why is there like a fierce defense force for the goofy biker redneck zombie game that bombed lmao
the longest and strongest video essays in the world can be defeated by this simple statement. such power
i'm convinced, the biker buddies zombie vroom vroom game is good now.
look pal you're not allowed to enjoy it because it's unfair/mean/nitpicking to the game i like
dunking on days gone is fun
only "articulate" takedowns of the aw shucks vroom vroom biker male circlejerk zombie game are acceptable folks. those are the rules
Solid commentary.
Eden, I'm watching the video in between MTGA matches. It is a solid critique, sorry I was reactionary.
20 minutes in. I think without much doubt that Noah has put far more introspection into this game than the developers ever considered.
Lets start from the top.
The first part, the game is 100% in a tired genre of a game. Days Gone without much doubt completely rested on the narrative that came before it. I think this is one of the reasons why Sony and Days Gone attempted to placate their audience by saying it wasn't a 'zombie' game it was a freaker game. No one bought that for obvious reasons.
Yah, that opening section of the game is either going to be love it or hate it. If you are tired of the genre as a whole I imagine this is going to be point where you bail out. You have been here done that and you really aren't seeing anything new...much less the fact that this section of the game drags forever. Especially considering the fact that it is a game that completely negated any real origin story on the virus, characters, and/or setting....not to mention why you have completely lost all aspects of 'armor' via your bike. Yes, they tried, but no...
The pacing. Zero doubt, this was and still is the most grievous complaint for me. Not even finished with the video yet, but it does a significant job of highlighting the pacing issue. No one is going to defend this. It takes far too long for the game to get moving, it shackles you down and forces you to X, Y, Z before you can do something else. If I'm being honest, none of this bothered me that much, for me it was a zombie game and I had no problem shutting down. It is a general open world flaw. Does it have more flaws than most, sure, I don't know I don't play a great deal of open world games anymore (AC primarily). Yelling at the radio was odd...didn't really think much of it other than old man yells at radio.
Personal criticism of the linear storyline, is as Noah states the modern equivalent of a Netflix. This is an apt observation, maybe I'm getting old, maybe I don't give a shit anymore. Not everything that I consume needs to be a stellar or hell even retrospective, sometimes I want to just play a game and binge? I think that is honestly a valid look at Days Gone. Its for people wanting a Netflix-esque experience? IDK.
Dealing with the camp structure of the game, I enjoyed this, I liked the fact that I was given some illusion of choice. I didn't want to send people I found to Tucker because she was a slaver; upgrades be damned*. Individuals I found I sent to lost lake, regardless of the fact that I didn't personally need anything there. Did they drop the ball here, sure, I don't think there is any doubt. The game is filled with these banal choices.
Bend made a significant effort to presenting these ideological choices for players. Send people to Copeland and they will survive if they can, send them to Tucker and they will survive but they will be enslaved, send them to Lost Lakes and they will survive and live in Shambhala. The player is given some degree of agency here, I sent all survivors that I could to Lost Lake. It is where I would want to be, and I felt it was home...
Lost Lake, yah this is the 'love letter' in terms of what Bend was going for here. I honestly enjoyed the hell out of this section of the game. It is probably the best portion of the narrative structure. I enjoyed (not the demonic torture) but the revelation that this 'harmonious' community was butted directly up against the end of days community that St. John directly facilitated through the torture of Carlos and thus the creation of the reapers. This entire portion of the game is built around St. John 'finding' himself all the while you are shown that he is a piece of garbage.
Personally speaking, the reason for the distinction between zombie/freaker should be readily apparent. Sony, TLOU, and general fatigue. Is this really a criticism. Again, no one went into this game, least I hope no one, expecting an revolution much less an evolution on the format. Design fumble or not, personally I don't find this to be the issue as represented, maybe difficulty level?
His critique is losing me. Is it the scotch? No really, this section of the game is easily the worst. First we completely skip the introduction camp that leads us to the official Deschutes camp. The fetch quests and the seemingly forced choice between research or firebombing was dumb as a whole. I find it comical, this is the portion of the game that I would assume most would say let it end. So odd.
*I recall the discussion you had regarding enslavement, I would have to play this section again, but even in the video it seems to be that the presenter is alluding the fact that the narrative changed. That St. John, didn't have a full understanding of the camp at first glance and it changed over time.
Done. In a nutshell, its a zombie game that is attempting to provide a narrative structure that feels new in 2019-2021. Good luck with that, it doesn't kill my puppy and it isn't a masterpiece. 7-8/10. Can't we all just be friends?