Community Review: Days Gone

Killed enough freakers? Then it’s time to share our collective experience

The response to Days Gone over the last couple of weeks has swayed back and forth, depending on what pockets of the internet you frequent. For Joshua, who did our full review, and myself, Days Gone had problems, some more significant than others, but once you ground through the worst parts, it was fine.

Certainly not bad or awful, but not at the level of Sony’s other first-party titles either. Where the issues lie depend on who you ask. I had troubles with the slow pacing of the first act. A common complaint was the blandless of the story.

[referenced url=”https://www.kotaku.com.au/2019/04/games-like-days-gone-will-become-very-very-rare/” thumb=”https://www.kotaku.com.au/wp-content/uploads/sites/3/2019/04/days-gone-3-410×231.jpg” title=”Games Like Days Gone Will Become Very, Very Rare” excerpt=”Carving through Bend Studio’s recreation of a freaker-infested Oregon, I couldn’t help but think about Hideo Kojima.”]

It’s worth qualifying that some of the cut scenes are delivered very well. Deacon and Sarah, particularly in the early flashbacks, have great chemistry. The two of them blend well together, but the plot’s structure dents some of the impact: we don’t really know much about Deacon, or Boozer, before the heartwarming moments roll in.

Days Gone definitely delivers on the freaker swarms, which steadily get bigger towards the end of the game. Numbers of 100 or more are fairly common past the second act, although the initial hordes are closer to 40 or 50. It’s not like you have the weaponry or spare firepower to deal with them, though.

The dynamic weather is well done, and after several patches, the performance seems pretty stable. (I didn’t have massive issues with the performance pre-launch, although the audio bugs were a tad distracting.)

But does Days Gone do enough with its story and open-world? That’s where you come in. What have your experiences been like with the game so far?


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