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Gears of War: E-Day vs Uncharted 4: A Thief End
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| shopping_cart Where to Buy | |
| info General Information | |
| Release Date | |
| Oct 6, 2026 | May 10, 2016 |
| Developer | |
| The Coalition (Co-development with People Can Fly) | Naughty Dog, Iron Galaxy (PC Port for Legacy of Thieves Collection) |
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| Microsoft / Xbox Game Studios | Sony Interactive Entertainment |
| Genre(s) | |
| Third-Person Shooter / Horror-Survival | Action-Adventure, Third-Person Shooter, Platformer, Stealth |
| Engine | |
| Unreal Engine 5.8 | Naughty Dog Game Engine (Proprietary) |
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| Content Rating | |
| Mature 17+ | Teen |
| Avg. User Rating | |
| 4.5 / 5.0 | 4.8 / 5.0 |
| Current Price (USD) | |
| $69.99 | $49.99 |
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| trending_up Progression & Upgrades | |
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Progression and upgrades in Gears of War: E-Day have been meticulously overhauled across both the campaign and the newly introduced 12-player Horde Siege mode. In Horde Siege, players select from four deeply integrated classes: Assault, Breacher, Marksman, and Medic. Each class progresses independently up to level 10, unlocking specialized armor modifications and powerful 'Tactical Gear' operating on cooldowns, such as the Medic's Stim Vaporizer or the Marksman's Pulse Drone. In the core campaign and PvE modes, a new RPG-lite weapon modification system is introduced. Players actively scavenge for Weapon Part Stockpiles scattered throughout the environments, allowing them to equip up to four distinct modifications per firearm. These mods can drastically alter weapon behavior, such as adding Incendiary Ammo to the Prototype Lancer, attaching Forged Barrels to the Breechshot for boss damage, or employing Auto Pouch upgrades to the Gnasher for passive background reloading. |
Uncharted 4 does not feature a traditional RPG skill tree or extensive character stat upgrades for Nathan Drake. Progression is primarily through acquiring new weapons and gear found in levels or dropped by enemies. There are no craftable upgrades for Nate's personal abilities. Gameplay mastery comes from improving player skill in combat, stealth, platforming, and puzzle-solving. Some weapon 'upgrades' are simply finding more powerful versions or attachments. The grappling hook is a key new tool that enhances traversal and combat options. |
| public World & Exploration | |
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Rather than utilizing the expansive, sprawling open-world segments seen in Gears 5, Gears of War: E-Day completely re-engineers its map design to focus on densely detailed, intimately linear environments that heighten the claustrophobic horror of the Locust invasion. The entire campaign unfolds across Kalona, an industrial epicenter severely scarred by decades of Imulsion processing. Specific regions include Kalona's City Hall—hastily converted into a desperate triage and command center—and deeply atmospheric downtown districts featuring dynamic 'multi-path' routing for optional side objectives. In the multiplayer space, the game features six bespoke 4v4 competitive maps, including the vertically demanding 'Outpost', the claustrophobic 'Precinct' set in a ruined police station, the 'Battleship' across a derelict war vessel, and the 'Market' seaside bazaar. Horde Siege introduces three massive, interconnected maps, such as the vintage-inspired 'Golden Quarter', explicitly designed to support 12-player extraction-style objectives and dynamic enemy pathing. |
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| book Story & Characters | |
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| people Multiplayer | |
