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‘Days Gone’ Director Explains What a Sequel Might Have Looked Like

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After causing a bit of a stir last week in regards to Ghost of Tsushima‘s sales and Days Gone, former Sony Bend Studio director for Days Gone Jeff Ross has followed that up with an interview with USA Today about what might have been for the sequel that we’ll never get. On top of that, Ross also delved into the creative process as to how Days Gone actually came to fruition.

Conceived as “The Walking Dead meets Sons of Anarchy” in its initial pitch, Ross said the former was a big inspiration for Days Gone. “Where The Walking Dead had a great influence on us was the prison season. They’re homesteading within this massively protected fence and boundary. I’m like, ‘Yeah, that’s what I would do.’”

In addition to The Walking Dead and Sons of Anarchy, the team also took note of other open-world zombie games, such as DayZ, and what its players were doing. Particularly, the ways in which the players would treat others.

“They would roleplay terrible, apocalyptic fantasy things like, ‘Okay, we’re gonna tie you up in a bathroom and put fruit in your mouth,’” Ross explains. “That sounds awesome in theory, but in actuality, it was rough. It was brutal. That’s what the players were bringing to that fantasy. I thought that’s what we needed to capture: humans being terrible to humans. To me, that’s the apocalypse. It’s not just the zombies. We’re caged animals.”

In regards to the sequel, Ross stated that it would have let him “create the definitive version” of the game’s world where he “didn’t have to necessarily apologize for so much” for some of the more frustrating aspects of the first game. “We have to be able to crawl before you can walk, and walk before you can run,” explains Ross. “I just see that as a trilogy. First games – Batman: Arkham, the first Uncharted – are basic. They are a platform to build on top of for subsequent titles.”

For the sequel, Ross also wanted to continue Deacon St. John’s story, and explore Deacon’s relationship with Sarah. “Yeah, they’re back together, but maybe they’re not happy. Well, what can we do with that? Okay, we were married before the apocalypse, but what about the future?”

Ross continues, saying that they would have kept the “heavy, strong narrative”, along with the bike. They would have also taken things in a more technical direction, given Deacon’s access to government technology. “I think this would have been a little bit more – I don’t want to say Avengers, but something where the player had resources, he had some sort of the remnants of whatever the government had.”

In a follow-up to his tweet about the game’s reception (which he claims is the reason why the sequel is off the table), Ross stated that he felt Days Gone “should have been an 80 [on Metacritic]”. Initially, Ross felt that the game would receive a score between 79 and 82, but because of the game’s “technical issues”, it was set back 10 points.

There’s a lot more to the interview, including Ross’ deep dive into the gameplay mechanics, and what changed at Sony Bend after the game’s release. Hit up the link above for more.

Days Gone is currently available for the PlayStation 4, as well as Steam.

 

 

Writer, Artist, Gamer from the Great White North. I try not to be boring.

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Video Games

‘No More Room In Hell 2’ Leaving Early Access, Launching on August 11

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Torn Banner Studios and Green Man Gaming have announced that their 8-player zombie co-op shooter No More Room In Hell 2 will see an August 11 exit from Early Access on Steam and the Epic Games Store, launching in full. The game will also be launching on the Xbox Series and PlayStation 5, with pre-orders kicking off on July 28 for Xbox Series (with a 20% discount), with launch-day offers available from August 11 with 35% off on Steam and the Epic Games Store, and 20% off on Xbox and PlayStation Stores.

This milestone release delivers a wealth of new content and gameplay overhauls, capping off two years of continuous Early Access refinements. Along with community-driven bug fixes and performance optimisations, 1.0 introduces vital quality-of-life upgrades including overhauled difficulty tiers, match reconnect, an ‘Unstuck’ button, an improved UI and more.

Fans of the permadeath co-op can expect the permanent addition of the action-packed Survival Mode. Originally previewed during the Free Weekend event earlier this year, this deadly new game mode pushes squads to their limits as they defend strategic speaker towers from an ever-growing horde of the undead, buying precious time for civilian evacuations.

Designed to offer a smoother onboarding experience, new tutorial grounds and re-tuned difficulty tiers give first-time players room to learn the ropes. The update also introduces an all-new Solo Mode, providing opportunities for veterans and newcomers alike to master map layouts at their own pace – completely free from the brutal threat of permadeath – before braving the high-stakes co-op progression.

“Reaching 1.0 is a monumental milestone for No More Room in Hell 2,” says Steve Piggott, CEO & Creative Director at Torn Banner Studios. “Throughout Early Access, we’ve worked hand-in-hand with our community to refine, polish, and expand the game into the ultimate high-stakes co-op horror experience. This launch brings the definitive version of the game we always envisioned. We are so excited to finally bring the brutal, 8-player survival nightmare to life, and we can’t wait to see how squads handle the horror when they step into the zone.”

Designed with feature parity at its core, the title’s console debut ensures PlayStation and Xbox players will experience the exact same gameplay systems, survival mechanics, and in-game achievements as PC players. Full cross-play integration unites PC, PlayStation, and Xbox into one shared player pool, delivering faster matchmaking and total freedom to team up on any platform.

“We are incredibly proud to support the debut console launch of No More Room in Hell 2,” says Chris Jones, EVP of Publishing at Green Man Gaming. “Hardcore, tactical horror has traditionally been a PC-dominated space, leaving console players largely underserved when it comes to high-stakes survival. But with this launch, we are thrilled to finally open the quarantine zone to console audiences and offer them a truly uncompromising survival horror challenge.”

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