Excellent game with engaging story that inspires taking on more missions to unfold the narrative drama, especially the tragic romance. Set aside the dull reviews and perhaps we are entering an era where we should be reviewing the reviewers and critics that ultimately only compare to other products that personally speak to them rather than review a product objectively for what it offers alone.
For those who need comparison, Days Gone does offer open world action and challenges that allow the main character to grow and learn through skills and item acquisitions much like your Far Cry’s and the like. These tools are essential to pace a story and impart a level design that fosters a world of discovery and adventure. But, this is a dynamic world that changes by night, by approach, and by the world’s inhabitants. There is so much going on inside this world, just as a constant caution when exploring or carrying out formal missions. For example, in experiencing a common encampment takedown, I started off stealthy, but part way through got the attention of a horde of freakers and my hasty and finesse free escape straight through the encampment resulted in the horde clearing out the enemy. Your plan and approach can change by the second and the ongoing need to refuel your bike or gather crafting resources makes you feel vulnerable in the dangerous world.
However, it’s the story and the complex relationships that make this dangerous world worth the risk for Deacon to brave. The tragic love story that see his purpose shift from hope to despair connects with a player who understands the meaning of what it is to have found that special person in your life...the one you will never let go of, either in life or memory. These characters are likely not the kind you identify with generally. Bend Studio didn’t make a hero that the player wants to be or makes the kind of decisions we might make. Deacon is true to his character and frustrations about wanting him to open up to his friends or react differently in a way that we might react, is a refreshing change. It supports the main idea that trust is a valuable commodity in this world and isn’t given easily. Trust is currency in Days Gone and Deacon’s wary attitude and resistance to get close to other characters is more than believable, it is appropriate. This makes each softening of Deacon’s guard with some characters so much more meaningful when those moments occur. These are the moments a player will root for and incentify the story that may evolve from those relationships. And yet, this applies to the stories of the main NPC characters as well. The high quality dialogue, music, and atmosphere continually set a mood that perfectly matches the moment to moment experience with convincing influence.
I’ve just finished the main story and am compelled to jump back into the world to continue the journey. After such a ride and the bittersweet ending that still leaves us fighting to survive in a world of evolving dangers, my hope (and suggestion) is that we can find and interact with the “most important” characters that survived the main story.
I look forward to potential Story DLC, for more than just the activities or missions...but to check in on the characters and continue learning who they are.
I’m a college instructor of Video Game Art & Design and highly recommend Days Gone.