| Multiplayer Details | |
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The multiplayer suite in Gears of War: E-Day offers a massive dichotomy between cooperative scale and intimate competitive arenas. PvE is revolutionized through 'Horde Siege', a groundbreaking 12-player mode that divides the lobby into three independent four-player squads. Blending classic wave defense with modern extraction shooter mechanics, these squads operate across massive maps to complete dynamic 'Secure' and 'Calibrate' missions while competing for high-tier loot drops and uniting to defeat colossal world bosses. Conversely, the competitive Versus PvP suite abandons large-scale warfare, returning strictly to a hyper-competitive, tactical 4v4 format. Utilizing symmetrical loadouts and map-control-driven power weapon spawns, the game features distinct social and ranked playlists. Core modes include traditional Team Deathmatch, Conquest, Demolition, and the newly introduced Crucible, spread across six intricately designed launch maps built to test the new omnidirectional sprinting and vaulting traversal mechanics. |
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| extension Editions & DLC | |
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Microsoft has established a multi-tiered retail strategy for Gears of War: E-Day, designed to capture varying levels of consumer engagement. The Standard Edition retails for $69.99 in the US, with regional pricing adjustments lowering the cost by up to 36% in emerging markets like China and India, while applying a premium in the UK, Israel, and EU. Pre-ordering unlocks exclusive 'Exfil' cosmetics. For franchise veterans, a $99.99 Premium Edition is available, which provides a highly coveted five-day advanced access period, allowing players to experience the campaign and multiplayer early. This premium tier also includes the Emergence Customization Pack, Bravo Squad Signature Weapon Pack, and 1,000 'Iron' (the premium in-game currency), alongside a guarantee of four subsequent Seasonal Customization Packs. A limited physical Collector's Edition caters to media preservationists. Notably, the game abandons the time-gated Battle Pass system in favor of organic unlock progression. |
Available in Standard Edition, Special Edition (SteelBook, artbook, Naughty Dog points), Libertalia Collector's Edition (12" Nathan Drake statue, SteelBook, artbook, Naughty Dog points, sticker sheet, multiplayer outfits/weapon skins). Later released as part of the 'Uncharted: Legacy of Thieves Collection' for PS5 and PC, which also includes 'Uncharted: The Lost Legacy' and features enhanced graphics and performance options. |
| Post-Launch Content / DLC | |
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In a bold departure from contemporary live-service industry standards, The Coalition has completely omitted a traditional, time-gated Battle Pass system from Gears of War: E-Day. Instead, the developers have pivoted back to a classic progression economy where player levels, medals, character skins, and weapon cosmetics are unlocked organically purely through gameplay achievements and milestones. However, Microsoft's monetization strategy continues through the inclusion of 'Iron', a premium in-game currency utilized in a dedicated microtransaction storefront for highly specific, direct-purchase cosmetics. Crucially, the post-launch roadmap guarantees that all core gameplay additions—including new competitive Versus maps, expansive Horde Siege maps, and new modes—will be delivered entirely for free to prevent fracturing the multiplayer community. Premium Edition owners are also guaranteed access to four massive Seasonal Customization Packs over the game's initial post-launch lifecycle. |
