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[Review] ‘Days Gone’ is a Solid, Enjoyable Post-Apocalyptic Epic Lacking in Innovation and Inspiration

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In Bloody Disgusting’s Days Gone review, find out why an uninspired post-apocalypse makes for an uneven slog, but the hordes decimate your boredom.

Infected and undead enemies should be dead and buried as a staple by this point, such has been the saturation of them in all forms of entertainment in recent years means you’re never far from something featuring them. Yet they persevere time and again, even as failures stack up, the undead, rather fittingly, come back, defying logic.

Yet to stand out in that horde, you need a pretty effective hook at this point. Days Gone sort of has one, but it clearly suffers from the saturation of likeminded media.

No game in Sony’s roster of big exclusives has had it as tough as Sony Bend’s Days Gone. For a start, it gets to be ‘that other post-apocalyptic PlayStation exclusive with zombies in it’. Sure, its Freaker Hordes stand out, but the big question has always been ‘what else you got?’. Bend Studios has made its first big-budget blockbuster game, and it faced an uphill battle to please from day one.

The problem beyond unfair and frankly lazy The Last of Us comparisons is that Days Gone is yet another single player open world game, and Sony itself has provided the world with some pretty damn good ones in the last few years. For many, Days Gone just didn’t look like it would offer anything new or exciting. It doesn’t have to, of course, but exclusives are measured in a different way to most games.

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the story of Days Gone is set in a post-apocalyptic America where a mysterious disease has turned much of the population into feral monsters and humanity survives in the rural wilderness by building communities, raiding communities, and killing anyone and everything, but all share a common threat; the Freakers.

The player is a former biker gang member, Deacon St. John, trying to live a relatively quiet life with biker buddy Boozer, but after a run-in with the local lunatic clan known as the Rippers, the pair find themselves thrust back into the daily drama of what remains of civilization, and Deacon uncovers information regarding his supposedly dead wife that drives him to work with and for people in pursuit of answers. It’s a decent story, if not always delivered in a coherent manner (among other things, there are scenes that simply don’t feel like they fit chronologically or logically).

Days Gone Composer Nathan Whitehead Speaks to Bloody Disgusting.

Deacon himself comes off as rather abrasive at first, but does show some flickers of charm and personality as the story progresses. He, much like the story, suffers from coherency and consistency in how he’s portrayed. Sometimes Deacon ends up getting immeasurably riled up about little things while being blase about the more impactful threat, the rest of the time he’s fairly rational and logical with a wild streak that borders on bravery and recklessness. He’s almost a great character, but he’s consistently let down by strange writing and vocal tone choices. His friendship with Boozer provides most of the highlights for levity and drama, which is a nice turn of events given how focused on Deacon’s continuing grief for his wife the game seems to be.

While Days Gone is a story-led game, there’s more than a little of the survival game genre running through its DNA. Weapons degrade (just melee ones mercifully), medkits and bandages need to be created to heal wounds, and ammo can be crafted for your crossbow. Deacon travels the great wide open on his trusty bike, which also requires repair and fuel where appropriate. You can salvage scrap, items, and indeed fuel, whilst out and about, but naturally, the Freakers are almost everywhere and you’re not some superpowered badass, so caution is necessary.

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The Freakers are the stars of the show in Days Gone, so much more than the cookie cutter infected enemy type they first appear. Not only do they come in a wide variety of types (including disturbingly young and sneaky ones), they act animalistic and often travel in large hordes that roam the wilderness. They’re fascinating to watch from a distance, and just when you think you’ve seen the largest horde, another, bigger one is rarely far away. You’ll be able to try and eradicate them later in the game, but early on, getting spotted by even the smallest of hordes is a panic-inducing affair.

Outside of this, you’ll mostly be riding from place to place, picking up supplies and completing tasks for other survivors that range from fixing broken equipment to collecting medical supplies to rescuing people captured by the Rippers or Marauders (bandits, basically). The structure for missions is largely rigid and uninspired. It still does enough to be enjoyable, especially with the unpredictability of the hordes, but Days Gone stretches its gameplay hours on for far too long, creating several lengthy stretches of mundane repetition before the next set piece moment, important plot beat, or interesting enemy introduction occurs.

Despite Days Gone‘s many problems, there’s something comforting to traveling the wilderness. Freakers, bandits, and savages may lurk around every corner, but mostly there’s an air of peaceful solitude when Deacon is riding his motorcycle through forest paths, catching the odd glimmer of light from a camp in the distance in an otherwise dark night. The bike is a bit unwieldy to begin with, but with time and upgrades, it becomes an absolute pleasure to handle, sliding around corners at speed as a horde chase you is consistently thrilling.

The melancholic, almost mournful musical score adds to that atmosphere. Composer Nathan Whitehead blends folksy strings with more modern musical menace to create Days Gone’s most strikingly unique aspect.

