

It’s a story that’s full of interesting characters, with twists that kept me hooked the whole way through. John spends the next two years mourning his wife, only to discover that her fate wasn’t quite what it seemed-and he navigates the politics of post apocalyptic camp life while following the clues that will uncover the fate of his wife. John sends her away on a helicopter, which lands at a rescue station that is almost immediately overrun. Knowing his wife would die from her wounds, St. John’s wife is injured during the initial freaker outbreak. It REALLY doesn’t seem good at first, and with the way it is first introduced, it seems like a version of Last of Us with bikers and a more convoluted storyline. His best friend is a buff dude named Boozer and he mourns the loss of his “old lady” when the outbreak first happened. He hails from Farewell, Oregon and was (is) part of the Mongrels Motorcycle Club.
BURN ZOMBIE BURN NEXTGENUPDATE PROFESSIONAL
John sounds simultaneously like a religious figure or a professional wrestler. And let me just say: what a fucking name. He rides motorcycles, didn’t care for the law much before the outbreak, and cared about nothing more than his bike and his “old lady.” He’s certainly a “badass with a heart of gold” type that is just another cliché in an ocean of them. John, the rough and mumble biker protagonist that always has something to say-even mumbling to himself constantly while he’s alone. Sam Witwer (from Force Unleashed) plays Deacon St. You can turn in freaker ears for bounty-money and reputation-but without the firepower you have access to in later games, this would be a long grind.

There are three tiers of trust with each camp, but trust tier 3 is something you won’t really have access to until near the end of the game. Screenshot: Days GoneĮndearing yourself with these camps will give you access to better motorcycle upgrades, as well as better weapons, etc. It’s an interesting touch that requires some thought, but ended up not changing the gameplay in any significant way. I can’t remember the last time I’ve played a game where the currency isn’t shared between different factions. There are several main camps, all of which have their own characters, vendors, and currency. The open world takes cues from the Ubisoft-style of open world-with outposts to capture (called “ambush camps” most of the time) and lots of other things to explore and find. Its representation of post-apocalyptic Oregon wilderness is a pretty setting to ride through. The open world in Days Gone is compelling, and it feels worthwhile to explore. You can have a sidearm, a main weapon, and a “special weapon”-usually a heavy machine gun or sniper rifle. Weaponry in Days Gone is handled a little like games like The Division or Destiny-just without the gear score. With the constant threat of human ambushers setting traps (like wires across the road) getting knocked off of your bike will happen. If you get knocked off of your bike, there’s the real chance of becoming swarmed. You’ll be upgrading it, refueling it (quite a lot before upgrades), and repairing it. Your motorcycle is one of the main characters, and your constant companion through your adventure. The large, roaming hordes of freakers are a constant (and sometimes sudden) threat, and one that could mean death if you can’t get to your motorcycle fast enough. Noise attracts them, and it’s hard to fight more than one or two at once early on. The freaker variations are generic (big strong one, fast one, small ones) making the most common freaker you run into the threat. But the freakers in Days Gone turn out to be one of the best, open world implementation of “zombies” I’ve encountered in a video game. Just like in almost every other post-apocalyptic zombie story, the humans are the real antagonists, while the zombies (freakers, in this case) are a force of nature-a constant background threat, and occasional obstacle. But all of these elements ended up coming together in a way that’s actually pretty fun, and interesting. And that isn’t to mention the clichés in the gameplay mechanics. The characters I ran into were all your typical post-apocalyptic “only the assholes survived” type jerks, or religious nuts.

I think the only initial redemption was the inherently fun gunplay, and compelling open world. I initially hated everything about it: the characters, the motorcycle controls, the generic zombie “freakers,” etc. The biggest thing I have to be up front about with Days Gone is the time commitment involved to get to the “good stuff.” I played for about 10-20 hours before I really got into Days Gone. Even your relationship with your motorcycle and reliance on it, while unique, turns Days Gone into a sort of zombified Red Dead Redemption 2. There are even slight survival elements-though you don’t have to eat or drink. Days Gone is an open world, third person zombie game that takes its inspiration from almost every open world game, zombie game, and every other game I can think of.