The primary post-launch content was the standalone story expansion 'Uncharted: The Lost Legacy' (starring Chloe Frazer and Nadine Ross), which was also included in the 'Legacy of Thieves Collection'. The original PS4 version of Uncharted 4 received numerous free updates for its multiplayer mode, including new maps, modes, weapons, and cosmetic items. No single-player story DLC directly for Nathan Drake's Uncharted 4 story was released. |
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| build Technical Details | |
| Graphics & Visual Fidelity | |
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Gears of War: E-Day establishes an absolute benchmark for real-time rendering by fully unleashing Unreal Engine 5.8. Discarding all legacy assets, The Coalition utilized Nanite virtualized geometry to render Kalona with unprecedented polygon density, showcasing advanced skin shaders, subsurface scattering, and intricate physical modeling. The title is the premier showcase for NVIDIA's RTX Mega Geometry, utilizing nested Cluster-Level Acceleration Structures (CLAS) to allow hyper-accurate ray-traced reflections and shadows directly against full-fidelity Nanite meshes. Furthermore, the integration of UE5.7's MegaLights allows for hundreds of dynamic, shadow-casting light sources in a single scene without performance collapse, illuminating the game's robust procedural destruction physics where bullets tear through cover and flesh in real-time. Despite these marvels, console players have heavily criticized the forced implementation of post-processing effects like chromatic aberration and film grain, demanding a toggle to preserve the pristine UE5 aesthetic. |
Powered by Naughty Dog's proprietary engine, Uncharted 4 is renowned for its groundbreaking visuals, especially at the time of its PS4 release. It features incredibly detailed character models with realistic animations and facial expressions, breathtaking and diverse environments, advanced lighting and shadow effects, and spectacular cinematic set pieces. The level of environmental detail, from foliage and water effects to material textures, is exceptional. The PS5 and PC versions in the 'Legacy of Thieves Collection' offer enhanced resolutions, frame rates, and graphical settings. |
| Audio & Soundtrack | |
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Auditory authenticity is paramount to the harrowing prequel experience of Gears of War: E-Day. The soundscape heavily emphasizes the terrifying unknown of the initial Locust invasion, replacing the familiar orchestral swells of previous games with oppressive, tension-building survival-horror sound design. The roars of subterranean monsters echoing through the ruined streets of Kalona are mixed with advanced spatial audio, heightening player paranoia. Crucially, iconic voice actors John DiMaggio and Carlos Ferro return to reprise their roles as Marcus Fenix and Dominic Santiago, anchoring the narrative with raw, emotionally resonant performances that capture the characters' youthful vulnerability and Pendulum Wars trauma. The acoustic environment is further enhanced by volumetric smoke and destruction physics, ensuring that crumbling architecture, searing Imulsion fires, and the heavy, metallic clatter of the new simulated projectile ballistics sound visceral and dynamically responsive to the surrounding geometry. |
Original score composed by Henry Jackman, featuring sweeping orchestral themes, adventurous melodies, and emotionally resonant pieces that underscore the narrative's highs and lows. The music dynamically adapts to gameplay, building tension during combat and enhancing the sense of wonder during exploration. Sound design is top-notch, with impactful weapon sounds, detailed environmental ambiances, and stellar voice acting. |
| User Interface (UI/UX) | |
