Days Gone

Union Game Rating

  • ☆☆☆☆☆

    Votes: 0 0.0%
  • ☆☆☆☆

    Votes: 0 0.0%
  • ☆☆☆

    Votes: 1 50.0%
  • ☆☆

    Votes: 1 50.0%
  • Votes: 0 0.0%

  • Total voters
    2
Finished it tonight, I'd give it an 8, if they could patch out a few things that annoyed me I'd go up to an 8.5 but this is a very good game for sure, anyone who knocked it in a review for having a white male lead or complained about the biker theme was never going to give it a fair shot anyway. It's crazy when you watch the credits how much shorter they are than the typical open world game, this studio accomplished a lot for such a relatively small group.

As far as the update, maybe it's just me but I notice more foliage fading in closer to the camera than before.


You're totally right with the credits. I beat the game within a week (happen to have had the week after it's release off) and it was crazy how quick the developer's credits were done. Far more credits involving the marketing & rest of sony's divisions than the actual studio itself! Ubisoft & Rockstar credits seem to be about 8x longer...
 
You're totally right with the credits. I beat the game within a week (happen to have had the week after it's release off) and it was crazy how quick the developer's credits were done. Far more credits involving the marketing & rest of sony's divisions than the actual studio itself! Ubisoft & Rockstar credits seem to be about 8x longer...

I really hope they get an enhanced version for PS5, it'd be great to see it run at a rock solid 30fps or even 60fps with the pop in improved.
 
Good shots earlier, JinCA. I particularly liked this one:

D61WhhhVsAADKG9.jpg:orig



It looks like he has his tongue sticking out. (What's with the bear wrapped in barbed wire?)

I played a few hours yesterday, more than usual. I'm sticking with easy mode because I don't want to stress myself. It's a little too easy sometimes, but that's ok. I'm in it for the story, exploration, and action-adventure elements, not the tension/survival aspects. I do notice plenty of technical imperfections, but they don't bother me.

Per Benji:

- Best Selling game in UK 3 weeks in a row
- Best selling in Australia 3 weeks in a row
- Best selling in Japan 3 weeks in a row
- Best selling in Spain 2 weeks in a row
- Best selling digital game for April in Europe
- 2nd best selling digital game in the US April

He estimates it is likely to have sold a bit over 2m by now, ww, based on the data he's seen, but no official word from Sony yet.
 
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Picked it up last night and played for about an hour just to see how the world looks and it looks glorious. I'm playing on the Pro and noticed it took quite a while to load the game and I wonder if that's normal. Ohh well, looks like I have another awesome game to look forward to. I think I'll start it properly in a few days. Damn OCD kicked in and I need to complete the apparel event in Division 2, lol.
 
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Sadly those load times are normal and sadly you'll see more of them. I'm rarely one to suggest a game needs a new engine, but Days Gone seems like one that really would have benefitted from a more appropriate open world engine than using UE4...
 
Good shots earlier, JinCA. I particularly liked this one:

D61WhhhVsAADKG9.jpg:orig



It looks like he has his tongue sticking out. (What's with the bear wrapped in barbed wire?)

I played a few hours yesterday, more than usual. I'm sticking with easy mode because I don't want to stress myself. It's a little too easy sometimes, but that's ok. I'm in it for the story, exploration, and action-adventure elements, not the tension/survival aspects. I do notice plenty of technical imperfections, but they don't bother me.

Per Benji:

- Best Selling game in UK 3 weeks in a row
- Best selling in Australia 3 weeks in a row
- Best selling in Japan 3 weeks in a row
- Best selling in Spain 2 weeks in a row
- Best selling digital game for April in Europe
- 2nd best selling digital game in the US April

He estimates it is likely to have sold a bit over 2m by now, ww, based on the data he's seen, but no official word from Sony yet.

Those bears are the infected bears :) If you haven't come across them yet you will lol
 
Minor story gripe:

Did he really think lavender herbal tea was going to help cure blood poisoning? Come on now. lol
 
Minor story gripe:

Did he really think lavender herbal tea was going to help cure blood poisoning? Come on now. lol

He wasn't making tea with the lavender, in that scene where Sarah mentions the tea she was referring to the other plant she'd picked. Deacon's intention with the lavender was to make a salve for Boozer's arm.
 
