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Days Gone Review – Flat tire



This review contains minor spoofers about the mission structure and the entire direction of the story. There are no spoilers for great narrative moments.

About 10 hours after Days Gone, you are thrown into a hunting tutorial that does not mind. The towering libertarian character brings you out with a rifle and shows you how to track a stag, even though you already had a tracking tutorial. You then have the task of getting more meat for you and your buddy, because your supply is running out, which you'll never have to do again. They do not cook or eat either; You can only donate meat to camps around the map to earn a negligible amount of trust and money. After a while it does not seem to be worth bringing wolves from attacked wolves.

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Like many things in Days Gone, there is only one hunting idea that is picked up by chance and then given up. Unlike hunting, some of these ideas are actually good at the moment. But most aspects of Days Gone are missing the purpose. His many narrative threads flirt with meaning and interest, but never completely surrender, with characters whose actions and motivations make no sense. It is satisfying to drive around the world with a souped-up motorbike and remove zombie winners and hordes. This is satisfactory in the way that filling checklists for the open world is often the case. In the end, however, you have to ask yourself what the meaning of everything is. 19659014] The first act of the game – about 20 hours or so – sets up many narrative arcs. Two years after the first outbreak of "Freaker", motorcycle enthusiasts Deacon St. John and Boozer have become drifters doing casual work in the nearby survivor camps, mostly staying on their own. Deacon's wife Sarah was stabbed to death right at the beginning of the outbreak; Deacon used a government helicopter to send her to a refugee camp for medical treatment. When Boozer and he arrived, the camp had been overrun by freaks and Sarah had apparently died. Understandably, Deacon does not get along well with it. Boozer suggests heading north and leaving the memories behind, but Deacon's bike collapses and is looted for parts. Therefore, one of your main goals is to earn trust and credits in nearby camps to rebuild your motorcycle.

The motorcycle is central to everything you do in Days Gone. To get anywhere, even on fast trips, your bike is required. If you want to save the world on the go, you're best off. Descending from the bike is a matter of entry and exit. You have to stop far enough from enemies so they will not hear you coming. But you also have to be able to get to your bike quickly when things go south and you have to flee. And when you sneak past Freakers to loot things like bandages and ammunition, you also have to look for a gas bottle and some metal scrap to keep your bike in top shape – if it breaks or runs out of gas, you're basically screwed. That is, gas and other prey will regenerate as you go and return to a place, so you never really run out of things as long as you have time to look for them.

In the beginning, you do it jobs for two camps: Copelands stronghold of conspiracy theorists and Tuckers hellish forced labor camp. Copeland's has a mechanic who can upgrade your bike, while Tucker's has a well-stocked arms dealer. Your starter junk bike costs about a mile a gallon, and you can not store jerrycans on your bike or person. Therefore, you either have to return to a camp to refuel your fuel, or constantly search for gas canisters in the Freaker Territory. This makes the wandering around and things in the open world frustrating, so you first have to do a lot of one-way missions for the two camps.

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Lots of Gallery These early missions consist of biscuit bounty hunts and rescue jobs where you go to a place to track a person who has your apparently psychic survival Vision used to highlight footprints and other clues, and then kill some bandits or freaks. Some of them require you to take the target alive, which often means you track it on the bike and shoot the tires with your pistol. If you run out of gas or ammunition, or if your bike is already weak and fails after a few bumpy turns, you will automatically fail with these missions and have to start over. They also speed up with R2 and shoot with R1, which is not terrible but awkward and awkward.

An early scene with a drug thief begins a series of missions like these that, when completed, have no effect on the rest of the game despite initial appearances; Once you have tracked down the stolen drugs, you must choose a camp to bring them back to. However, there are no consequences, and then the situation is completely discarded. The only result is getting some confidence in a camp – I chose Copeland simply because I wanted money for a better fuel tank. If you discover a third, narrative-relevant camp, many of the story missions in the future will follow the same structures as those earlier missions. But the focus on Tucker and Copeland amounts in detail to hours that mean nothing in the grand scheme of history. Tucker's forced labor does not come back to bite anyone, and although Tucker and Copeland do not seem to like each other, working for one camp does not affect your relationship to another. In the third camp, Lost Lake, Tucker and Copeland are of no importance, not least because Lost Lake has both a better mechanic and better weapons.

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Once you've upgraded your bike, but the world is opening. They are no longer tied to low fuel consumption and a weak arsenal, but can go further and approach hostile controlled areas on the map. You clear ambushes by killing everyone present, and eliminate the areas in which Freaker is infested by burning all their nests. In addition to the trust and credits, the cleanup of an ambush camp uses resources to loot, a map of the area, and a new high-speed point. If you destroy an infested zone, you can quickly get around the area. Unlocking the card and neutralizing threats is rewarding in the way you gradually clean up the clutter, and you can see that your work pays off in your bike's upgrades. However, there is little variation between the ambush camps and the infested zone, and they are repeated early, especially as Deacon dries and whines when the nests smell horrible at each one.

The actual motivation to do all of this is twofold. At the beginning of the game, Deacon's best friend Boozer is attacked by a group of rippers, a doomsday cult with a series of bizarre rituals. The razors smash Boozers arm tattoo and leave third degree burns. That's why Deacon's goal in life is to keep Boozer alive and healthy. Mostly it's about finding sterile bandages and the only mission to collect meat for them. In addition, Deacon sees a helicopter of the government agency NERO, which was involved in the first relief operation and flew over them. This gives Deacon a bit of hope that Sarah might still be alive since he had put her in a NERO helicopter after her first attack. So you start tracking NERO soldiers and scientists to do more research.

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There are a number of flashbacks to Deacon's relationship with Sarah before the outbreak, supported by his hope that she is alive. They are largely inconvenient cut-scenes interspersed with short stretches of slow walking, while Sarah and Deacon talk about superficial issues, and they do not provide convincing reasons why they are together. Deacon is a biker and Sarah is a "nice girl" scientist, which is fine, but "opposites attract" is not enough to make her relationship compelling. It's romantic that Deacon did not give Sarah up, but the main benefit of the flashbacks is that they feel physically attracted and Deacon does not talk about his feelings.

The NERO bow is the place where things are really picking up. To spy on the NERO scientists consists of insta-fail camouflage missions. You can be frustrating before you unlock abilities to improve your stealth abilities, but the conversations you overhear are legitimately interesting and answer questions that other zombie fictions often neglect. For example, you learn from a scientist who studies Freaker scat that they eat more than just other humans and themselves – they also eat plants, which means they will not go hungry soon (as in ] 28 days later ). Deacon quickly contacts a NERO researcher who uses government resources to find out what might have happened to Sarah. Although her relationship is confusing, she is a tantalizing puzzle.

Discontinued medical units and research sites of Nero contain other small details, including recorders playing scenescuts – a scientist studying a Freaker specimen, the moment a camp was overrun, or just between Soldiers chatted. If you are in a device, you need to refuel the generator. Make sure you find and turn off all nearby speakers so the noise will not attract Freakers. Finding each speaker can be a bit tricky at certain points. This makes the moment you turn on the power supply more exciting and the relief that you are aware is more relieved. In addition to satisfying your curiosity, you get the more tangible reward of an injector, which improves your health, stamina and ability to shot-time sharpness.

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