• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Why do you people accept this? (Days Gone critique)

grvg

Member
NGL the game would be better with always online features and a cash shop that allowed you to buy larger gas tanks. They could easily recoup production costs if they made it f2p and charged reasonable amounts for quality of life upgrades.

I reckon they could fix the using zombies to respawn issue by utilizing an energy system like in mobile games such as Raid: Shadow legends. Perhaps you only get so much gas per hour?

It’s a shame that Sony wasted the days gone ip. Imagine how much better the sawmill would have been if it had been a destiny style multiplayer game.
 
Last edited:

Outlier

Member
Have you played video games before?

Days Gone is not trying imitate real life.
The real problem with Days Gone is that it overstays it welcome, after Deacon completes his main objective.

Couldn't wait for the story to be over.
 

YeulEmeralda

Linux User
I remember when Days Gone released a lot of people basically said the game was incredibly average. People were only impressed by the zombie tech that allowed many on screen at once. But that was really it.

I was pretty shocked that these people came out of the woodwork praising it years later.
Did people not remember the Dead Rising games?
 

YeulEmeralda

Linux User
I didn't like it, but many people did. I think some media were overly critical about it for the wrong reasons.
You can turn that the other way around.

Some people liked it because the protag was some white trailer trash redneck biker (which to be fair is definitely rare).
 

GymWolf

Member
Did people not remember the Dead Rising games?
Having stationary zombies that react when you are close to them, and having 500 of them actively following you like a wave are different things.

Ac unity probably had more than 500 npcs on the streets but they were absolutely retarded.

If anything we can say that world war z videogames had the better horde even just because they don't completely disable physics\ragdoll with more than 10 zombies on screen like dg does, but the zombies models in dg are way higher quality than wwz.
 
Last edited:

MiguelItUp

Member
Did people not remember the Dead Rising games?
Unsure. I just know that was the "ooo" and "ahh" people had about the game. Everything else seemed fine.

I loved the Dead Rising series, so such a thing didn't blow me away. I was curious about the game but I remember the ho-hum response so I just didn't bother as a result.
 

El Muerto

Member
The game got much better after the first few hours. I quit when i started it. Decided to give it another go and it ended up being one of my favorite PS exclusives.
 

rm082e

Member
As other's have said, there's a lot of bike travel in the first few hours that is a bit tedious. Once you get past those first few hours and get some upgrades, it becomes a non-issue for the most part. You also get upgrades that let you carry extra ammo on your bike's saddle bags, so it's common to drive to a location, get in a big mix with the freaks, then run back to the bike to refill and finish off any enemies still alive. The bike kind of becomes this anchor as you're moving through the game.

I was not expecting much from this one, but I wound up really appreciating it.
 

Famipan

Member
Git gud! ;)

It’s an extremely easy game once you get the hang of it!

Only do head shots. Pop!

I always play on Survival 2 and I have no problem with the gas tank. I like the mechanic cause it adds tension BECAUSE ITS A FRIGGIN SURVIVAL HORROR GAME!! lol
…and I also kind of like repetitiveness to a certain degree, upgrading stuff and collecting stuff!

Also good to know is that if you play Deluxe Edition on PS4/5 or PC version you will instantly unlock the bike mechanic skill which means you won’t need to spend as much scrap on repairing the bike, which can be tough for a newbie. PC version is also even easier because you get another bike upgrade instantly for free.

I highly recommend you to dip your feet into Challenges (the arcade mode) and there finish with bronze or better on some of the challenges which grants you biker jacket patches with perks which are active in main game. And it makes the game even more easier!
But main thing with doing the challenges is because they friggin rock and feels like you are playing a Dreamcast game!! (there’s a Crazy Taxi ripoff with punk music from the dev’s garage bands)

 
Last edited:

Men_in_Boxes

Snake Oil Salesman
The worst 6 minutes in human history... My controller literally looked up and me and tried to commit seppuku during this...



This was a mistake. There's no good in you people. May your false idols burn to the ground as quickly as possible.
 
Last edited:

Men_in_Boxes

Snake Oil Salesman
Please try Dark Souls next and report back.
The difference between Dark Souls and Days Gone is that killing enemies is much more the objective in Dark Souls. Days Gone gives you objectives and throws Zombies in your path.

It's very rare in Dark Souls for the player to want to be killed because death slows your progression. Your progress is often quickened by getting killed in Days Gone.
 
Last edited:

CashPrizes

Member
What turned me off from the game was about 5 hours in, I would get to a new side location, not mission involved, I would explore it, wipe out any and all zombies, and get nothing for it. I was maxed out on resources, had nothing left to upgrade at the moment, and I would clear out semi-interesting post apocalyptic locations and come away having gained nothing.

