It’s the end of the world in Oregon, and
by the looks of things it came not with a bang, nor a whimper, but under
a great set of churning tyres. Days Gone, the new game from Bend
Studio, is a muddy one. Its open world is spread out in splashy tracts
of woodland, and the zombies ravening through it are hairless, pale, and
pink, like worms sprouting from the soil. The hero is a biker called,
believe it or not, Deacon St. John – a choppy scramble of sounds and
syllables, none of which approach what you’d call a name. At first, he
seems the dour and determined sort. ‘Do you know why we keep going?’ he
asks, trying to encourage an ailing ally. ‘Because what the hell else
are we gonna do?’
Well, fortunately for us, the answer is: plenty. Days Gone chews off chunks of inspiration from a horde of worthy sources: Far Cry’s outpost-capturing sandbox, the teeming throngs of Left 4 Dead, and the combat and dramatic salt of The Last of Us.
And it borrows well. The action is set, rather fittingly, in a place
called Farewell – a fictitious wilderness scattered with settlements.
These range from ramshackle hamlets snarled up in barbed wire to
military-style barracks fortified with log fences (think Croydon and
you’re halfway there), and they bustle with job opportunities. Folks
have need of Deacon’s talents, which consist of (a) finding
someone/something, (b) killing someone/something, and (c) sneaking around someone/something.
Things are occasionally spiced up with a bike chase, or a tracking
minigame that sees Deacon in the dirt, sniffing around like a gundog.
But the good news is that the action doesn’t need much spice; the
weapons are punchy (with special notice given to the baseball bat, which
can be fitted with an optional buzz saw blade), and the whole thing is
furnished with ingenious flourishes. There’s the slight zoom when Deacon
clicks into cover; the subtle visual language that’s built up without
any UI (there’s crafting scrap under most car bonnets, melee weapons in
the backs of trucks, and police cars almost always have ammo in the
boot); and the way you swipe the DualShock trackpad to navigate menus – a
touch that’s lofted above the charge of gimmickry through its sheer
usefulness.
The more I played, the more I thought to myself, ‘This is actually rather good!’
But why the snobbery and condescension? Perhaps it’s because, in the
months before its release, there seemed a mounting apathy for Days Gone,
springing, perhaps, from its cynical-sounding pitch. The game looked to
lean on two popular shows, Sons of Anarchy and The Walking Dead, both
of which shuffled onwards, victims of renewal, into a state of undeath –
hardly the freshest wells to draw from. On top of all that, its
constituent parts have all been done to death; it’s only when they are
combined, in execution, that the game’s appeal, and its originality,
sets in. It has the pulpy power of a B-movie: granting pleasures that
make us feel twinges of guilt.
None of which should come as a surprise; Bend Studio has always been the purveyor of brilliant B-games: portable versions of Uncharted and Resistance,
to say nothing of the Syphon Filter series, which has long prowled in
the shadow of Splinter Cell. Here you sense a developer that’s been
given a degree of finance and freedom. Not since Syphon Filter has Bend
commanded its own IP, and with Days Gone you can feel the strain of
sensibilities – between the intimate focus, composed of small, smart
mechanics and the big-budget, open world blockbuster.
As the action unfolds, we learn that Deacon is looking for his lost
wife, Sarah, after the pair were separated at the first rasp of the
outbreak. This plot is plaited with side stories – each camp crammed
with its own dramas – all of which are wrapped around Deacon’s rough
plan to ride North with his partner, Boozer (a fellow as gentle as his
name suggests, whose skull is scrawled with tattoos). I found myself
getting stalled and restless as the narrative hit a wheelspin halfway
through. It feels as though someone had informed the game’s writer, John
Garvin, that the pacing needed slackening to allow for a beefing up of
content – a 15-hour story diluted down to a waterlogged 30.
Further stresses of scope are apparent in performance. The action
rumbles along at a rough and ready 30fps, frequently stuttering when
things get fast or crowded – bad news in a game with a motorbike and a
sea of ghouls. Elsewhere, there are bugs abound, one of which saw an NPC
stood on a desk with his back to Deacon, as if he were talking out of
his arse; the character in question is a conspiracy theorist, so the
glitch wasn’t without its share of poetry. The initial 5GB patch was
followed, a few days later, by a hefty 17GB update, which has salved –
but not solved – the problem. After two delays, Bend must be relieved to
get the game out the door, but it’s still disheartening to see its
edges scuffed on the way out.
But then, of course, come the benefits of going big. The game’s world
– called ‘The Shit’ by its characters – is proof of how fruitful gazing
out the window can be. The artists at Bend, an Oregon-based developer,
are clearly transfixed by the Pacific Northwest, and the game is rich in
dungy browns and sap greens; there are snowy peaks, and plains of dusty
desert. And there’s a plague-pit charm about it; nothing punctures
rural beauty like realising you’re standing on a mound of half-buried
plastic body bags, or bumping into an encampment of Rippers – a cult of
zombie-worshipping loons with scarified flesh, who have a hobby of
splaying people on spikes. Well, what the hell else are they gonna do?
Now, to any passing zombologists, my apologies. The creatures in Days
Gone are not typical zombies; they run, for one thing, and they come in
numerous forms. There are hulking brutes that sponge bullets; infected
adolescents, called Newts, that scavenge like vultures; and the virus
also infects animals, with wolves, birds, and bears all taking on more
aggressive forms. The game's centrepiece is the Horde: a hive-minded
mass of stray freakers that cluster together like plaque and swarm you
like a tsunami of skin. Seeing one approaching is a thrill, forcing you
to either take up arms or get on your bike.
Exploration is undercut with wiry tension, as your freedom is
measured by your fuel gauge. You can either alight at a petrol station
pump or cast about for a jerrycan amidst the roadside wreckage. Getting
off the bike feels risky, lest you attract unwanted attention in your
rummaging. I recommend upgrading the beast – a muffler to quieten the
engine, say, or a can of nitrous to blast you out of dodge. It’s all
very satisfying, and whilst I may not abandon the London Underground in
favour of a motorbike any time soon, I can’t promise I won’t peruse the tie-in fashion range, courtesy of Diesel.
If you’d have told me a few months back that I’d grow fond of a man
called Deacon St. John, who wears a backwards cap and biker jacket, I’d
have laughed you out the room. It helps that he’s portrayed by Sam
Witwer, who has a clammy naturalism about him; it’s a relief to have a
hero who shifts gears from hesitant to headstrong in a heartbeat. If you
cast your mind back to Star Wars: The Force Unleashed,
you might remember Witwer played Starkiller – an angry scion of the
Galactic Empire, slashing his saber to uphold order. I’ll always
remember him as a stricken soldier in The Mist, holed up in a
supermarket as society crumbles around him. Here, he’s somewhere between
the two, skirting the border between structure and chaos and belonging
to neither camp. A biker at the end of days.
We have seen this figure before. As with most anything zombified, it
has its roots in Romero. It’s impossible to forget the sight of Tom
Savini and his squadron of bikers screeching through the drab halls of a
shopping mall, in Dawn of the Dead. What happens to Hell’s Angels when
there’s no more room in Hell? They didn’t seem to notice much
difference. Rest assured, Deacon would consider them a disgrace; despite
his image, he’s a fresh figure, as is Days Gone. ‘Don’t buy into all
the biker stereotypes you see,’ he says early on. ‘We are actually quite
charming.’ He’s right.
Developer: Bend Studio
Publisher: Sony Interactive Entertainment
Available on: PlayStation 4
Release date: April 26, 2019
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