While we’ve seen a fair amount of the game’s visually impressive crowd tech at work since it was first unveiled at E3 2016 (a brand-new demo from TGS 2018), precious few Days Gone story details has been revealed up until now.
And, while developer SIE Bend Studio remains fairly tight lipped, in the November issue of the Official PlayStation Magazine (via Wccftech), writer and director John Garvin has at least revealed that narrative is very much at the heart of the experience.
Days Gone Story Details Reveal a Focus on Narrative
We haven’t been focusing too much on story yet. There will be a lot more to come on that, coming soon.
I’m the writer, and the director, and I’ve written all the games for SIE Bend, and they are all narrative, story-driven games. So this is a huge part of the game. We’re just not talking about it yet.
Explained Garvin, before giving us a bit of an insight into the difference between the game’s signature ‘Freakers’ and typical renditions of the walking dead.
We’re like 28 Days Later zombies, instead of Walking Dead zombies. And that’s, to my mind at least, a huge difference.
“What that allowed us to do was to create an ecosystem; you’re in an open world, with a day/night cycle, and you’ve got creatures that need to eat, they need to sleep, they need to drink… all of that is built into the daily cycles of the horde.
You find a horde den – a cave or a mine – you can track what they’ve done during the day. You can actually find where they go to feed, because we have all of these mass graves in the world. That’s why they are out here in the wilderness. And then you can find out where they feed, where they drink, and you can follow them and learn their habits, and that’s important, because later on there’s going to be missions where you have to take them out.
Fan speculation is sure to be rife between now and the game’s 22nd February release date. But nevertheless, it’s nice to know that Sony Bend is working hard to craft a compelling story, rather than another dull, by-the-numbers cover shooter.