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Gears of War: E-Day Developers Say “Fun Rules” for Horde Siege’s Future

Gears of War E Day The Expansion Pass Interview

What is Gears of War: E-Day?

The Coalition recently joined Luke Lohr (Insipid Ghost) on The Expansion Pass to discuss Gears of War: E-Day, offering new insight into the game’s development, its connection to the franchise’s history, and what players might expect from its multiplayer modes. Creative Director Matt Searcy, Studio Art Director Aryan Hanbeck, and Brand Director Nicole Fawcette shared their thoughts on everything from the terrifying return of the Locust to the emotional relationship between Marcus Fenix and Dominic Santiago.

One of the biggest revelations came during a discussion about Horde Siege and whether the mode’s setting would restrict which characters could eventually appear. While the developers stopped short of confirming any specific additions, Searcy made it clear that The Coalition isn’t interested in letting strict narrative limitations prevent the team from delivering experiences fans will enjoy.

Key Takeaways

  • Horde Siege could embrace more of the franchise’s history: The Coalition wants the mode to remain grounded in E-Day while allowing room for fan-favorite characters beyond its original setting.
  • Fun takes priority over strict multiplayer canon: Matt Searcy explained that the team does not want narrative restrictions to limit the mode’s long-term possibilities.
  • Kalona was designed as another character: Aryan Hanbeck discussed how the city’s transformation helps communicate the devastation of Emergence Day.
  • The Locust were redesigned to inspire fear: The Coalition revisited the original game’s atmosphere to make familiar enemies feel threatening again.
  • Marcus and Dom’s relationship draws from established lore: The developers looked to Gears of War: Aspho Fields and other expanded-universe material to deepen the characters’ history.
  • The team wanted to respect the franchise’s legacy: The Coalition discussed balancing established canon with the gameplay and storytelling expectations of a modern Gears of War title.

Horde Siege’s Future May Go Beyond Gears of War: E-Day’s Timeline

One of the most interesting discussions during the interview centered on Horde Siege, the cooperative multiplayer experience included in Gears of War: E-Day. Lohr explained that while he once spent considerable time playing competitive multiplayer in the original Gears of War, Horde Siege has become his preferred way to enjoy the franchise. That enthusiasm led to a question about how closely the mode follows established canon and whether its setting limits the characters and enemies that can appear.

After encountering a familiar enemy in Siege, Lohr wondered whether other iconic figures from the franchise might eventually join the experience. Nicole Fawcette acknowledged the question but made it clear that she could not reveal which characters players might encounter. However, she explained that The Coalition approaches multiplayer differently from its campaign storytelling.

While the team wants its multiplayer experiences to feel connected to the Gears of War universe, it also recognizes the importance of allowing those modes greater creative freedom. According to Fawcette, multiplayer should prioritize enjoyable experiences rather than being constrained by every narrative restriction.

Matt Searcy expanded on that philosophy, explaining that the strongest multiplayer modes still benefit from having a foundation in established lore.

Horde Siege Explanation

For Horde Siege, that foundation comes from Kalona and the ongoing battle against the Locust. Players aren’t simply defending arbitrary objectives. Instead, they are protecting equipment used to map the Locust tunnel network, giving the mode a believable purpose within the game’s world. That attention to detail helps maintain the atmosphere of E-Day while creating opportunities for the mode to evolve.

Searcy then offered one of the interview’s most significant comments:

“Especially as we get further from launch, fun rules.”

He explained that a multiplayer mode designed to keep players engaged for hundreds of hours should have opportunities to celebrate the broader franchise. The Gears of War universe features an extensive collection of memorable characters, each with distinctive personalities, appearances, and dialogue. Allowing those characters to appear in multiplayer gives longtime fans opportunities to reconnect with their favorites while introducing newer players to familiar faces from the series.

Searcy emphasized that the mode’s original setting would not necessarily prevent those possibilities.

“We’re not going to cut ourselves off on that just because it’s got its roots in Kalona.”

Lohr specifically raised the possibility of characters such as RAAM, Myrrah, Karn, and Skorge appearing in the mode.

Importantly, The Coalition did not confirm any of those characters. Fawcette explicitly declined to reveal who players might see, and Searcy’s comments described the team’s broader design philosophy rather than announcing future content. Nevertheless, the discussion suggests that Horde Siege’s connection to E-Day does not automatically rule out characters from other periods of the franchise’s history.

For longtime fans, that flexibility could make the mode an exciting celebration of everything that has made Gears of War memorable over the years.

Kalona Was Designed to Feel Like Another Character

The city of Kalona from Gears of War E Day
Credit: Gears of War Wiki (Fandom)

Beyond multiplayer, the interview explored one of the campaign’s most important creative decisions: setting the experience primarily within the city of Kalona. Lohr described how the city felt like more than a collection of levels. Rather than simply moving through disconnected environments, players witness a location with its own identity gradually transformed by the horrors of Emergence Day.