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The User Interface of Gears of War: E-Day blends classic franchise aesthetics with modernized, customizable quality-of-life enhancements. A standout feature is the highly modular Active Reload HUD element. Recognizing player preferences, the developers allow users to reposition the classic reload timing bar to various screen locations, such as the traditional top-right corner or closer to the screen center for immediate peripheral visibility. The UI also reflects the deeply controversial shift in weapon ballistics; hip-firing utilizes a standard dynamic crosshair based on barrel trajectory, while aiming down sights (ADS) shifts the point of origin directly to the center of the camera screen. In Horde Siege, the UI expands to accommodate complex class systems, providing clear telemetry for 12 players across three squads, ping systems for supply drops, and cooldown trackers for unique Tactical Gear like the Pulse Drone or Adrenaline Injector. |
Features a minimalistic and cinematic HUD, displaying ammo count, equipped weapon, and contextual prompts for interactions, stealth, and combat. A simple objective marker guides players. No traditional mini-map during gameplay to enhance immersion; players rely on environmental cues and Nate's journal. The journal contains sketches, notes, and puzzle solutions. |
| Accessibility Options | |
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While Gears of War: E-Day is fundamentally a brutal, skill-intensive third-person shooter, it incorporates several crucial accessibility adjustments and control modifications. The complete overhaul of the franchise's movement system—shifting from the magnetic, screen-shaking 'roadie run' to an omnidirectional sprint tied to the left thumbstick (L3)—drastically improves spatial awareness and camera control for players who struggled with the claustrophobic angles of legacy titles. The introduction of the dedicated slide and mantle buttons separates actions that were previously clustered onto a single, often overwhelming multifunction button. However, the game's complex hybrid aiming system, which switches from barrel-shooting during hip-fire to center-screen aiming during ADS, has been a point of massive accessibility and consistency feedback, with the community advocating for streamlined aiming options. Console users are also aggressively campaigning for accessible toggles to disable intense chromatic aberration and film grain to prevent visual fatigue and motion sickness. |
Naughty Dog has been a leader in accessibility. Uncharted 4 (especially in the Legacy of Thieves Collection) offers a wide array of options: extensive control remapping, subtitle and caption customization (size, color, background, speaker names), options for motion blur/camera shake, aim assist lock-on, options for QTEs (hold vs. tap), high contrast modes, audio cues for collectibles and combat, navigation assistance, and more. |
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| settings_applications System Requirements | |
| 720p (HD) - Minimum (720p ~30 FPS, Medium Preset) (Medium Preset) CPU: Minimum desktop CPU for lower settings. CPU (Laptop): Estimated laptop CPU equivalent. Modern i5/Ryzen 5 U or H series better. GPU: Minimum desktop GPU for lower settings. GPU (Laptop): Estimated laptop GPUs. 4GB VRAM is absolute minimum. RAM: 8GB minimum, but 16GB strongly recommended by developers for a smoother experience. Storage: HDD absolute minimum, SSD highly recommended. | |
| — | memoryCPU: Intel Core i5-4430 or AMD Ryzen 3 1200 developer_boardGPU: NVIDIA GeForce GTX 960 (4GB) or AMD Radeon R9 290X (4GB) laptop_macCPU (L): Intel Core i5-7300HQ / AMD Ryzen 3 3200U equivalent or better laptop_windowsGPU (L): NVIDIA GeForce GTX 1050 Mobile (4GB) / GTX 1650 Mobile (4GB). **An RTX 3050 Mobile would be a significantly better starting point.** layersRAM: 8 GB saveStorage (Tier): 126 GB HDD (SSD Recommended) |
