The best prequels typically share the same thing in common. Whether it’s Red Dead Redemption 2, Yakuza 0, Metal Gear Solid 3, or Halo: Reach, each game tells a story that recontextualizes what came before. Revisiting a game after playing its prequel should alter the experience, providing you with new knowledge that changes how you perceive certain characters, places, and scenes.
The events of Red Dead Redemption 2 add emotional weight to the first game and John Marston’s mission by humanizing his targets, just as Yakuza 0 deepens the bond between Kazuma Kiryu and Akira Nishikiyama, making the first game’s tragic finale much more impactful.
Gears of War: E-Day doesn’t do anything like this.
The Coalition’s latest venture back to the world of COGs and Locusts is a prequel to the 2006 original with nothing new to say. You already know where it’s going: protagonists Marcus Fenix and Dominic Santiago go to war as the human world of the surface is invaded by the subterranean Locust, and the heroes survive to fight another day. Even then, there aren’t any surprises on the way there.
The most notable changes occur within the framework of its third-person, cover-based shooting. It’s still distinctly Gears of War–full of meaty men wielding crunchy weapons–just with a few new bells and whistles added to improve aspects of its signature action. It’s good, and the increased spectacle is impressive, but it doesn’t do enough to elevate to greatness.
For a series that has struggled, or been unwilling, to let go of the past, purposefully going back 14 years prior to the surprise attack that incited the series at least sounded like a solid idea. By tackling the past head-on, with one of the most important days in the series’ fictional history, The Coalition gave itself the chance to examine the origins of Marcus, Dom, and the antagonistic Locust Horde from the very moment their fates intertwined.
Instead, E-Day tells a fairly boilerplate story; one that feels like it was written specifically for series newcomers, rather than anyone who’s already fought to the conclusion of the Locust War. There’s one moment, for instance, when a character explains that throwing a grenade into a Locust-spawning Emergence Hole will close it, while familiar enemy types like Boomers, Tickers, and Reavers–creatures fans have been fighting for two decades–are given grand entrances.
Introducing or refamiliarizing players with certain aspects of the Gear’s universe isn’t a knock on the game in and of itself, but the heavy emphasis on treating these known quantities as novel is indicative of a wider issue. E-Day seems uninterested in surprising longtime fans or appealing to the series’ own history.
Marcus is still as gruff, authority-bucking, and no-nonsense as ever, despite a 14-year gap and everything that happened in between, while Dom’s still going through the same emotional beats as before, worrying about the fate of his wife Maria. The pair haven’t fully developed the close relationship they share in the original game, and mostly bond over their shared grief for the loss of Dom’s brother, but their relationship isn’t explored deeply enough to add anything interesting to what we already know.