Studio Art Director Aryan Hanbeck explained that this was precisely what the development team wanted to accomplish. Unlike Gears 5, which took players through dramatically different environments, E-Day provided an opportunity to explore a single location in greater detail. However, that approach also introduced challenges.

The Coalition needed to ensure that spending so much time in one city would not become repetitive. Every neighborhood, building, and returning location needed to contribute something meaningful to the experience. According to Hanbeck, the solution was to treat Kalona as another character.

The developers considered what a city would look like after generations of warfare, drawing inspiration from real-world postwar environments. With so many resources dedicated to the Pendulum Wars, Kalona needed to reflect a society that had spent decades prioritizing military needs over everyday life.

They Further Explained

That meant carefully considering the appearance of storefronts, propaganda, newspapers, public services, and other environmental details. Hanbeck also pointed out a major distinction between E-Day and previous entries in the franchise. In most Gears of War games, players explore cities that have already been devastated. In E-Day, they actually witness that destruction unfold.

This allowed The Coalition to establish an emotional connection between players and Kalona before gradually tearing it apart. The team also approached revisiting locations carefully. Rather than simply reusing familiar environments, they wanted each return to demonstrate how dramatically the situation had changed.

A previously recognizable area might become a massive crater, while a bridge players crossed earlier could look completely different after further destruction. These changes help communicate the scale of the Locust invasion without relying entirely on dialogue or cutscenes.

By the campaign’s conclusion, players have experienced Kalona’s transformation firsthand, making the devastation feel more personal.

The Coalition Wanted to Make the Locust Terrifying Again

Another major focus of the interview was the return of the Locust and the effort to restore the fear they inspired in the original Gears of War. Lohr recalled playing the first game in 2006 and described its atmosphere as something approaching action horror. Over the years, however, players became increasingly familiar with enemies such as Drones, Boomers, Wretches, and Reavers.

What once felt overwhelming eventually became a recognizable part of the franchise’s combat formula. The Coalition wanted to change that. Searcy explained that the team revisited the original game’s design philosophy and identified one particular feeling they wanted to recreate: dread.

Although the original Gears of War was never a traditional survival horror game, it featured moments where players felt vulnerable against seemingly unstoppable enemies. That atmosphere became an important inspiration for E-Day. The developers approached familiar Locust enemies by identifying their most recognizable characteristics and finding ways to make those qualities more intimidating.

How it Became Scarier

Drones became more brutal, Boomers were designed to feel larger and tougher, and Reavers gained frightening new behaviors. Rather than immediately throwing every familiar enemy at players, The Coalition deliberately took its time reintroducing them. Searcy compared the opening act to a monster invasion movie, where the audience experiences the terrifying arrival of creatures that nobody understands.

That approach was especially important because E-Day depicts the first encounter with the Locust. The characters don’t yet possess the experience or equipment that players associate with later entries in the series. Instead, they are confronting an enemy capable of emerging from beneath the ground and overwhelming entire communities.

The interview also explored the campaign’s police station sequence. Searcy explained that the location served multiple purposes, including providing a memorable horror setting and demonstrating how completely unprepared conventional security forces were for the invasion.

The police and military had trained for familiar threats, not monsters capable of tearing through their defenses from underground. By emphasizing that helplessness, The Coalition hoped to make even longtime players reconsider enemies they had defeated countless times before.

Marcus and Dom’s Relationship Goes Deeper Than the Original Trilogy

Marcus and Dom sitting side by side looking at each other
Credit: Xbox Wire

The return of Marcus Fenix and Dominic Santiago was another major topic during the interview. For longtime fans, the pair represents the emotional foundation of Gears of War. However, E-Day explores their relationship at a very different point in their lives. Lohr observed that while Marcus and Dom are immediately recognizable, they have not yet developed the brotherhood players remember from the original trilogy.

The Coalition deliberately embraced that distinction. Searcy explained that knowing how their story eventually ends does not mean players understand everything that happened before the original game. The development team drew heavily from the franchise’s expanded universe, particularly Karen Traviss’ novel Gears of War: Aspho Fields.

That story explores Marcus’ relationship with Carlos Santiago, Dom’s older brother, and the devastating circumstances surrounding Carlos’ death during the Pendulum Wars. Carlos was Marcus’ closest friend, and losing him had a profound effect on his life.

It Gets Explained Further

Meanwhile, Dom does not fully understand everything that happened during those events. This creates emotional tension between the two characters, particularly as Marcus struggles with memories and information he has not shared. Rather than presenting Marcus and Dom as the inseparable partners players already know, E-Day explores the experiences that helped forge their relationship.

Searcy explained that players unfamiliar with the books can still appreciate the campaign’s central story. However, those who have read the novels and comics will recognize additional layers of meaning within certain interactions. For The Coalition, that approach provided an opportunity to reward longtime fans without making expanded-universe knowledge a requirement for newcomers.

It also allowed the developers to portray Marcus and Dom as people shaped by grief, guilt, and shared experiences rather than simply iconic video game protagonists.

