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Gears of War: E-Day Interview: The Coalition on Locust AI, PvP and Rebuilding the Game

By Freedom251 Team · · 4 min read

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The Coalition’s account of Gears of War: E-Day centers on three design challenges: making Locust encounters force players to adapt, changing PvP without losing its distinct Gears identity, and rebuilding core assets and systems while reconsidering which traditions still serve the game. In a Gamescom interview published September 18, 2026, Studio Creative Director Matt Searcy, Art Director Aryan Hanbeck and Studio Brand Director Nicole Fawcette also discuss the new Horde-inspired Siege mode and two controller designs. DayOne’s interview was edited for clarity.

How is the Locust AI designed to challenge players?

The Coalition describes encounters as a combination of level layout, cover, weapons, enemy types and AI—not simply a matter of placing tougher enemies in a room. Searcy says drones share an AI foundation, but individual units receive different tactics so they can play distinct roles in a fight.

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Enemies pressure cover in different ways

Searcy groups those roles as “flushers, pinners, or mirrors.” A Grenadier can throw smoke to disrupt a player’s cover position, then push through or move around it. A Boomer’s area explosion can flush players out, while a Grinder’s sustained fire pins them down. The encounter design is meant to make players respond to the changing threat rather than remain safely in one position.

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The intended lesson can come through failure: after a death and retry, players should have a reason to reconsider their positioning or tactics. That makes enemy behavior, cover and arena layout work together as a problem to read, not just a sequence of targets.

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What modes and campaign length did the interview describe?

The interview presents three parts of E-Day: a cooperative campaign, competitive PvP and Horde Siege. Searcy described the campaign as 14–20 hours long; that is his estimate in the interview, not an independently measured playtime figure.

Siege is the largest departure

Searcy called Siege the team’s “big swing” among the three modes. It combines elements associated with older Horde play with new mechanics, more verticality and broader spaces. He said its sessions can vary in length, with higher-difficulty runs sometimes taking one to two hours. Those durations are interview estimates, not guaranteed session times.

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  • AN ORIGIN STORY BEGINS — Fight alongside Marcus Fenix and Dom Santiago in the gripping origin story of Emergence Day, as the Locust Horde erupts from below.
  • A DARKER, GRITTIER THREAT — Face reimagined enemies and a terrifying underground invasion that restores the fear, dread, and intensity at the heart of the Gears of War series.
  • MULTIPLAYER EVOLVED — Battle in Horde Siege for large‑scale PvE action or prove your skill in refined Versus PvP with greater precision and competitive depth.
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The traditional 1-to-50 Horde format was not planned for launch, and Searcy said there was no plan at the time of the interview to add it. He contrasted Siege’s range of session lengths with the shorter Horde Frenzy format in Gears 5. He also said player response could help inform whether Siege is expanded in future games; that is not a promise of a particular update or mode.

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Campaign and Siege share some systems

Weapon mods, tactical gear and supply caches appear in both Campaign and Siege, though their depth and earning systems differ between modes. The interview says work on Siege’s larger maps also helped inform Campaign spaces. The team prototyped larger maps in the Gears 5 code base while it was establishing development on Unreal Engine 5.

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What is changing in Gears PvP?

The interview describes movement changes that include a jump button. Searcy said adding it is a significant shift for experienced players because movement changes what skilled players can do. With the Gnasher powerful at close range, movement remains central to fights.

The Coalition’s stated aim is to make PvP feel new while preserving what makes it recognizably Gears: close-range combat, cover-based play and a high skill ceiling. Searcy acknowledged that the mode has a steeper learning curve than some games. Social and bot playlists are intended to give players an on-ramp where they can practice and improve before taking those skills into competitive play.

That approach is a compromise rather than an attempt to make every match equally accessible. Searcy said the studio did not want to destroy the skill ceiling that contributes to Gears’ identity, or make the mode feel like a generic shooter with a Gears skin.

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Why did The Coalition rebuild so much of the game?

Hanbeck said the team had to start again on assets, animation and mechanics. He described the work as difficult, but said starting from scratch also gave the developers a chance to examine inherited decisions: which parts of older games were deliberate design choices, and which had continued simply because they were already there.

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That is the interview’s clearest explanation of development pressure. It does not give figures for budget, team size, schedule or a development crisis, so those should not be inferred from the description of rebuilding.

What did the interview say about Xbox and the controllers?

Fawcette said the team was focused on making E-Day and its work, and spoke about fan excitement around Gears. Her comments reflect the team’s perspective; they are not an independent confirmation of platform availability.

She described two controller designs: a red E-Day controller with laser etching, a back-painted top case, a red-lit Xbox Nexus button and blank ABXY buttons; and a separate Design Lab controller made with UK illustrator Luke Preece. The interview provides no model numbers, prices or current availability details.

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Where to read the full interview

DayOne’s “Never Fight Alone | Building E-Day with The Coalition” includes the full conversation with Searcy, Hanbeck and Fawcette. It was published September 18, 2026, after an interview conducted at Gamescom.

Quick Recap

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