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Days Gone felt more like a typical american tv-show with plot armor/easy fights and a cringy happy ending.
The story was somewhat ok, but forseeable with a cheesy delivery.
The overall quality how the voice actors delivered their lines was good! I agree.
But sometimes ideas were very displaced --> there is a stealth mechanic ingame, yet the protagonist screams "I'll kill you all" from the bushes/hiding spots.
DG was an okay game. Not great, not terrible.
I wished the game portrayed more harshness and despair.
My review is 10 of 10 because I got 80 HOURS of entertainment value out of a $15 game.
Kudos to Bend Studio for developing it. I'll give props to the Sony-Baloney corporate drones who published it, while i pour shame on those same corporate a$$hats for cancelling Days Gone 2 when Bend approached them on the sequel.
What Im saying is this voice actor Sam Witwer? not only matches the tone of the game
but actually enhances it with the delivery. I use Stephen russell as Garret as the example because his voice acting actually made the game better.
1) I find that the voice acting enhances the story, especially when you replay the scenes that it won't let you skip.
2) I like that the plot unfolds slowly, letting you learn more about the characters in the game over time, rather than dumping all the info at the beginning.
3) The animation is superb. While some other games might have better graphics, not all spectacular visuals fit well within a framework. This may be the best game (visually) that I ever played.
If you truly hate the plot, acting, or visuals, you have to decide for yourself whether to cut your losses, or play.
My main issue with the story, which is more of a technical issue, is how disjointed it can be between cut scenes and radio conversations. You'll chat with someone on the radio in detail about an event but then go into a cut scene where apparently that conversation never happened and it must all be rehashed during the cut scene. It is especially strange when the stances of the parties involved change from radio to cut scene. There is one instance of this in the early game that could be explained away if some thought gymnastics are preformed but it still feels very disjointed.
Also the delays between events are pretty bad as well. I save a guy from certain death and radio in a pick up for him. About two in game days later I get an update radio call with him still standing around waiting for his pick up. This dude has a pretty serious injury that will most certainly kill him if not treated properly. So while the story is really good the technical issues with the game drag it down quite a bit.
You can fix some of those issue by tightening up those triggers but not all. There are quite a few redundant contradicting moments.
Early game spoiler
After boozer gets his arm completely torched and when you start the NERO quests is when the gymnastic moment Im to referring happens. Over the radio you guys chat about Sarah and Boozer is all about you doing your thing. For me this radio call happened just as I was pulling up to the watch tower base. As I am climbing the stairs to go talk to Boozer face to face the radio call completes. Then I go into a cut scene where that call never happened and Boozer completely changes his mind about how he feels about it. That isn't only a bad trigger that is very bad design. This one sticks out because I had to explain it away in my brain as Boozer is just having some crazy ass fever dream due to his injuries.
This contradicting redundancy ♥♥♥♥ seems to happen more often then not throughout the whole game. Its like the team in charge of putting the story together was split and they didn't have very many meetings. Or didn't do a whole hell of a lot of QA for the story construction. Well, I guess the same could be said about the lack of QA for the majority of the game. However, It is a very long game with a lot going on but still very ♥♥♥♥♥♥ this is the end product when a little more polish could have made it even better. Plus it could do less with a few very obvious ♥♥♥♥♥♥♥♥ corpo additions to the story line.
Good Point. Damn batteries anyway. Maybe, for the people that seem to be REALLY bothered by the discontinuity along the plot, should just turn the speech volume down, crank up their own tunes, and follow the icons around the map without bothering to listen to the npc's whining.
If the radio was player initiated it would help with the flow for sure, but not the contradictions. However, there is a lot of radio chatter in this game. The crafting is already annoying enough and to add more button prompts would be a bit more of a pain in the ass.
Of course it is annoying. Crafting is crafting. In every game I have ever played, it is repetitive and dull. Even if they had a way for you to discover new (unlisted) recipes it would still be that way, since every recipe and how to get it is posted somewhere on the web. Crafting games are like fishing games.
No offense intended here, but you craft to make items you need. If you think crafting is annoying, why not complain that it takes too long to walk across Iron Mike's compound to get to your cabin and sleep? There is a finite amount of time that you have to invest in order to accomplish your goals. Maybe you should create an 'Instant Gratification' game where you just start the game and get everything. All the achievements and recipes and materials and gear just magically appear and you get to brag that you won the game in under 1.2751 milliseconds because you have a better computer and internet service than the poor loser who had to waste .0743 milliseconds more.
That is obvious when you're sneaking up on a bandit camp and next thing you know you're having a radio conversation about finding your dead wife.
What points they get for not relying on the radio for lazy game design, they lose for quantity of absolutely pointless radio calls.
"Hey, I know you literally just drove out of the camp 30 seconds ago after looking above my head and seeing 'No Job Available' so you found something else to do... Well, now I have a job for you. And no, I can't tell you what it is over the radio. You have to come back here so I can tell you in person, then you can leave camp again, making this entire thing a pointless exercise in forcing you to run back and forth."
99% of the radio chatter in this game is pointless, and info relayed over the radio would/could be figured out just playing the game. Notifications of available jobs or Boozer "making" you a box of scrap and rags could just be discover-able when visiting the camps to turn in bounties/meat or restock on ammo/fuel.
Most of the pointless conversations happen over the radio, and if you got rid of that (or at least most of it), you would get rid of most of the contradictions and redundancy.