| 1080p (Full HD) - Minimum (Ultra Settings (with Heavy AI Upscaling)) CPU: Handles basic procedural destruction but struggles with heavy multi-path enemy AI logic. CPU (Laptop): Needs high clock speeds to avoid pipeline stalling during intensive subterranean combat. GPU: Bare minimum for hardware ray tracing. Capable of ~74-85 FPS on 12GB variants during the beta. GPU (Laptop): Required to maintain stable 60+ FPS when paired with aggressive AI upscaling. RAM: Minimum official requirement, though memory constraints were highly prevalent in the beta. Storage: Mandatory for seamless texture streaming. | |
memoryCPU: AMD Ryzen 5 2600X / Intel Core i5-10400 developer_boardGPU: NVIDIA RTX 2060 / AMD RX 6600 / Intel A580 laptop_macCPU (L): Intel Core i7-10750H / AMD Ryzen 7 4800H laptop_windowsGPU (L): NVIDIA RTX 3060 (130W) / RTX 4050 (100W+) layersRAM: 12 GB saveStorage (Tier): 130 GB SSD | — |
| 1080p (Full HD) - Performance (1080p ~60 FPS, High Preset using Performance Upscaling/Settings) (High Preset (Tweaked for performance, DLSS/FSR Performance may be needed)) CPU: CPU for 1080p/60FPS High. CPU (Laptop): High-end laptop CPU. GPU: Recommended desktop GPU for 1080p/60FPS High. GPU (Laptop): Performance laptop GPUs. 8GB VRAM ideal. RAM: 16GB RAM recommended. Storage: NVMe SSD strongly recommended. | |
| — | memoryCPU: Intel Core i7-7700K or AMD Ryzen 7 3700X developer_boardGPU: NVIDIA GeForce RTX 2070 (8GB) or AMD Radeon RX 5700 XT (8GB) laptop_macCPU (L): Intel Core i7-9750H / AMD Ryzen 7 4800H or better laptop_windowsGPU (L): NVIDIA GeForce RTX 2070 Super Mobile (8GB) / RTX 3060 Mobile (6GB, High TGP). **An RTX 3070 Mobile or RTX 4060 Mobile (High TGP) will provide excellent 1080p High performance.** layersRAM: 16 GB saveStorage (Tier): 126 GB NVMe SSD |
| 1080p (Full HD) - Recommended (1080p ~30 FPS, High Preset) (High Preset) CPU: Recommended desktop CPU for 1080p/30FPS High settings. CPU (Laptop): Estimated mid-range laptop CPUs. GPU: Recommended desktop GPU for 1080p/30FPS High. GPU (Laptop): Estimated performance-focused laptop GPUs. 6GB VRAM recommended. RAM: 16GB RAM strongly recommended. Storage: SSD strongly recommended. | |
| — | memoryCPU: Intel Core i7-4770 or AMD Ryzen 5 1500X developer_boardGPU: NVIDIA GeForce GTX 1060 (6GB) or AMD Radeon RX 570 (4GB) laptop_macCPU (L): Intel Core i7-7700HQ / AMD Ryzen 5 3550H equivalent or better laptop_windowsGPU (L): NVIDIA GeForce GTX 1660 Ti Mobile (6GB) / RTX 2060 Mobile (6GB). **An RTX 3060 Mobile or RTX 4050 Mobile (High TGP) is a good target for 1080p High.** layersRAM: 16 GB saveStorage (Tier): 126 GB SSD |
| 1440p (QHD/2K) - Recommended (Ultra Settings) CPU: Ensures stable performance during the highly complex 12-player Horde Siege PvE modes. CPU (Laptop): Provides necessary processing overhead for UE5.8 MegaLights unified direct illumination. GPU: The officially recommended RTX 5060 can push nearly 100 FPS under these conditions with upscaling. GPU (Laptop): Essential for stable 1440p rendering with full Hardware Lumen enabled. RAM: Officially recommended to accommodate heavy environmental destruction caching. Storage: Required to prevent streaming bottlenecks across the massive Horde Siege maps. | |
memoryCPU: AMD Ryzen 5 5600 / Intel Core i5-11600K developer_boardGPU: NVIDIA RTX 3060 Ti / RTX 5060 / AMD RX 6700 XT laptop_macCPU (L): Intel Core i7-12700H / AMD Ryzen 7 6800H laptop_windowsGPU (L): NVIDIA RTX 4070 Laptop GPU (140W) layersRAM: 16 GB saveStorage (Tier): 130 GB SSD | — |
| 1440p (QHD/2K) - Ultra (1440p ~60 FPS, Ultra Preset, DLSS/FSR Quality/Balanced) (Ultra Preset (DLSS/FSR Quality or Balanced recommended)) CPU: CPU for 1440p/60FPS Ultra. CPU (Laptop): High-end laptop CPU. GPU: Desktop GPU for 1440p/60FPS Ultra. GPU (Laptop): High-end laptop GPUs. 10GB+ VRAM critical. RAM: 16GB RAM essential, 32GB beneficial. Storage: NVMe SSD required. | |
