This review includes minor spoilers on mission structure and overall history. There are no spoilers for great narrative moments. About 10 hours in Days Gone, you are thrown into a hunting guide about nothing. The superior libertarian character takes you out with a rifle and shows you how to track deer, even if you already have a tracking guide. You then have the task of getting more meat for you and your friend because your delivery is low, something you never have to do again. You also do not cook or eat; You can only donate meat to camp around the map to get a negligible amount of trust and money with them. Like many things in Days Gone hunting is just to be there , an idea picked up and then abandoned at random. Unlike hunting, some of these ideas are even good right now. But most aspects of Days Gone have no purpose. Its many narrative threads flirt with being meaningful and interesting but never completely committing, with characters whose actions and motivation are not meaningful. Traveling a mushroom-driven motorcycle through the world and taking out zombie horses and hordes is satisfactory in that way to complete the open world checklists often, but in the end you are still wondering what it was with.  The first action of the game – about 20 hours or so – sets up a lot of storybooks. Two years after the first outbreak "Freaker", the biker buddies have Deacon St. John…
This review includes minor spoilers on mission structure and overall history. There are no spoilers for great narrative moments.
About 10 hours in Days Gone, you are thrown into a hunting guide about nothing. The superior libertarian character takes you out with a rifle and shows you how to track deer, even if you already have a tracking guide. You then have the task of getting more meat for you and your friend because your delivery is low, something you never have to do again. You also do not cook or eat; You can only donate meat to camp around the map to get a negligible amount of trust and money with them.
Like many things in Days Gone hunting is just to be there , an idea picked up and then abandoned at random. Unlike hunting, some of these ideas are even good right now. But most aspects of Days Gone have no purpose. Its many narrative threads flirt with being meaningful and interesting but never completely committing, with characters whose actions and motivation are not meaningful. Traveling a mushroom-driven motorcycle through the world and taking out zombie horses and hordes is satisfactory in that way to complete the open world checklists often, but in the end you are still wondering what it was with.  The first action of the game – about 20 hours or so – sets up a lot of storybooks. Two years after the first outbreak “Freaker”, the biker buddies have Deacon St. John and Boozer have become operators who do odd jobs for nearby surviving camps and hold themselves for themselves. Diakon’s wife Sara had been stuck at the beginning of the outbreak. Deacon put her on a government helicopter tied to a refugee camp so she could get medical attention, but when he and Boozer arrived, the camp was overrun by Freaks, and Sarah apparently died. Diakon understandably does not handle it well. Boozer suggests riding north and leaving the memories behind, but Diakon’s bike breaks down and then empties for parts, so one of your primary goals is to earn trust and credit in nearby camps to rebuild your motorcycle.
The motorcycle is central to everything you do in Days Gone. Getting anywhere, including with fast travel, requires your bike, and if you want to save except the world, then you live better next to it. Getting out of your bike is about both your entrance and your exit. you have to stay far away from enemies so that they do not hear you come, but you must also be able to drive to your bike quickly if things go south and you need to escape. And when you stumble across Freakers to plunder things like bandages and ammunition, you also need to be looking for a gas can and some scrap to keep your bike in top shape – if it breaks down or goes out of gas, you’re basically screwed. With that said, gas and other loot regenerate if you leave and return to a place so you will never run out of anything as long as you spend the time looking for it.
In the beginning, you do work for two camps: Copeland Conspiracy Theory and Tucker Hell Forced Labor Camp. Copeland has a mechanic who can upgrade your bike, while Tucker has a well-stocked gun dealer. Your rubbish bike gets about one mile per gallon, and you can’t store a gas can on your bike or your person, so you either have to return to a camp to burn up or constantly scrounge for gas cans into the Freaker territory. This allows you to wander around and make things in the open world frustrating first, so you do many wasting tasks for the two camps to begin.
Many of these early missions consist of cookie-cutter bounty-hunting and rescue jobs where you go to a place, track a person who uses your obviously psychic survival vision to mark footprints and other clues and then kill some bandits or freakers. Some of these require that you take the target as alive, which often means chasing them on your bike and shooting in their tires with your gun. If you run out of gas or ammunition, or if your bike is already weak and breaks down after a couple of bumpy turns, you automatically fail with these missions and have to start over. You also accelerate with R2 and shoot with R1, which, though not terrible, is clumsy and awkward.
An early stage with a drug thief kicks up a series of missions like these which, when finished, have no significance for the rest of the game despite initial appearances; When you track down the stolen drugs, you must choose which camp to return them, but there are no consequences in any way, and then the situation is completely released. The only result is to get some confidence and credit with one of the camps – I chose Copeland just because I wanted money for a better fuel tank. Many history missions progress, when you discover a third, more narrative relevant camp, follow the same structures as previous missions. But the focus on Tucker and Copeland is specifically for hours of nothing in the history of history. Tucker forced labor does not come back to biting anyone, and while Tucker and Copeland do not seem to like each other, the work of a camp does not affect your relationship with the other. Once you reach the third camp, Lost Lake, Tucker and Copeland do not stop at all, not least because Lost Lake has both better mechanics and better weapons.
