The world of Days Gone is vast, open, and frequently breathtaking. But there are multiple settings where claustrophobia and darkness prevail. Modeled after the region's actual lava tubes (created from hot lava running underground from Mount Mazama and cooling from the outside in) the in-game analogs are geologically true to form. But unlike the lava tubes at the Newberry Volcanic National Monument, these versions are a lot scarier. "Large groups of freakers—300 or 400—hibernate in them," explains Bend Studio creative director John Garvin
Dark Lore
Players can collect "historical markers" spread throughout the map; bits of lore from Oregon's pioneer past. "They're all authentic. One of my narrative designers put a lot of research into this," says Garvin. "We really wanted to explore the dark underbelly of Oregon, like 'This was the cave where a guy was experimenting on Native Americans,' or 'This is where a real-life massacre occurred.' Peter Skene Ogden was the first white explorer to come through central Oregon. There's tons of stuff around here named for Ogden. But he was a real bastard."
Small Towns
No, Bend does not exist in the game. It focuses on re-creating more rural environments and smaller communities like Marion Forks and Camp Sherman. ("Right now the biggest town we have is quite a bit smaller than Bend," says Garvin. "We have a place called Farewell, though, because Bend used to be called Farewell Bend.") What does exist: ski lodges, mountain resorts, and golf courses. Other surprises? Ross is tight-lipped. "There's one place in the game that is singularly Oregon," he says. "We can't discuss it, but when it comes out you'll know what I'm talking about."
Mountains
Look above the tree line and you'll probably spot a familiar sight: maybe Mount Bachelor, Mount Washington, Three Fingered Jack, or the Three Sisters. "Those are our Central Oregon mountains. They're very iconic," says game director Jeff Ross. "The locals [who got a preview of the game] were just thrilled." Those peaks aren't just background décor. "One of the things that we use them for is defining the world," adds Garvin. "They provide beacons or landmarks for getting around because the world is really, really big."