After doing this like 5 or 6 times I just stopped playing. Seems like every other game like this has collectibles or stat upgrades or something so that even if your inventory is maxed out you still come away from a new location with some kind of reward. I never cleared out a seemingly side area in Fallout 3/4 or Last of Us or Horizon and felt like there was zero benefit from the 15-20 minutes I just spent.
 
Last edited:
never understood why this game suddenly got "hidden marvel" status after it released as a very average "meh" game that would have gone complete under if it hadn`t been a Sony first party exclusive. It also never evolves past "meh" over the course (at least the ~2/3rds I´ve played) of the game.
 
Last edited:

Clear

CliffyB's Cock Holster
I just started playing Days Gone on PS5 due to the recent Sony Bend leaks. I wanted to see first hand what "working off the systems of Days Gone" meant.

Roughly an hour into my experience playing a game, like the Norway Warning System, my brain identifies a critical failure of game design.

Deacon rides a Vespa with a gas tank the size of a premature babies bladder. The thing tops out at 13 mph, and has to be refueled every 200ft. Fine whatever, they want you upgrading this thing over the course of the 40 hour game. That's silly but I can accept it.

That leads you to having to find gas tanks in the open world every two minutes. THAT means you're getting off your Vespa, running/sneaking up to a gas tank, and getting seen by zombies that are everywhere.

Once you're seen by a zombie you instantly have two choices. You can spend the next 3 minutes of your life running towards tall grass/a dumpster/inside a house and sneaking your way back to the gas can....OR...or you can just let the zombies kill you and respawn 15 seconds back with the newfound knowledge of zombie locations.

THE GAME ENCOURAGES YOU TO LET THE ZOMBIES KILL YOU.

what-the.gif


This is the Ford Pinto of game design.

I can stomach the dialogue, the poor encounter design, the lack of meaningful choice etc...I can not suffer the buffoonery of zombies acting as speed icons in the game world. Now I didn't pay attention to much of the discourse when this game launched in 2019, but was this a frequent point of criticism? I feel like all I ever heard about was the "Ride me like you ride your bike" line. How does this broken design get past any stage in the development process? This is bad and John Garvin and Jeff Ross and anyone wishing for a Days Gone 2 should feel bad. Burn this thing with fire, for the love of God.

Where to begin with this...

1. The initial primary motivation in the story is to improve your bike, which in turn feeds into the game's mission system. This in turn exposes the player to the game's world and lore. Its a very smooth and elegant way to ease the player into the story/primary loop.
2. The player's ass is not welded to the bike! In fact most of the gameplay occurs on foot, so the bike being of limited utility early on is less of an impediment to gameplay than to story progression/world expansion.
3. The relatively limited fuel capacity of the bike shouldn't be an issue early on as the hilly terrain creates ample opportunity to simply free-wheel downhill, which not only extends range, but introduces the player to the idea that freakers are attracted primarily to sound sources and that you can still be stealthy on your bike.
4. Another thing the game is teaching during this stage is that distance is meaningful; the typical crutch of fast travel isn't an option here and getting yourself stranded out in the middle of nowhere is a consequential mistake, especially factoring in the day/night and weather cycles and how these thing affect gameplay generally.
5. Most of all, and this is the only point of criticism that I find somewhat legitimate; the key thing is the initial section of the map you start in is more or less just an extended tutorial. The game proper only begins once you reach Iron Mike's in the second area. I'd accept that some people find this initial part a little overlong, but I can see the counterarguments that it needs this to act as a proper introduction to the many systems the game offers, plus provide ample time to instil the idea of Deke and Boozer's friendship as being a central theme. Its prepping a lot of character-work which imho pays off big in the later stages of the game.

So no. Its actually extremely well and robustly designed for what it is; an arcadey open-world survival adventure game.
 

Men_in_Boxes

Snake Oil Salesman
Where to begin with this...