When you upgrade your bike a little But the world opens up. No longer bound by low gas mileage and a weak arsenal, you can run farther out and more handily take on enemy controlled areas around the map. You clear obstacle camps by killing everyone present and eliminating Freaker attack areas by burning all their beans. In addition to trust and credit, clearing an obstacle network allows you resources to haggle, a map of the area and a new fast travel point, by destroying an infestation zone you can quickly travel in the area. Unlocking the map and neutralizing threats is satisfactory in that way to clear up the mess a little bit, and you can see your work pay in the bike’s upgrades. However, there is little variation between each ambush and infestation zone, and they become repetitive early – especially since Deacon is dry-headed and whining about the nest that smells terrible at each.
The real motivation to do all this is twofold. Early in the game, Diakon’s best friend Boozer is attacked by a group of Rippers, a doomsday cult with a number of bizarre rituals. The rippers send a tattoo from Boozer’s arm and leave him with third-degree burns, so Diakon’s purpose in life is to keep Boozer alive and healthy. It is mostly about finding sterile bandages and the only assignment where you collect meat for him. In addition, Deacon sees a helicopter belonging to the NERO authority, which had been involved in the first aid that fled its head. It gives the deacon some hope that Sarah can still live, because he had put her on a NERO helicopter after being knife-fed, so you start stalking the NERO soldiers and scientists to investigate further.
] There are a number of flashbacks to Diakon’s relationship with Sarah before the outbreak, reinforced by his hope that she lives. They are largely cumbersome cut scenes interspersed with short stretches of walking slowly while Sarah and Deacon talk about surface-level substances, and they never give any convincing reason why they are together. Deacon is a cyclist and Sarah is a “nice girl” researcher, which is good, but “opposites attract” is not enough to make their relationship convincing. It is romantic, because the deacon has not given up on Sarah, but the most important removal from the flashbacks is that they are physically attracted to each other and that the deacon does not talk about his feelings.
The NERO arc is where things really pick up. Spying on the NERO researchers consists of insta-fail stealth missions. They may be frustrating before unlocking abilities to improve your skill, but the conversations you hear are legitimately interesting and answer questions that other zombie fiction often neglect. You learn, for example, from an interception of a researcher studying Freakers scat that they eat more than just other people and each other – they also eat plants and that means they will not starve sometime soon (as in 28 days later ). The deacon comes in quick contact with a NERO researcher who uses state resources to track what may have happened to Sarah. Although their relationship is confusing, is a tempting mystery.
Abandoned Nero medical devices and research sites contain smaller details, including recorders who play stage lookups – a researcher studying a Freaker test, the moment a camp went over, or just the jokes between soldiers. Getting into a device is a matter of refueling the generator, making sure to find and deactivate all speakers nearby so that the noise does not attract Freakers. Finding each speaker can be a little tricky in some places, which makes it the moment you turn on the power of more exciting and realizing that you are in the clear more of a relief. And in addition to fulfilling your curiosity, you also get a more concrete reward for an injector that enhances your health, stamina and bullet-time-like focus.
As you learn about NERO and Freakers, you are introduced to new, more powerful types of Freaks, including a berserk and a completely feminine variant screaming to attract more Freaks on your way. They do not really bring new challenges as much as slow you down, and they feel like a stopgap action to tide you until the first horde-based mission around 40 hours into the game. The first horde mission is exciting – driving around when using tight spaces and molotovs to keep the hordes of you, eventually taking out hundreds of Freakers, is a well-deserved victory. But this mission is followed very quickly by another and after a short break you have two more back-to-back horde missions leading up to the end of the main story. Without any breathing space, the hordes are strenuous to handle, and you will probably have to stop everything to plunder and build up your stock of resources after each, just so that you can evolve.
In the end, however, Days Gone isn & # 39; t about NERO or Sarah or Freakers. It’s about deacon, and what he wants is what matters. The narrative thread is released as soon as the deacon no longer uses them. Copeland and Tucker do not matter until the deacon arrives at a camp that has better assets. Boozer’s health is only important because it is the deacon’s reason to live. Even the fascinating little details about the Freakers are worthless to Deacon, who only cares about Sarah – but not what Sarah wants or needs, just that his “ol” lady can be alive somewhere. Each character is seen through this diacon-focused lens, and as a result, they are two-dimensional.
The deacon is selfish, and it is simply boring that the game is uncritical for him.
The deacon teaches nothing during the game and history is about validating their actions and emotions above all else. When a character urges him not to kill anyone in cold blood, the Deacon shows “that the murder is better than mercy. Since Boozer almost breaks through to the deacon about learning to release, Deacon teaches something new about NERO and clings to his hope even harder Deacon also has a policy in which he does not kill unprotected women, which does not affect the story in any way and goes completely rude. There is no introspection here; the Deacon is selfish, and it is simply sad that the game is uncritical to him.  I did many things in Days Gone. I burned every Freaker nest; I cleared every obstacle camp; I maxed out my bike; I took out some optional hordes just because. Like Deacon with Sarah, I continued to go to I was hoping to find something, to follow a thread for a possibly fascinating or satisfactory or impressive conclusion, but at the end of the whole I had only received lines.