Impressions of the game. (Days Gone)
It's time to create the topic, I think)Have played here half an hour, while all very pleasant: the atmosphere is, the suspense is there, the music fits, the sound is also good, if you don't count the shots. The graphics are crisp, soap-free, expecting the worse FPS drops, but it was time textures have progrules objects on the move in the video. Generally have the impression that in the trailers the graphics are worse than in the game itself. If they have a different resolution is not altered for About. That did not like - download constantly, sometimes very long; wish I had thought of doing download during cut-scenes, as it was in the same Uncharted 4 dunno when. HUD miserable, and was in the trailers, like from another game has come, even from another generation of consoles. To the last hoped that it will be possible to hide these bands health or the slider to choose the transparency of them, but no, even dynamic not smart enough to have them to do as in Skyrim, for example. In June, this problem will be solved a new level of complexity. Well, some clumsiness of the animation character, but not often and not critical.
Guys tell me what the bug is. At some point, they stopped damaging me. Health is not taken away. What could be the problem?
I gave the game a second chance on PS5 for myself and did not regret it, but it is far from ideal, but in general it was interesting to play.
All in all, perhaps one of the best games I've played. Confidently holds the first place next to the first last office and Mafia 2, perhaps even ahead.
The plot has passed, but there are still unfinished business in this beautiful, incredibly atmospheric world!
I played a total of 80-90 hours, played in the Survival 2 difficulty mode, it is in this mode, as I believe, that the game unfolds in full glory, since it ceases to be like a dozen other popular games, and acquires, so to speak, a horror effect, really, 3-4 freaks can put you down if you are not sufficiently prepared and concentrated.
I absolutely disagree about the boring of the gameplay, the game keeps me for almost a hundred hours, although, in fairness, I think that at medium difficulty settings I could well get bored with the game.
The open world is quite interesting and rich, however, from the point of view of fauna, everything is rather poor, but this can be understood given the setting of the game.
I don't want to write a novel, although I could still tell a lot about the game, the biggest surprise for me was when, after completing, as it seemed to me, the last mission, the credits went, and I was upset, because I did not find all of Nero's stations, I pumped the bike to the limit, did not use all types of weapons, and most importantly, I destroyed only half of the hordes, thank God that I waited until the end of the credits, and did not leave the game thinking that this was the end, since after the credits I was congratulated on the completion of the plot and offered to stay in this game !!
I was very glad, now I can unleash my anger on the remaining hordes.
All in all, a bold 9/10.
I didn't like the game. Glitchy scary plus a disgusting plot, albeit usual for this kind of games. Therefore, the game is 3 out of 10.
Initially, he was skeptical about the game and did not intend to buy at all. But without fish, there was nothing to play, and then a good discount on the game took off. I decided to buy and did not regret it, the game is not 10 out of 10, but quite interesting. A lot of things need to be finalized, but this is a test of the pen and the developers have succeeded. Feel free to wait for the second part)
Great game 8/10. The plot is normal, not a masterpiece and not a biological waste. I really liked to destroy the Horde in the game.
Passed the game, rating 8 out of 10, the graphics are excellent, the plot is basically good, the side missions are a little monotonous, a good number of weapons, there are bugs that do not interfere with playing, but there are those due to which you have to restart the mission or the old save, I advise you to play, it's good
I play the 9th hour. PC, everything at maximum speed, 120-140 FPS. From a previously positive attitude, the impression shifts towards skepticism and runs the risk of eventually becoming completely negative.
I got the feeling that Sony overdid it a little with the distribution of development teams in the studio. I saw a similar problem with Cyberpunk 2077, and it is precisely because of this problem that Days Gone cannot be considered as a monolithic product. Therefore, I will divide it into components.
General impression: the studio made an excellent game for 7-8 hours of gameplay, a couple of months before the release, effective managers ran in and started yelling at the developers: more collectables! more quests "go and kill"! more NPC bobbleheads! And the development team, in sweat and soap, turned a beautiful, eventful game into another, excuse me, Ubisoft bullshit with crafting grind and capturing towers in a location the size of planet Earth on a 1:1 scale.
1. Level design. Well done, solid 8/10. The disadvantages include the length of the locations, but the balance of biomes, the logic of quest zones, the number of possibilities for moving both in Rambo mode and in stealth are huge. A separate bow to the model developers, everything is beautiful, except for the 2D reeds. I did not find a logical explanation for this, but the general game flavor does not spoil.
