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Days Gone
Days Gone

PlayStation 4
Genre: Action
Developer: Sony
Publisher: Sony Classification: TBC
Release Date:
April 2019
Friday, 26 April 2019
Post by Steve Farrelly @ 09:02pm 26/04/19 | 1 Comments
Days Gone promised so much. A post-apocalyptic world full of hundreds of zombies against a single protagonist, of the Sons of Anarchy kind, with an open-world and survival mechanics thrown in for good measure, but has it lived up to the torque?

The short answer here is no. In fact it applies the brakes on cohesion across the whole journey, instead, serving up a game pulling nothing but resting smashed biker face. And that's not a complement. Here's a snippet from our review:
Underneath the game’s contextual, narrative flawes, there’s something here. World-building, similarly to that of Horizon: Zero Dawn, is important and well-executed. The entire camp system and how Economy and Trust work within it, is important. Moreover, unlike Horizon: Zero Dawn, interiors are important and open in Days Gone. They add to the game’s “survival” dot-point, and that’s a good thing. NPCs aren’t always friendly, and the random ones you encounter who aren’t important to the narrative work to sell this world. There’s value here, but what’s problematic is that it’s also very, very fake.

This is Truman Show levels of “open-world”. It’s sandbox at best, and ‘open’ ‘space’, separated here deliberately, do not a videogame make. It’s also a grind. I played through on Hard, and on Hard enemies simply sponge more bullets (hilariously just standing there). You can stealth kill an enemy with one hit if you’re unseen, but frontal melee combat with the same weapon can take forever and the [animation] trees that accompany and combine with this system just reek of rinse-repeat.
Click here for our full Days Gone review.

Thursday, 7 March 2019
Post by Steve Farrelly @ 09:04pm 07/03/19 | 0 Comments
Sonyphiles, Sony hierarchy and the industry have been lauding the PS4's lineup of exclusives since last year (and even before then), and a much-anticipated part of this roster is the out-of-leftfield Days Gone -- an open-world survival action-RPG hybrid that gives us some new heroes in a few bikers covered in tattoos. But is giving us new character archetypes enough? We played the game in preview form for a few hours, and we'll give you our verdict on that very question, plus many more.

Namely, now with open-world action-RPG experiences quickly becoming the norm, where does this new IP stack up? Is it doing anything different? Is it doing too much the same? Will you care about a backwards-cap wearing tattooed biker type (hint, I wear caps backward and have tattoos, so please care).

Anyway here's a snippet from our preview:
This “hybrid of ideas” I mentioned earlier, comes in the form of a coalescence of an open-world to explore, action, RPG-like character growth through progression and skill trees, and NPC interaction. On top of these elements is the all-important concept of looting in modern gaming (though in the context of the game, this actually makes sense), crafting as a result of this and, even more importantly, riding your sweet, sweet ride.

If I can focus on one component of Days Gone for a minute, it’s that riding your bike in the game is very rewarding. Nailing motorbikes in games that don’t start with “Trials” in their title(s) is hard. And Trials nails it because it’s a side-scrolling arcade anxiety-inducing product. But Deacon’s bike you get to ride early on -- his KITT, his 1973 XB Falcon, his Airwolf (for variety), his General Lee (maybe more than we realise) -- it’s glorious. The road almost beckons to just keep on motoring across, but as is the case with many an open-world game, tutorials and narrative setup gets in the way. Though a promise of “riding north” does loom from dialogue. And so that red herring hangs wet, smelly and scale-loosening in the air (any fishing people out there?).
Click here for our full, in-depth Days Gone hands-on preview