He wasn't making tea with the lavender, in that scene where Sarah mentions the tea she was referring to the other plant she'd picked. Deacon's intention with the lavender was to make a salve for Boozer's arm.

Oh, ok. I heard Sarah talking about tea, and I missed the distinction. But a lavender salve isn't going to work any better than lavender tea. It's sort of the Bed Bath & Beyond approach to treating blood poisoning, lol...
 
Oh, ok. I heard Sarah talking about tea, and I missed the distinction. But a lavender salve isn't going to work any better than lavender tea. It's sort of the Bed Bath & Beyond approach to treating blood poisoning, lol...


Wasn't the salve when they were still just treating his arm for the burns? Thought it was before concluding he had blood poisoning, cause once Deek realized that is when they headed off for Lost Lake.
 
Wasn't the salve when they were still just treating his arm for the burns? Thought it was before concluding he had blood poisoning, cause once Deek realized that is when they headed off for Lost Lake.

Boozer's condition was severe, physically and mentally. It got worse later, when he went psycho, but it was already pretty bad at that point. You could see the arm was swollen and not healing; you could see how much pain he was in; and you could see that his mind was being affected. That means it's a serious systemic problem (like an infection), which is progressive and worsening.

So that's what I mean by lavender being a silly thing to do. That might be helpful if you're treating a mild sunburn or skin rash, but we're way beyond that. I don't think Deacon is dumb enough to think lavender would do the trick. It just seemed silly to me. It would probably just make things worse, because he's got open sores.

Actually, I think that was just sort of a plot device to allow them to show that cutscene with Deacon and Sarah, so they could tell that part of the story. Maybe they wanted to coach players on how to pick plants, too.


To be clear, I'm not really bothered by this. It just stuck out as sort of silly, that's all. Overall I like the game's story.
 
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Right, I get it. I'm not excusing the game or saying it's free from plot holes & that they thought of everything either, but I mean, Deacon isn't exactly an experience medical practitioner either, kinda just seemed like he was trying the only thing he could think of to treat burns and that he could get his hands on. The story of the game isn't bad, but I didn't think it was anything spectacular either. I wouldn't put it on par with the likes of TLOU or even RDR, but it was serviceable.
 
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Boozer's condition was severe, physically and mentally. It got worse later, when he went psycho, but it was already pretty bad at that point. You could see the arm was swollen and not healing; you could see how much pain he was in; and you could see that his mind was being affected. That means it's a serious systemic problem (like an infection), which is progressive and worsening.

So that's what I mean by lavender being a silly thing to do. That might be helpful if you're treating a mild sunburn or skin rash, but we're way beyond that. I don't think Deacon is dumb enough to think lavender would do the trick. It just seemed silly to me. It would probably just make things worse, because he's got open sores.

Actually, I think that was just sort of a plot device to allow them to show that cutscene with Deacon and Sarah, so they could tell that part of the story. Maybe they wanted to coach players on how to pick plants, too.


To be clear, I'm not really bothered by this. It just stuck out as sort of silly, that's all. Overall I like the game's story.

Hey he has his H.D.M.D. (Harley Davidson Medical Degree) so back off lol.
 
I saw this list of other Sony games and how they sold out the gate. These are NPD numbers.

  1. Spiderman (23 days) : +2.6 million (include digital)
  2. God Of War (16 days) : ~1.9 million (include digital & bundles)
  3. God Of War III (19 days) : ~1.15 million
  4. Horizon Zero Dawn (33 days) : +1 million (include digital)
  5. The Last of Us (24 days) : ~985K physical (+1 million with digital)
  6. Uncharted 4 A Thief's End (19 days) : ~828K physical (879K include bundles & +1 millions with digital)
  7. Days Gone (9 days)
  8. God Of War II (26 days) : ~833K
  9. Uncharted 3 (28 days) : ~700K (838K include bundles)

That's a very good start. You have to be happy, if the game that beats you is Uncharted 4.
 
It's funny I booted this up right after checking out the HDR corrections for RDR2 on my One X and even though that game is native 4K all of Sony's first party games with Pro enhancements look sharper, the AA in that game must really be what softens the image.
 