1. The initial primary motivation in the story is to improve your bike, which in turn feeds into the game's mission system. This in turn exposes the player to the game's world and lore. Its a very smooth and elegant way to ease the player into the story/primary loop.
2. The player's ass is not welded to the bike! In fact most of the gameplay occurs on foot, so the bike being of limited utility early on is less of an impediment to gameplay than to story progression/world expansion.
3. The relatively limited fuel capacity of the bike shouldn't be an issue early on as the hilly terrain creates ample opportunity to simply free-wheel downhill, which not only extends range, but introduces the player to the idea that freakers are attracted primarily to sound sources and that you can still be stealthy on your bike.
4. Another thing the game is teaching during this stage is that distance is meaningful; the typical crutch of fast travel isn't an option here and getting yourself stranded out in the middle of nowhere is a consequential mistake, especially factoring in the day/night and weather cycles and how these thing affect gameplay generally.
5. Most of all, and this is the only point of criticism that I find somewhat legitimate; the key thing is the initial section of the map you start in is more or less just an extended tutorial. The game proper only begins once you reach Iron Mike's in the second area. I'd accept that some people find this initial part a little overlong, but I can see the counterarguments that it needs this to act as a proper introduction to the many systems the game offers, plus provide ample time to instil the idea of Deke and Boozer's friendship as being a central theme. Its prepping a lot of character-work which imho pays off big in the later stages of the game.

So no. Its actually extremely well and robustly designed for what it is; an arcadey open-world survival adventure game.

You didn't address the issue the thread was created for.

When you're seen by zombies you have two choices...

1. Run away from them, use resources on fighting/healing, spend 3 minutes trying to get back to your objective.

2. Simply get killed by them, respawn 20 seconds earlier.

It's a completely broken incentive structure. This can not be defended.
 

Clear

CliffyB's Cock Holster
You didn't address the issue the thread was created for.

When you're seen by zombies you have two choices...

1. Run away from them, use resources on fighting/healing, spend 3 minutes trying to get back to your objective.

2. Simply get killed by them, respawn 20 seconds earlier.

It's a completely broken incentive structure. This can not be defended.

Use the bow as primary offense early on. Its ranged, ammo is recoverable, its innately stealthy and ammunition is easily crafted.

Obvious question though, why are you getting seen? Especially at that early point in the game 2/3rds of the ecosystem is missing and there are no huge active hordes to avoid. If you constantly stumble into combat you deserve to die often, and as its a game set after a zombie apocalypse you should expect threats everywhere.

One on one, freakers are no threat. You should only die as a result of being mobbed, or -and this is what makes the game great in later stages- because new enemies are constantly joining in either as a result of you running blindly into danger, or because the game director AI is out to fuck with you!

Yes, the more you fight, the more resources you are likely to expend so pick your battles with care. Its also why the bigger hordes aren't signposted until the late game; yes you can take them down but you need substantial prep to stand a chance.

The "incentive" is pretty obvious: Use the stealth mechanics, observe enemy behaviour, factor in how weather/TOD effects detection, manage resources. Y'know basic survival skills because if you want to Rambo it up you need to put the work in and actually progress through the story.
 

Men_in_Boxes

Snake Oil Salesman
Obvious question though, why are you getting seen?
surprised-arsenio-hall.gif


Why am I getting seen...in a zombie game where the developers hide zombies around all the geometry? What?!

Imagine if any developer ever thought like this.

"Our players don't find combat rewarding. They would rather die and quickly respawn than spend resources and time fighting our enemies."

"Don't be ridiculous. Our players shouldn't be getting seen by the thousands of zombies we put in every crevice of our game world."

totally-illogical-spock.gif
 
Last edited:
You didn't address the issue the thread was created for.

When you're seen by zombies you have two choices...

1. Run away from them, use resources on fighting/healing, spend 3 minutes trying to get back to your objective.

2. Simply get killed by them, respawn 20 seconds earlier.

It's a completely broken incentive structure. This can not be defended.
There is a third option. You can lead them to their deaths by utilizing traps/verticality. Fourth option is to use them to overwhelm armed opposition.
 
Last edited:
You want some penalty for dying, these are last games you should be playing.

Lot of players who play these, will complain about death penalty. One of the reason people are sick of souls like design.
 

LimanimaPT

Member
Everything you said is nonsense.
I loved this game. The hords alone make this game worth it.
It's a crime that we don't get a sequel. A ps5 version with 2000 zombie hords would be absolutely incredible. What a waste and a shame that the woke media destroyed this game.
 

Men_in_Boxes

Snake Oil Salesman
Lot of players who play these, will complain about death penalty. One of the reason people are sick of souls like design.
Days Gone didn't get a sequel because players didn't embrace it.

Elden Ring sold over 30 million units.

Tell me again how players are sick of death penalties and souls like design?
 
Days Gone didn't get a sequel because players didn't embrace it.

Elden Ring sold over 30 million units.

Tell me again how players are sick of death penalties and souls like design?
Elden Ring and Days Gone don’t prove anything. There is a subset of players that whine about Souls like design. But that’s anecdotal.

