Which leads me to another of the game's biggest problems: it doesn't reward players for doing anything, especially for its out-of-the-way question-mark "events." However, after I escaped and stealthy killed my captors, I found that I got nothing out of the whole ordeal. When I went outside, I got snared upside down in a tree, which was crazy unexpected and surprisingly interesting. I followed a question mark on my map to gas station, looked around, got ambushed by Rippers and killed them all. When I did explore, it turned out to be as unrewarding as expected. Supplies run out fast and fill even faster, so the lack of stockpiling gave me no incentive to explore. Days Gone, however, doesn't let you store any of the supplies or ammo that you carry, so for 90 percent of the game I would constantly get hit with an "Inventory Full" message. What makes scarcity in other survival-horror games like Resident Evil work so well is that you can micromanage your inventory to prioritize certain supplies and ammo, and whatever you can't carry you can store away for later. One of the core issues I have with Days Gone is that there's no inventory management or storage. The only other two interesting mechanics that I enjoy are motorcycle-riding and being able to slow down time with the Focus ability while aiming down your sights. I took a couple hits before I slid behind the trees and made my way around the car, which is when I popped the two remaining Rippers in the head before they knew what hit them.Īside from being your traditional third-person shooter, Days Gone has its own leveling and crafting system. I hopped off and the first Ripper that came at me I stabbed multiple times in the stomach (the animation was surprisingly brutal). I was riding my bike toward camp when I came across two cars on each side of the road with a wire connecting the two - it was an ambush. However, fighting Rippers (bandits) is by far the most fun. Thanks to Days Gone’s dynamic weather system and gorgeously designed wilderness, riding through the world feels as dangerous and as compelling as it should be. It was heart-wrenching, especially because I was playing on Hard. And when I lit them ablaze with a Molotov cocktail, a screech pierced the air followed shortly by the blast from my weapon. Every step I took caused a ripple in the silence as I trod slowly toward the freakers' nests with a shotgun cocked in hand. John searches for hope after suffering a deep, personal loss.SIE Bend Studio combined that great acting with riveting visuals and excellent sound design that enrapture this terrifyingly designed world, also known as "The Shit." In one of the first encounters of the game, I found myself clearing freakers (zombie-esque humans) in a long dark tunnel as my buddy Boozer followed behind to light the way with his motorcycle.
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