With its heavy focus on emergent gameplay in an open world sandbox, definitely.
The thing is, they need to be very mindful in how they demonstrate it - Breath of the Wild did this very well.
Days Gone is one good demo away from winning people over.
Eh they showed this well enough already.Yeah emergent gameplay and fun traveling method, but they haven't been able to show it well enough.
Hope we get to see how the open world exploration works this E3.
Eh they showed this well enough already.
First Playthough
Second Playthough
Dont get how people are still saying this.
Its not their fault people are not paying attention at this point to be honest not much you can do about that.They should do one of those 101 trailer then maybe finally some people will be able to understand it, because it clearly seems a lot of people are having a hard time grasping the concept of this game.
Yeah alot of animations are good some need work but that is to be expected.I am much more interested now but I hope they will improve animation of the player, some are good, some not so much. Animation of freakers are very good....
Nope you play as Deacon.
That sucks bcoz dude doesn't look that interesting. Looks like wannabe Joel lolI'd guess you can probably customise his clothes, but you cannot choose your character. It's telling a specific story about a specific person, just like The Witcher 3 or Horizon Zero Dawn. This is very plainly obvious from the trailers.
Wondering how badly PS4 will melt running those high complexity CPU scenes.
"No fetch quests or time trials, everything has context"
I hope they mean it. Because you can easily slap a bit of context on top of a fetch quest, and it still remains a fetch quest. We'll see in due time.
You mean like Breath of the Wild? :)Clearing out locations to gain fast travel and radio towers to climb huh?
Sounds like quite the original open world game.
...no. That actually has context, like a pretty meaningful one.Someone is bound to point out that when you run out of fuel you have to find fuel to refill your tank, which is in essence, a 'fetch quest'.
DAMN! It was me.
Yep.
Having glanced through the digital issue, here's what I feel are some notable aspects of Days Gone, on top of your usual 'standard open world third-person shooter with towers, enemy camps, objectives to clear, etc etc'
And then there's stuff like narrative choices, different endings, flashback missions, a focus on integrating the narrative, gameplay and systemic elements of the game, etc etc, but those didn't go into too much detail nor do they have any specific detail in the preview that stands out above other games that have done something similar.
- Game seems like it's designed with the intent of straddling a middle line between the zombie-survival genre and the usual open-world fare. As per what shinobi tweeted, stuff like the alarm being powered by the generator triggering the zombies is something they expect players to basically miss out the first time because there are no tutorial prompts telling you powering up the generator will trigger alarms, you're expected to be surprised by that discovery even though you could also perhaps explore more thoroughly and turn it off in advance. And the game is peppered with aspects of that, ranging from wolves that attack you, marauders, and every time you die, you don't respawn nearly the location. There is a not-so-generous respawn space which, unless you died near one to begin with, will probably force you to travel back all the way to the mission objective instead of spawning somewhere nearby. Enemy also hits you hard and can kill you in a few hits. It's nothing 'innovative', but it seems to be trying to find its mix of Far Cry while having aspects of hardcore survival game tenseness in how easily you can die, a 'punishment' for dying ( respawn far away ), and things that break down and deplete in your motorcycle and fuel capacity.
- Horde combat does appear to be somewhat fun and dynamic, according to GI's preview. It's not scaled back from E3 2016 seeing as 300 enemies is considered a baby horde by the dev, you do fight hundreds and you can mix and match traversal, vehicle, etc to thin out the horde and there's a lot of focus on movement since enemies chase you and it flows back and forth. The preview doesn't talk about how you can manipulate the horde to affect human enemies, but there appears to be more depth at what they've previewed than just gunning down and running amock.
If you're coming in looking for something uniquely innovative, Days Gone probably isn't for you. But the preview does have elements that makes the game sound like it'll have its own gameplay and experience identity.
...no. That actually has context, like a pretty meaningful one.
I just hope it's not the same shit like in Mad Max, where it doesn't matter at all. I refilled maybe once and that was prior to the level-ups which made the whole "realism" factor obsolete. "Oh, I magically can drive exponentially longer distances, due to the fact that I increased the attribute points in that one slot during my level-up."
Man...I thought you meant it. Most of the time I'm shaking my head when somebody fails to detect obvious sarcasm and now I'm doing it myself. :DI was joking!
It does however touch upon my single and rather 'unpopular' about turn yesterday after watching and listening to what the dev said about the game. Just for context, I'm worried they're just going to throw enemies at you all the time in order to keep it 'dangerous', the one thing that evidently sets this game apart from other open world games. With that in mind:
Imagine you are biking through a deserted location, night is drawing in and your engine suddenly splutters. You realise you are about to run out of fuel and with no sign of civilisation anywhere, you begin to panic. That panic is reliant upon the location you're in at the time. Dread is a wonderful tool to use in horror, it creates an emotion shock value can't but rather enhances the shock factor when it eventually happens. You don't know if you are in danger right now but you do know danger is out there ... somewhere. This is why I don't want them to go the Far Cry 5 route, a game I sold after nearly beating only one region. The game would be much better served if there was nothing in sight at first, no sounds, maybe just an old, broken down shack up on a distant hill. Just one sound -- that's all it would take in this scenario -- to set your nerves on edge. Your palm would be sweaty, your hear beating. Then out of the night pours a hoard of Freakers ...
Now take the same scenario, having already been knocked off your bike twice, having had to swerve many infected, being able to see one or two of the infected up ahead or to the sides, and that wonderful moment of dread is lost. Instead you'll just feel panicked without an emotional set up and that's the poorer side of horror.
Man...I thought you meant it. Most of the time I'm shaking my head when somebody fails to detect obvious sarcasm and now I'm doing it myself. :D
And yes, I know exactly what you mean. In general, that dev in the video didn't exactly fill me with confidence regarding the outcome of Days Gone, because it just didn't sound very convincing imo and I actually don't think that the "constantly dangerous" factor is any new for Open World games. To a point Far Cry and Dying Light work in a very similar fashion and especially in the case of Far Cry I'm pretty sick of it. Driving a route, killing all of the enemies on the way, only to redo all of that on the way back is just so incredibly annoying to me. Far Cry 2 is the biggest offender for this tbh...that whole "feature" was an annoyance altogether.
I love Far Cry 3, but since then there was not Ubisoft-type OW that grabbed me, because they just didn't offer anything new to the medium. I'm sure it will be an enjoyable game - hopefully as much as Dying Light -, but I can't really say that I'm hyped for it.
wow this looks great! can't wait to play