Balancing Established Gears of War Lore With Modern Gameplay

With a franchise approaching two decades of history, maintaining continuity presents significant challenges. Lohr raised several examples of details that have changed or evolved across the series, including the origins of the chainsaw Lancer. These discussions highlighted the difficulty of creating a modern prequel while respecting events and explanations established in earlier games, novels, and comics.

Searcy explained that The Coalition approached these decisions individually rather than following an inflexible rule. Strictly adhering to every previously established detail could have prevented the developers from including some of the franchise’s most recognizable features. For example, a completely rigid interpretation of the timeline might have resulted in a Gears of War game without the iconic chainsaw Lancer.

How Things Were Adapted

That was not an outcome the team wanted. However, the developers were equally determined not to disregard established lore simply for convenience. Instead, they looked for creative solutions that allowed familiar elements to appear while preserving the larger continuity.

The Lancer’s development offered one example. Rather than dismissing Adam Fenix’s established connection to the weapon, the team could explore earlier prototypes and additional steps in its creation. Searcy also discussed the importance of carefully adapting certain moments so they could serve E-Day’s story. The Coalition wanted to honor the events fans remembered while ensuring those moments worked within the structure of the new campaign.

To help maintain that balance, the studio relied on people dedicated to understanding and preserving the franchise’s extensive lore. The goal was not perfect adherence to every minor detail at the expense of gameplay. It was to create an experience that respected the series’ history while still feeling like a modern Gears of War game.

Gears of War E Day Custom Controllers from design labs
Credit: Xbox Wire

Why Gears of War Resonates With Fans in Mexico

One of the interview’s more personal discussions explored the franchise’s strong connection with the Mexican gaming community. Lohr noted that Gears of War has maintained an especially passionate following in Mexico for many years, something he has observed through launch celebrations, community events, and the enthusiasm surrounding the series.

Nicole Fawcette acknowledged that the connection is something The Coalition deeply appreciates. She recalled attending a recent launch event in Mexico City and experiencing the energy of the community firsthand. According to Fawcette, several factors may have contributed to the franchise’s popularity. One historical connection involves the Xbox 360’s launch in Mexico, where Gears of War played a particularly important role in introducing the console to players.

Fawcette also pointed to the character of Dominic Santiago and the values he represents.

She Mentioned This

Dom’s dedication to family, friendship, and protecting the people closest to him reflects themes that resonate strongly with many fans. The franchise’s visual identity may also contribute to that connection. Its recurring imagery of skulls, loss, and remembrance shares certain themes with cultural imagery familiar to Mexican audiences.

Fawcette emphasized how meaningful the community’s continued enthusiasm has been for the developers. She also described the excitement surrounding Mexican launch events, noting that even members of the studio regularly express interest in attending those celebrations.

For The Coalition, that relationship represents more than regional popularity. It demonstrates how deeply the franchise’s characters and themes have connected with players across different communities.

The Coalition Celebrates Gears of War: E-Day’s Launch

As the conversation approached its conclusion, Lohr asked the developers about the reception Gears of War: E-Day had received. With so much discussion surrounding Xbox and the broader gaming industry, he wanted to know how it felt to finally see players focusing on the game itself. The developers expressed their excitement and appreciation.

Fawcette explained that the team had spent years working on the project, much of that time without the public knowing exactly what The Coalition was developing. Seeing the game finally reach players was an emotional milestone. She also highlighted the response from longtime fans and figures associated with the franchise’s earlier history, including people who worked on the original games at Epic Games.

For the team, seeing Gears of War become a major subject of conversation again was particularly rewarding. Searcy echoed those feelings, explaining that the developers had remained focused on creating the strongest possible experience regardless of the surrounding industry discussions.

Excited To See Players Return

He also expressed excitement about seeing players return to the franchise after years away. The cooperative campaign and multiplayer modes provide opportunities for longtime friends to reconnect, while the game’s origin-story setting makes it approachable for people discovering Gears of War for the first time. The developers emphasized that new players should not feel intimidated by the franchise’s history.

Because E-Day explores the beginning of the Locust War, it provides a natural entry point for anyone curious about Marcus, Dom, and the world of Sera. During the interview’s final moments, the team thanked fans for their continued support and acknowledged the developers who established the franchise before them.

Searcy emphasized that although E-Day was built as a new experience, it rests on the foundations established by the teams responsible for the original games. That legacy remains something The Coalition takes seriously.

The Future of Gears of War: E-Day

The Coalition’s conversation with Luke Lohr offered a fascinating look at the care behind Gears of War: E-Day. From restoring the Locust’s terrifying presence and exploring Marcus and Dom’s early relationship to allowing Horde Siege room to evolve, the developers demonstrated their commitment to respecting the franchise’s history while creating something new.

For anyone familiar with Luke Lohr’s passion for Gears of War, it’s easy to understand how much this interview meant to him. His excitement throughout the conversation made it particularly special, and getting to speak directly with the developers behind E-Day was clearly a memorable opportunity. Be sure to check out the full interview on The Expansion Pass for more insight into The Coalition’s work and the future of the franchise.

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