Days Gone Review
7.5 / 10. A vast, enjoyable apocalyptic journey with an engaging story - a higher score would be awarded if it wasn’t for the glitches
Days Gone is a post-apocalyptic survival horror PS4 video game by SIE Bend Studio and Sony Interactive Entertainment.
The game is set two years after a global pandemic has decimated most of the world’s population, leaving most remaining humans as ‘Freakers,’ zombie-like cannibal creatures. Former outlaw, soldier and biker gang member, Deacon St John, roams the Oregon countryside and what’s left of the towns on his motorcycle, preferring to drift than settle, working as a bounty hunter. He discovers by chance that his scientist wife, Sarah, may still be alive after being presumed dead since the outbreak and goes in search for her, encountering not just ‘Freakers’ along the way.
Days Gone is a vast, enjoyable, apocalyptic game. The story centres on one man’s journey through the zombie wastelands of North America, but at its heart it’s Deacon’s story of loss, love and redemption.
You roam the open world mainly (and advisably) on your motorcycle as Deacon, which also stores your inventory. You can use firearms, upgradeable melee weapons and stealth to fight enemies, dead and alive.
I would’ve awarded Days Gone a higher rating if it wasn’t for the many glitches. Unfortunately, this happened quite often, resulting in re-starting a few times which is not something I expect to do with the current high production level of games.
Despite this, I really enjoyed the game, investigating this world was fun. I engaged with the varied story line and Deacon (Sam Witwer), his wife Sarah (Courtnee Draper) and friend Boozer (Jim Pirri) were engaging, fleshed out, main characters. The National Emergency Response Organisation (NERO) research and Ripper storylines and interactions were also interesting.
The ‘freaker’ design was outstanding with different, evolving types (Newts, Screamers, etc) to tussle with. The gameplay was fluid with realistic touches; a couple of undead swipes and that’s it for you, and regularly refuelling and fixing your bike with scrap, etc. Mission allocation comes through the walkie talkie and is heard through your pad which was a nice touch. The ‘Freakers’ become faster, aggressive and more numerous by night, in a similar way to Dying Light - but are easier to avoid, even in large hordes.
There are points of interest to discover yourself – although these disappear quite quickly off the map which is annoying.
Fighting the hordes was tense and challenging, it’s great to finish those off closer to the end of the game, once you have all weapons and health and stamina upgrades at your disposal.
The voice acting seemed a bit out of sync at times, e.g. sometimes Deacon shouts as he’s on the bike, so you can hear, but the bike isn’t loud so it’s not necessary. He also shouts about things that have already happened.
The interactions with the mysterious NERO and the missions where you had to sneak up and listen to the research intel were intriguing.
Be sure to hang around after the credits and drive around tidying any loose ends to get a final NERO mission on your walkie-talkie…