| — | memoryCPU: Intel Core i7-9700K or AMD Ryzen 7 3800X developer_boardGPU: NVIDIA GeForce RTX 3080 (10GB) or AMD Radeon RX 6800 (16GB) laptop_macCPU (L): Intel Core i7-10875H / AMD Ryzen 7 5800H or better. **Modern i7/Ryzen 7 H/HX series.** laptop_windowsGPU (L): NVIDIA GeForce RTX 3080 Mobile (10GB/16GB, Max TGP) / RTX 4070 Mobile (8GB, Max TGP). **An RTX 4080 Mobile would be better for consistent 1440p Ultra performance.** layersRAM: 16 GB saveStorage (Tier): 126 GB NVMe SSD |
| 2160p (UHD/4K) - Enthusiast (4K Ludicrous) (4K Ludicrous Preset with DLSS 4.5 Quality Mode) CPU: Maximizes Bounding Volume Hierarchy (BVH) reconstruction speeds required for RTX Mega Geometry. CPU (Laptop): Top-tier mobile processor to prevent CPU-bound bottlenecks under extreme geometry loads. GPU: The highest end GPU tested; pushes 45 FPS with DLSS at Ludicrous settings. GPU (Laptop): Absolute necessity for uncompromised 4K Ray Tracing gameplay in E-Day. RAM: Required to prevent memory capping caused by intense volumetric lighting and Nanite scaling. Storage: Crucial for instantaneous asset loading of billions of polygons. | |
memoryCPU: Intel Core i9-14900K / AMD Ryzen 9 7950X3D developer_boardGPU: NVIDIA RTX 5090 laptop_macCPU (L): Intel Core i9-13980HX laptop_windowsGPU (L): NVIDIA RTX 4090 / 5090 Mobile (175W) layersRAM: 32 GB saveStorage (Tier): 130 GB NVMe Gen 4 SSD | — |
| 2160p (UHD/4K) - Ultimate (2160p/4K ~60 FPS, Ultra Preset, DLSS/FSR Balanced/Performance) (Ultra Preset, DLSS/FSR Balanced or Performance) CPU: Flagship CPU for attempting 4K/60FPS Ultimate. CPU (Laptop): Absolute top-tier laptop CPUs. GPU: Flagship desktop GPU for 4K Ultimate, heavily reliant on DLSS/FSR. GPU (Laptop): The absolute best laptop GPUs, will still need upscaling for smooth 4K Ultra. RAM: 32GB RAM highly recommended for 4K Ultimate. Storage: NVMe SSD required. | |
| — | memoryCPU: Intel Core i9-9900K or AMD Ryzen 9 3950X developer_boardGPU: NVIDIA GeForce RTX 4080 (16GB) or AMD Radeon RX 7900 XTX (24GB) laptop_macCPU (L): Intel Core i9-11980HK / AMD Ryzen 9 5900HX or better. **Modern flagship Intel/AMD HX series (e.g., 13980HX, 7945HX).** laptop_windowsGPU (L): NVIDIA GeForce RTX 4090 Mobile (16GB, Max TGP). **Even this will require DLSS Performance for stable 4K Ultra at ~60FPS. A hypothetical next-gen flagship (e.g., RTX 5090 Mobile or AMD equivalent) would be targeted for a more comfortable native experience. (Highly Speculative)** layersRAM: 16 GB saveStorage (Tier): 126 GB NVMe SSD |
| save Overall Storage | |
| Spec: 130 GB SSD Note: Strict minimum requirement. Advanced Shader Delivery is used to eliminate compilation delays, and procedural destruction assets require massive read bandwidth. Type: SSD | Spec: 126 GB available space (SSD Recommended). Note: An NVMe SSD is highly recommended for the best experience, minimizing load times and improving texture streaming in detailed environments. Type: SSD |
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| Spec: Windows 11 (64-bit) Explanation: Recommended for optimal DirectX 12 Ultimate scheduling and advanced real-time rendering techniques. | Spec: Windows 10 (64-bit, version 1909 or newer) Explanation: 64-bit Windows 10 (specified version or newer) or Windows 11 is required. |
| gamepad DirectX Version | |
| Spec: DirectX 12 Ultimate Explanation: Hardware-accelerated ray tracing is strictly enforced. Older GPU architectures without RT cores are entirely incompatible. | Spec: DirectX 12 Explanation: DirectX 12 API is required. |
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info_outline Feature details based on available data. System requirements and performance estimates may vary.
laptop_chromebook Laptop Recommendations
Common Recommendations (Handles All Compared Games)
For Gears of War: E-Day Specifically
For Uncharted 4: A Thief End Specifically
info_outline Laptop recommendations are estimates based on available component benchmarks and game requirements. Actual performance may vary depending on settings, drivers, cooling, power limits, etc. Prices and availability subject to change. As an Amazon Associate, we earn from qualifying purchases.