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Days Gone doesn’t rip up the rulebook for open world games, brings very little new to the tired zombie genre, and while its story is enjoyable, it’s far from compelling. Yet that doesn’t mean you won’t have a good time with it. While the riding and horde dynamics elevate the dependable, yet humdrum, nature of the rest of the game, just remember that patience is definitely required for the stretches of repetition between the more interesting parts.

Days Gone review code purchased by the writer

Days Gone is out now on PS4.

 

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‘The Voices of Our Mother’ Review: Family Trauma Fuels This Uneven Shudder Possession Horror Film

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Possession horror that focuses on the family of the afflicted, rather than the afflicted themselves or the doctors and priests tasked with solving a supernatural mystery, is often the most interesting approach in the subgenre. There are so many layers to it, questions of faith and belief, and searching for scapegoats even as someone you love suffers. It’s very fertile ground, and the new Shudder original The Voices of Our Mother approaches it with an interesting hook: What if the family members of a person who might be possessed come to the problem not out of love, but out of obligation?

It’s an interesting angle, and when combined with a dreamy visual style and a handful of confident performances, Mark O’Brien‘s film starts with a lot of promise and maintains a consistent dramatic tension throughout. There’s ambition here, and craft, and a sense of care that saves the film from oblivion, but unfortunately, thanks to confused pacing and certain baffling moments of characterization, all The Voices of Our Mother can really do, in the end, is avoid becoming a complete mess. 

The mother of the title is Harriet (Sheila McCarthy), whose four adult children fled the home she shared with her own mother as quickly as they could and never looked back. For years, Harriet’s efforts to stay in touch with her children were in vain, at least until their grandmother dies suddenly and a devastated Harriet is hospitalized after a medical episode of her own. It’s only then that twin siblings William (O’Brien) and Therese (Carolina Bartczak), junkie baby brother Martin (Alex Ozerov-Meyer), and devoted nun Annika (Georgina Reilly) are forced to return home to bury their grandmother and deal with Harriet, whose physical and psychological issues are growing stranger by the day. 

Photo Credit: Shudder

There’s a reason so many horror stories follow adults who must return to the site of their childhood trauma. It’s just such a charged environment for drama and psychological tension, as the characters fight to reconcile the understanding that comes with maturity with the rage and confusion they still feel over what happened long ago. O’Brien, who also wrote the screenplay, digs into this emotionally fertile ground immediately, showing us siblings who’ve left quite a few things unsaid, trying to reconnect even as their mother is constantly upsetting the delicate balance of peace they’re trying to construct for her.

In just his second feature as director (after 2021’s The Righteous), O’Brien recognizes the potency of the environment he’s created, and in the early minutes of the film, he exploits it. While Harriet recuperates in bed, the four siblings explore their various resentments, memories, and flat-out grudges from all angles, and it mostly works. The performances are solid, O’Brien works hard to infuse a genuinely distinctive visual style awash with dramatic reds and the glow of firelight into the proceedings, and the supernatural mystery at the core of the film is intriguing, if a little sloppily laid out. It’s a horror story built on the age-old conundrum over what to do with aging relatives with whom you’ve lost any real sense of emotional connection, and that’s palpably unsettling. 

But these unsettling qualities never translate to real horror, or even a cohesive narrative, once the supernatural mystery of it all really starts rolling forward. As Harriet’s illness progresses, and she starts doing things like whispering secrets in her kids’ ears to turn them against each other, the film stirs up fresh drama but fails to deliver on the emotional throughlines of that drama. Characters make baffling decisions, and not in the way that horror characters often act out of passion or confusion or plain old fear.

Photo Credit: Shudder

The tension over Harriet’s real fate fades in and out as the kids squabble, and she only seems to act out in overtly horrifying ways when the script needs to wrap up an argument without ever actually arriving at any conclusions. It’s a shame, because when McCarthy’s actually able to flex her horror muscles and turn Harriet into something to be feared, she brings remarkably nuanced terror to the film, and yet the film barely wants to showcase it. It would rather, it seems, be a psychological drama about the fallout of Harriet’s illness, which would be fine if that drama held together. Instead, we’re left with a string of interesting scenes that never quite come together into a story worth following, and by the time the more overt horror elements kicked in, I’d grown too frustrated to really be hooked. 

But The Voices of Our Mother is not all bad. McCarthy’s performance is solid, as is O’Brien’s, who injects a welcome naturalism into scenes that might otherwise be stiff. Reilly (who, as a Pontypool fan, I was just really happy to see), Bartczak, and Ozerov-Meyer bring their best to the material, but the film is just too tonally confused to deliver anything truly satisfying out of their work.

Still, I can’t help but think that with a little narrative tightening and some basic brush-ups on things like blocking and scene geography – the film is sometimes ambiguous on purpose but more often ambiguous by accident, like setups arrived half-formed – this thing could’ve gone much further. The Voices of Our Mother doesn’t work, but it’s far from a disaster, and I sincerely hope Mark O’Brien tries his hand at more horror in the future. 

The Voices of Our Mother hits Shudder June 19.

2 skulls out of 5

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