![]() What that means is that they’re simply not standing around like a George Romero zombie, waiting to be triggered by the approach of humans or some loud noise. In our game, they are part of an ecosystem. “The thing about that, the challenge really is the messaging,” he says. When they finally track down the third bike, he’s bleeding out.įreakers aren’t zombies, Garvin later tells me. John can see clues, tracks showing him what happened or where people are headed. ![]() Chasing the third motorcycle quickly adjusts players to vehicle controls and then, once the enemy lays his bike down and runs into the woods, introduces the idea of tracking. Soon the player is chasing down an outlaw who beat a fellow Mongrel nearly to death. John, isn’t happy with the decision, but soon both are on their motorcycles heading out of town, past the sometimes still smoldering remnants of society. But forced to choose between abandoning his fellow Mongrel or staying back to help him on the dangerous journey, he promises his wife that she’ll be fine and then watches her helicopter float away.īoozer, an enforcer for the Mongrels and friend to St. John, who the player’s later control, forces his wife onto the helicopter. Instead, the player is focused on the woman bleeding from her stomach and the two members of the Mongrels taking her to a helicopter preparing to drift away from a roof. We don’t know what’s going on or why not really. “Days Gone” opens in the chaotic midst of an evacuation. John having to choose between his bride and his brotherhood, that opens the game. “If they weren’t members of the Mongrels MC I don’t know if that would work,” he says.Īnd it’s that moment, St. It’s the sort of character who would choose to stay with his biker friend in the midst of an outbreak rather than board a helicopter for a trip to an encampment with his wife. “More important than that is the sense of brotherhood bikers have.” “All of these highways are choked, on top of that, he’s really good with a baseball bat, his ability to fight and use a gun and use a boot knife are all important,” Garvin says. John (voiced by Sam Witwer), a member of outlaw motorcycle club The Mongrels who refuses to go to the refugee camps when the outbreak sweeps across the globe. “They don’t explore the law and order nature of the sheriff, they explore what he brings to the post-apocalyptic setting, his willingness to break the law.” “It’s like the protagonist of ‘The Walking Dead,’” Garvin says. ![]() That didn’t mean he wanted to create a game about what it was like to be an outlaw biker, but rather have an outlaw biker thrust into this situation and then show how he survives. “We wanted to break the roads and force the players to sometimes go off-road.”įinally, Garvin says, he wanted the game to feature a protagonist that video games haven’t seen much of before: outlaw bikers. “We wanted to build it around the motorcycle,” he says. The team also wanted to create a game built around a singular form of transportation. “It’s just such a brutal exercise in eating and getting by day to day,” he said. He also points to books “The Passage,” and “I Am Legend.” “The Road,” Garvin says, is a good example of that. “The kinds of things I’m personally drawn to are stories of survival that have more to them then just surviving.” Once you want to move south in the game, though, you have to push on those story missions.Ī Man, a Motorcycle, an Outlaw Brotherhood While players will eventually have to unlock a set of story beats to unlock larger areas to explore, Garvin estimates that someone could put 20 hours into the game without touching any story. There’s the main story, but also side stories about the protagonists past, some of his friends, and his wife. “We have always more than one core story going at a time,” he says. So whether a player is ambushing enemy camps, searching for items to help survive, exploring the world or trying to track down NERO - the game’s equivalent of a FEMA/NSA hybrid - it all directly ties back to earning trust at the friendly encampments spread around the world, which is tied to the story. “We do have hunting in the game because dangerous animals are constantly a threat and hunting helps build on that sense of a constant threat in the world. “We don’t have a fishing mini-game where you can go explore all of the lakes and ponds in the game, for instance,” Garvin says. ![]() That means while you can spend hours in the game not interacting with its story, everything you do still pull you toward that larger narrative. ![]()
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