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The opening has a strange start with no clear or overriding objective for the first few hours. That sense of things maybe not being in quite the right place also applies to the story. By which point I’d learned all I needed to know wondered why I was basically getting a tutorial chat on horde management some 50 hours in. Deacon only even discusses the barest concepts of horde tactics right at the end of the game. Although those are never mentioned or explained, and I set most of them off accidentally wondering why there were prompts hanging in the air. Only one place - the red barn sawmill of the original 2016 E3 demo - features any of the barriers, doors and traps you can trigger to stem the flow of creatures. It’s a far cry from the carefully orchestrated trap-filled, set pieces originally revealed. A few places have a scattering of explosive barrels and trucks to help thin them out, but otherwise it’s generally a case of placing bombs, throwing molotovs and then back peddling and hoping for the best. However, they are just sort of scattered around the open map - in caves dotted around the map, or picking at mass graves - with almost no explanation or intent. Seeing them scream, as hundreds of clawing, frenzied monsters flow over cars or around buildings like a bucket of grasping hands splashed into the world never gets old.
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While as a player you change from an opportunistic and cautious survivor to grizzled world beating pro with smarts you’ve earned along the way.Įven when you’re high level and packing the best gear, hordes are always daunting and terrifying in equal measure. That’s the core journey: in-game you progress from a working-to-live drifter, to developing community ties and putting down roots that give you something to fight for. There’s a solid progression system as you complete jobs and missions to earn trust with various survivor settlements, unlocking gear, crafting recipes, skills and weapons. This post viral outbreak world is part Assassin’s Creed Odyssey, part Far Cry 5 and part The Last of Us, weaving its mechanics into an experience that is as entertaining as it is, admittedly, unoriginal. Issues aside Days Gone is a hearty if familiar mix of stealthing through enemy camps, combat, upgrades and crafting, mixed with occasional bouts of running the hell away from it’s zombie hordes.
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That said, the game’s had four patches before release and I’m not entirely sure what state it’s in, or going to be.ĭays Gone review | Days Gone tips | Days Gone map | Days Gone IPCA Tech | Days Gone Horde locations | How to take down a Horde in Days Gone | Days Gone skins | Days Gone secret ending | Days Gone NERO Injector locations | Days Gone Ambush Camp locations | How to store weapons in Days Gone | Days Gone sound bug Apocal-mix now When you’ve unlocked high level skills and weapons it’s a zombie horde-massacring blast. Those 60+ hours I’ve played come in part from finishing it (a good 40 odd hours if you’re not rushing) and the rest because I’ve enjoyed it. For the most part it’s never ruined the experience for me, more chipped away at the polish. It’s a lot of little things really: nothing unplayable, more grumbling irritations like audio drop outs (silent bikes, say), weird AI moments, animation or collision glitches and framerate drops.