
O’Flaherty says the sequels “quickly became a monster game,” a change that shifted the focus to larger set-pieces and flamboyant action — a direction many fans happily embraced.
The muted yellow‑brown palette that dominated the Xbox 360 era was used deliberately in the original Gears to reinforce its horror atmosphere. “It was horror. It was a horror game, and horror is going to be a reduced palette, it’s going to be a lot of dark,” he said.
Although 2006’s Gears of War plays like an action title — encounters are generally unavoidable and ammo conservation is rarely required — its visual and design choices wear that horror influence on their sleeve, far more than the later, more bombastic entries.
The Coalition has indicated that the upcoming prequel, Gears of War: E-Day, will revisit those darker, horror‑tinged roots and place Marcus Fenix and Dom back at the center of the story. For some, that’s a more intriguing direction than the spacefaring route Rod Fergusson reportedly considered for Gears of War 6.
Source: gamesradar.com


