They Say Gears Of War: E-Day’s Sliding Is Too Call Of Duty, Have We Forgotten 20 Years Of Gears?

Sliding feels new, but Gears has always been movement based

Gears Of War: E-Day
Gears Of War: E-Day

  • Primary Subject: Gears of War: E-Day introducing sliding and what it means for the franchise’s identity in multiplayer
  • Key Idea: Why sliding in E-Day isn’t a betrayal of Gears’ “heavy cover shooter” identity, but rather an extension of long-existing player-driven movement exploits like wall bouncing and backpacking
  • Status: Opinion
  • Last Verified: August 11, 2026
  • Quick Summary: The piece argues that the addition of sliding in Gears of War: E-Day is less a genre shift toward Call of Duty-style movement and more an official acknowledgment of how Gears multiplayer has always been played at a high skill level.

Gears of War: E-Day barely finished its first beta weekend, and sliding has already become the wonderfully contentious wrinkle in its multiplayer.

For the first time in the series, players can slide, adding another movement option alongside the wall bouncing, roadie running and close-range Gnasher chaos that have defined Gears multiplayer for years.

Clips of skilled players chaining slides into shotgun kills have quickly spread online, prompting everything from comparisons to Call of Duty to complaints that Gears is becoming far too fast for its own good.

Others have looked at the same footage and recognized something much older, repeatedly bringing up "backpacking," the close-range movement trick that dates back to the original game.

I understand the skepticism around sliding - it's become such a well-worn part of modern shooter design that another implementation hardly screams originality.

Call of Duty certainly didn't invent sliding, but it has helped turn the mechanic into a fixture of modern multiplayer, and I don't particularly want Gears chasing whatever happens to work elsewhere.

Marcus Fenix should not suddenly move like someone who has spent 3,000 hours grinding Warzone. Yet the more I see sliding in E-Day, the less it feels like Gears pinching a trick from someone else's playbook.

If anything, the sliding debate exposes Gears of War's oldest contradiction - the series sells itself on weighty cover combat, while its players have spent nearly 20 years gleefully wriggling free of it.

Hasn't Gears Always Been A Movement Shooter In Disguise?

Calling Gears of War a cover shooter is completely accurate until you watch somebody who is frighteningly good at it.

Give a newcomer a Gears map and they'll probably use walls as intended, moving between cover and cautiously peeking into firefights.

Give the same map to an experienced multiplayer player and those walls become transportation.

Wall bouncing is perhaps the clearest example. It takes the series' defining cover mechanic and effectively turns it inside out, using walls less as places to hide and more as surfaces to propel yourself around a fight.

Add the Gnasher and suddenly supposedly weighty cover combat becomes two enormous people juking around each other at alarming speed while trying to land a shotgun blast from three feet away (which remains one of gaming's stranger competitive spectacles).

Sliding doesn't seem to dismantle that rhythm so much as give players another way to indulge it. You can use it to close distance, change an angle and carry momentum into a shot.

More importantly, it sits alongside wall bouncing rather than replacing it. That distinction is why the mechanic has won me over far more than I expected. The discourse around those clips is almost amusing - what looks suspiciously Call of Duty-ish from one angle looks like backpacking with a modern flourish from another.

That doesn't mean sliding and backpacking are mechanically identical, obviously, but the comparison is revealing.

Gears players were finding strange ways to manipulate movement and close-range engagements back in 2006. The Coalition isn't suddenly introducing the desire to play Gears this way; players beat it there by about two decades.

There is a legitimate risk of going too far. I don't want E-Day to become another multiplayer game where everyone spends an entire match sliding and jumping because ordinary movement is objectively worse.

Some beta footage has also raised questions about how forgiving the Gnasher's hit detection can look, which becomes considerably more noticeable when players are flying into engagements at speed.

Sliding might be optional in theory, but if it becomes mandatory at higher levels of play, the distinction won't mean much.

Gears of War E-Day Horde Siege art
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Credit: The Coalition, Microsoft

Still, those are balancing problems. They don't convince me the mechanic itself doesn't belong. I think long-running franchises sometimes become too literal about preservation.

There is an understandable temptation to preserve authenticity under glass - don't alter the mechanics, don't tamper with the animations, and don't move anything that longtime players might notice.

But preserving what made a game distinctive isn't necessarily the same thing as preserving every rule exactly as it existed. What I want E-Day to preserve is the peculiar character of Gears combat.

It should remain heavy without being sluggish, aggressive without becoming mindless and slightly ridiculous once skilled players begin pushing its systems further than anyone reasonably should.

Sliding can fit within that identity (perhaps surprisingly well) because it reinforces behavior the multiplayer already encourages. That is also why the Call of Duty comparison only stretches so far - mechanics are malleable things, and what matters is how a game bends them around its own identity.

Regenerating health, sprinting, mantling and dozens of other once-distinctive ideas eventually became common pieces of game design because developers found different uses for them.

The question isn't whether Gears nicked sliding from somewhere else - it's whether the mechanic makes its combat more interesting, and so far, I think it does.

The second beta weekend runs from August 13 to August 17 and opens participation across Xbox, PC and Steam, meaning far more players will soon get their hands on the mechanic.

That should also give The Coalition considerably more useful information about whether sliding needs tightening before launch (and I suspect it probably will).

But I hope the studio doesn't sand it down simply because it looks unusually fast in clips. Gears multiplayer has never stayed inside the tidy little box suggested by the words "cover shooter."

Players turned walls into movement tools, shotguns into a competitive language and clunky-looking soldiers into surprisingly nimble killing machines long before sliding entered the picture.

E-Day isn't turning Gears into a movement shooter - it's simply making official the wonderfully twitchy nonsense players have been pulling off for nearly 20 years.

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