
Gears Of War: E-Day Modernizes Movement Without Going Full Parkour
Popping Locust heads and active reloading has never looked better than in Gears of War: E-Day , but this prequel is also making some big changes to how you'll move through the campaign. Movement has received a massive overhaul in the prequel, as Marcus Fenix and the rest of his squad can get around all manner of obstac
Popping Locust heads and active reloading has never looked better than in Gears of War: E-Day , but this prequel is also making some big changes to how you'll move through the campaign. Movement has received a massive overhaul in the prequel, as Marcus Fenix and the rest of his squad can get around all manner of obstacles to reposition themselves while in combat. The game technically has a jump button for getting over larger obstacles like display cabinets, but don't expect Gears of War: E-Day to turn the series into a platformer. Speaking with GameSpot, The Coalition studio creative director Matt Searcy explained how Gears of War: E-Day fuses the traditional sticky cover-based systems established in previous games and evolves them to feel more organic. This was on full display in the Xbox Games Showcase , as the gameplay preview for Gears of War: E-Day showed Marcus Fenix moving between chest-high structures, mantling over taller structures, and using the environment to his advantage in surprising ways. https://www.youtube.com/watch?v=Dk2Uf2Th9aM "How you move in, out, and along cover is a lot more natural," Searcy said. "We still kept cover like it was in Gears, and having that heaviness was important. But being able to move in and out, being able to transfer between different cover shapes more smoothly--you'll see us even interacting through car windows or through shelves--so there's a lot more organic sort of interaction with cover. It's such a core part of the game, we wanted to be able to expand it. You can slide under a car and blow up a guy, it's a really cool move.