I love that skin on Deacon's bike.

Yeah, that's nice. I sure love riding that bike.


Deacon's an interesting character. Sometimes, he comes off like an ass; sometimes, sympathetic; sometimes like an awkward guy just trying to do his best. I just finished a scene where another character browbeats him for selling people into slavery.

I figured Deacon was going to be the "tough guy with a heart of gold" type character. He is that to some extent, but his heart isn't gold; the picture is more complicated. I mean, you don't usually get other characters in videogames telling the "hero" that he is morally deficient. I like that.
 
Nine of the Bend developers did an AMA on Reddit yesterday. They go into a whole bunch of things -- visuals, sound, environment, story, building an open world, etc. I came away with a better appreciation of how much work went into the game and how challenging it must have been.

Here's a summary of their responses:
https://www.neogaf.com/threads/days-gone-ot-days-gone-b-gud.1478110/page-21#post-254331283

Some examples....

Sound:

"It’s nice to see so many positive comments about the sound design in Days Gone. It’s especially gratifying when players notice the finer details we added. Some examples: rain on Deacon’s leather jacket (more noticeable when aiming, since the camera moves in closer), the bike’s exhaust pinging as it cools down after the player dismounts, the way wildlife ambient sounds react to game states, weather, day-night cycle and region. Have you noticed the insects in Belknap are slightly different to the ones heard in Lost Lake or Iron Butte? There are many more little subtle details like these that we hope players hear."


Weather:

"The way the weather works in the game I think is quite unique: At any time, there are thousands (often tens of thousands) of clouds moving through the world. Each cloud defines a number of states about not just how the cloud looks (density, shape, etc) but also the weather conditions below the cloud: Be it rain, snowfall, mist, wind, etc. This is how the weather feels so dynamic, as it moves through the world the weather below the clouds gets accumulated dynamically through the world (it’s possible to have one part of the world wet and at the same time another snowy, etc – it all depends on the clouds and where they are). We have systems to control how these accumulations blend and combine in to the world as the clouds move through it; this also controls visual and gameplay transitions too..."


Most challenging:

"Getting all of the open world systems to work together nicely was the biggest challenge. There is a lot of overlapping open world content that requires different systems to communicate with each other and/or account for each other along with layers and layers of tuning."


What are you most proud of:

"The thing I'm most proud of is how diverse and dynamic we were able to make the open world with such a small open world design team (5-6 people). We had to think smart and efficient with all of our design choices knowing the man power limitations."


Environment:

"We really tried to make the environment as authentic as possible, but it's a game so we had to make a few adjustments for gameplay and narrative. Some of the spaces we created, such as Iron Mike's are a sort of combination of several of our favorite places around the state. So while most of it is not a one-to-one replica of the state we really strived to capture the overall feel."

"We picked a number of locations that we felt offered something unique in terms of our gameplay, and helped us capture the history and feel of Oregon. One of our greatest challenges was getting the scale of the world right so it was fun to ride around on the bike, while being in that not-too-big but not-too-small zone. In the early days we threw out the whole world and started over three times, but it was really necessary to get the scale right..."

"Central Oregon and the High Desert were the perfect environments for an open world. The diverse biome of the High Desert really does vary as much as it does in the game, from the arid desert of Belknap to the snowy mountains of Crater Lake. It’s picturesque but deadly."


Why isn't there a button so I can quickly look behind me?

"We went through lots of iteration with the motorcycle, including a look back camera not only for the motorcycle, but for on-foot as well. For the motorcycle specifically, we started with it on the R3 button but as the game developed, Survival Vision turned out to be a higher priority for that particular button. ... We tried it on the L3 button, but as you are backing up, loads of players pressed this accidentally while trying to use the left stick to turn.... For a long while we had it on the circle button, but that lost out when we created our ‘drift’ button. The biggest issue for us with the look back button (and the main reason we didn’t include it) was that it not only caused you to constantly run into things in our dense world (trees, cars, stumps, rocks, etc), it took away tension. There is something to be said for not being able to see what is behind you and we thought it was the right call for the game. "


Misc:

"We are currently working on a few different aim improvements to help players customize the way they want to aim."
 
