined by new squadmates, several core Horde conveniences are missing compared with older entries, and the PC launch experience is marred by crashes, heavy shader overhead, and awkward rejoin flow. If you crave polished PC performance, classic Horde systems (meat shields, sticky-tagging, private lobbies) or an unambiguous Marcus-and-Dom origin story, wait for patches and more modes. If instead you want to dive into the best-feeling Gears gunplay in years and don’t mind a bit of narrative friction or technical roughness, pick it up — preferably on sale. Horde Siege is the mode most likely to keep you logging hours; Versus is fine but will feel sparse to veterans who expected the full roster of classic mechanics.