2. Cast, game. I think I'm ready to give no less than 7.5/10 to the digitized actors, only thanks to whom the ensuing madness (more on that later) was logically linked into a chronicle of events. -2.5 points for making only 10% of the quests interactive, i.e. filmed the actors and their real game. Let's remember everyone's favorite standard - The Witcher 3. There is literally no acting. There are animations of skeletons and a set of facial expressions. But it is precisely due to the competent combination of the accumulated capabilities of facial expressions and gestures that it is stupidly interesting to communicate with any character. In Days Gone, you get a great contrast shower when mainline characters fully play quests, because their motion is completely transferred from live actors, and sideline, which you just need to get a reputation for - these are unemotional models of doodles with moving lips and completely boring scenes for issuing a quest. Thank you Sony for the skip button.
3. Scripting and mechanics. 3 out of 10. It was this component of the game that was done so badly that it outdid the huge work of neighboring teams. Here are just a few of the "features" that burned me out:
1) Nest cleaning. The first 10 times were cool. The next 10 times, the hands just worked on the reflex - threw a bottle, threw a decoy, threw a second bottle. Now I clean nests, just not to waste 6-7 minutes of my life on trips around an empty open world. And no, alas, I am absolutely not interested in running around the village for 15 minutes in search of a house in which there is a lot of dirt. No, I'm not interested in performing repetitive actions that have no end and end. I bought the story game, not the dot-com.
2) ~50% of story quests do not affect the mechanics of the game world. Do you need to save a child from ugly cut psychos? No problem, just kill 4 wolves, 25 freaks along the way and at the same time get away from the horde to the other end of the map - if you're lucky, and marauders won't ambush you. The whole mindset that the cast, the sound directors have worked to give me the necessary motivation to go through the story, it's all down the drain. I can't do a mainline quest, I have to cope with the difficulties of the open world, otherwise I will inadvertently forget what I do 90% of the time in this game when it is not a mainquest.
3) The complete lack of synchronization of the issuance of quests. Quests will drop for you only when you are outside the camp. It looks sad to the point of grinning: I am in the camp, leaving it, and after 50 meters the leader of THE SAME camp calls, puts a marker on my map so that I can urgently come to him. As a result, in order to continue playing, I have to perform the ritual "leave, listen, drive back."
4) The complete lack of synchronization of openworld events with quests. When I go on a quest, an ambush can be waiting for me right at the starting point of the quest. I see it from afar, I park far away in advance, stealth with a crossbow to bring down at least a couple of NPCs. I touch the quest start zone, everything is reset, all NPCs disappear, the game time of day is rewound - the quest begins. And why did I spend arrows and wanted to exchange for scrap, rags and bandages?
5) A separate "bow" under the plinth, at the level of which the quest-makers worked - this is the distribution of quests on the map. I hated GG's wife for this stone in the corner of the map. The first 2 times caused just alertness - well, do you really have to go there every time and kill the same crowd of 8-9 doodles. Then there were mats.
4. Trendy technological things. 6 out of 10. These include physics, ragdolls, object collisions, and, of course, the “mech†introduced into the AAA gaming industry since Far Cry 4. Let me share the pain: how did I get sick of deer getting stuck under a motorcycle or flying into the sky from the arrows of the wolves. Or how the carcass of a dead animal looks like - as if the bear went to dreading, highlighting and styling before meeting with me. Suddenly, in the same Skyrim, where there are no NVIDIA HairWorks, animals, apart from stubborn low-poly models, look much more realistic. Collisions in Days Gone sound simple: if I'm a deer and I get hit by a motorcycle, I weigh 3 tons. If I am carcass of a deer, and the front wheel of a motorcycle touches me, I am a rubber ball weighing 50 grams and fly away for a kilometer from any touch.
Total. I fully agree with the dissatisfied part of those who responded, especially regarding the fact that the mechanics in the game hardly live up to 2009-2010. Even Red Faction: Guerilla was a hundred times more interesting, and the reason is simple - the player was not prevented from playing. The open world was not oversaturated with elements that were inconsistent with each other, and everything that was secondary was skimmed off as quickly as possible. The developers were aware that it was not interesting to listen to different descriptions of the same quests in terms of mechanics. This does not help "saturate the game with lore" - it ruins the pace of the passage. And it was the complex of such seemingly small jambs that exhausted me, and did not entertain me. In 9 hours of play, I barely started doing quests for Iron Mike on medium difficulty. In 9 hours, Carl. The game was stupidly preventing me from flying through the story, because without the improvements to the bike / GG skills, the fights were too sweaty.
6 out of 10
I will finish the review as soon as I finish the game - if I have enough patience.
noteMASTER_11
It's strange, fanboys praised the same cyberbug for all these shortcomings)
Denis G
Double standards. Although in my opinion the game still turned out to be rather weak compared to other Sony copies. But it deserves to go once.
noteMASTER_11
Why suffer like this, it's better to close it, delete it and forget it. I played a little myself, didn't get any positive emotions, but Sarah pissed me off with her face.