Coming to Days Gone, think about it. Its a Sony game, trying to tell a story. Pacing is paramount in such games. Its designed to push player forward rather than sending them back to collect their backpack where they died.
 

Men_in_Boxes

Snake Oil Salesman
Elden Ring and Days Gone don’t prove anything. There is a subset of players that whine about Souls like design. But that’s anecdotal.

Coming to Days Gone, think about it. Its a Sony game, trying to tell a story. Pacing is paramount in such games. Its designed to push player forward rather than sending them back to collect their backpack where they died.
I guess when you say "One of the reason people are sick of souls like design" it strikes me as you attempting to identify a larger trend. I don't see that trend reflected in the market.

However, it seems like you're just talking about a smaller subset of players instead. I can respect that, though it does feel irrelevant.

As to your story comment. I guess that makes sense. I hate it, because it diminishes the quality of the story, but I see pulling players through by dumbing the design down is a tactic for mass appeal.
 

Edgelord79

Gold Member
A lot of people especially when it first released who didn't like it, never gave the game enough time. It was a widely known fact after it released that it was a slow burn to start off with and it builds up. OP sounds like he played like 2 hours which is nowhere near enough to be critical of the game. I remember it taking like 6-8 hours before things started ramping up. It's good game and better than Horizon in my opinion.
This is laughable. Time is more valuable why would anyone give it up?. If someone has to wait over 2 hours before there is enjoyment to be had, it’s not very well made.

Not sure why people waste their time in the “hope” it gets better when there is so much else to play that is good right away.
 

Humdinger

Gold Member
It was a bit of a slog to get into at first, but once I did, I enjoyed the game. I don't think it's the best ever. I'd say it's a B- type game.
 

Justin9mm

Member
This is laughable. Time is more valuable why would anyone give it up?. If someone has to wait over 2 hours before there is enjoyment to be had, it’s not very well made.

Not sure why people waste their time in the “hope” it gets better when there is so much else to play that is good right away.
Yeah you and everyone else who didn't like it, shares the same broken record sentiment. Being open world, it's pretty common to be playing more than 2 hours to open up. It's a survival open world horror. You want all the weapons, all the camps, all the characters to be revealed in the first 2 hours? If you completed it and knew the story, you would understand it's just the way it was made, the story is a slower burn and a good one at that. Look at RDR2, takes a lot more than 2 hours to also open up, in fact, it's very fucking slow to open up and the game is a masterpiece.

God forbid in the first 2 hours, you need to constantly find fuel and you don't have a complete arsenal of weapons and upgrades at your disposal.
 
I just started playing Days Gone on PS5 due to the recent Sony Bend leaks. I wanted to see first hand what "working off the systems of Days Gone" meant.

Roughly an hour into my experience playing a game, like the Norway Warning System, my brain identifies a critical failure of game design.

Deacon rides a Vespa with a gas tank the size of a premature babies bladder. The thing tops out at 13 mph, and has to be refueled every 200ft. Fine whatever, they want you upgrading this thing over the course of the 40 hour game. That's silly but I can accept it.

That leads you to having to find gas tanks in the open world every two minutes. THAT means you're getting off your Vespa, running/sneaking up to a gas tank, and getting seen by zombies that are everywhere.

Once you're seen by a zombie you instantly have two choices. You can spend the next 3 minutes of your life running towards tall grass/a dumpster/inside a house and sneaking your way back to the gas can....OR...or you can just let the zombies kill you and respawn 15 seconds back with the newfound knowledge of zombie locations.

THE GAME ENCOURAGES YOU TO LET THE ZOMBIES KILL YOU.

what-the.gif


This is the Ford Pinto of game design.

I can stomach the dialogue, the poor encounter design, the lack of meaningful choice etc...I can not suffer the buffoonery of zombies acting as speed icons in the game world. Now I didn't pay attention to much of the discourse when this game launched in 2019, but was this a frequent point of criticism? I feel like all I ever heard about was the "Ride me like you ride your bike" line. How does this broken design get past any stage in the development process? This is bad and John Garvin and Jeff Ross and anyone wishing for a Days Gone 2 should feel bad. Burn this thing with fire, for the love of God.
This isn't a "design flaw" at all. If you are breaking the game yourself save scumming/reloading due to some future knowledge you've gleamed because you hate having to re-fill the tank, that's not the games fault per say you just don't like the design.
 

Gamerguy84

Member
Fantastic game. A little janky when it first came out but after all that got fixed up I played it.

Very unfairly criticized and judged which I think did have an impact on sales. Heard quite a few people in my crowd say they were hyped for it but it seemed like a terrible game.
 
Top Bottom