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Yeah, that's nice. I sure love riding that bike.


Deacon's an interesting character. Sometimes, he comes off like an ass; sometimes, sympathetic; sometimes like an awkward guy just trying to do his best. I just finished a scene where another character browbeats him for selling people into slavery.

I figured Deacon was going to be the "tough guy with a heart of gold" type character. He is that to some extent, but his heart isn't gold; the picture is more complicated. I mean, you don't usually get other characters in videogames telling the "hero" that he is morally deficient. I like that.

Yeah I like that he's not just some cookie cutter hero, he's a guy who was rough around the edges before things went down and has done what he had to do to survive after.
 
Man, Deacon is always irritated about something... What a cranky pants.

I turned my game difficulty back up to normal. It was on easy for the first part of the game, but it got too easy. It's better now.

I see a bunch of technical imperfections. Deacon gets stuck in a roof. Disembodied heads. Icons that don't point to what they're supposed to. Awkward movement when you're following a friendly NPC. Etc. I can see why the game got dinged in the reviews for this sort of stuff. I can overlook it, though. The base game is good enough.

I have a little trouble following the story because there are so many different threads going on. It seems kind of scattered. I guess that's pretty standard for an open-world (vs. linear) game, though.
 
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Man, Deacon is always irritated about something... What a cranky pants.

I turned my game difficulty back up to normal. It was on easy for the first part of the game, but it got too easy. It's better now.

I see a bunch of technical imperfections. Deacon gets stuck in a roof. Disembodied heads. Icons that don't point to what they're supposed to. Awkward movement when you're following a friendly NPC. Etc. I can see why the game got dinged in the reviews for this sort of stuff. I can overlook it, though. The base game is good enough.

I have a little trouble following the story because there are so many different threads going on. It seems kind of scattered. I guess that's pretty standard for an open-world (vs. linear) game, though.

I guess I got lucky I never got stuck in a roof, there are a few people dead in a camp that are floating in the air in the T pose they use for mo cap though lol. You can tell it doesn't quite have the same polish a typical sony 1st party game does but with a team that's so much smaller than the others I guess it's easy to see why.
 
The knocks for the games technical shortcomings I understand, and the structure of the games 'storyline' system does give it a very disjointed feel, but from the brief snippets of the very few reviews I read it seemed they were harping on the game's story itself far too much. I got the impression the bulk of the poor reviews were primarily focused on what the reviewer felt about the narrative of the game. For me, narrative will always play second fiddle to the actual gameplay of the game, and despite the handful of minor technical issues the game clearly has, the gameplay itself is fun enough that I can overlook them for the most part.

The game is not without it's flaws, but I platinum'd it and still go back to play it some... hordes are fun, the bike is fun, all in all I would say it is an average-ish game, but I don't actually play any of the other zombie type games (excepting the last of us, part 2 I will be all in on) so I was never burnt out on them and so this is my zombie game now....

I guess I got lucky I never got stuck in a roof, there are a few people dead in a camp that are floating in the air in the T pose they use for mo cap though lol. You can tell it doesn't quite have the same polish a typical sony 1st party game does but with a team that's so much smaller than the others I guess it's easy to see why.

It was pretty crazy seeing the credits upon completion and realizing the actual dev studio's section was over in like, 2 minutes, hahaha
 
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Question for those of you who've finished the game: When you complete the main story, can you go back and finish up stuff in the open world, like freaker nests or Raider camps? Are you uncompleted side missions still available?
 
Question for those of you who've finished the game: When you complete the main story, can you go back and finish up stuff in the open world, like freaker nests or Raider camps? Are you uncompleted side missions still available?

Yeah I still have a bunch of hordes to take care of and it's letting me do that.
 
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In that third shot, he's looking at the cameraman and going, "Are you going to help with this, or just stand there filming?"
 
In that third shot, he's looking at the cameraman and going, "Are you going to help with this, or just stand there filming?"

Haha Yeah that's why I took two in that position, one got his face really well and the other one caught one shows the freaks a little better.
 
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I really like the setting and weather effects. The lighting is also a real stand out. But holy hell the shooting in this game is sh!t. I can't hit anything at range and unless the target is right in front of me firearms are useless at this early stage of the game.
 
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