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PS4/PC Days Gone

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Watch Us Take On The Horde In Days Gone
(20 Minuten Horde Gameplay)


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Since Days Gone's reveal at E3 2016, a huge point of discussion for the game has been "the horde." One of the most interesting aspects of the game from Sony Bend is the team's ability to have hundreds upon hundreds of freakers rush toward the player as a dynamic, dangerous biomass. Sony Bend is eager to show that the E3 2016 demo is real tech in the game, and there's no better way to do that than to have the horde brutally kill us over and over again. While visiting the studio for our cover story on Days Gone, we passed the PS4 controller between Jeff Cork, Jeff Marchiafava, and myself in an attempt to extinguish a 300-freaker strong horde.

Video im Link:
http://www.gameinformer.com/b/features/archive/2018/05/16/days-gones-horde-vs-game-informer.aspx

  • Clearing out finite number (indicator on top left)
  • Napalm Molotov crafting requires (Growler, Rag, Kerosene, Polystyrene)
  • Orange on radar = horde zone
  • He's using heavy machine gun
  • No hiding spot, always be running
  • Custom baseball bat with axe head and barb wire
  • 5 different types under the "explosive" category, unsure if there's more
  • XP pop can be turned off
  • Horde seems to only feature one type of freaker
  • You can leave the area to prepare supply, progress will be saved
  • Clearing horde gives you "legendary loot", e.g. this horde gives parts for your bike to carry more ammo
  • Huge hordes are kind of "end game"
  • Each item (explosive?) holding limit is 5
  • Grenades are extremely over powered now (3 nades clearing half hordes), they will be nerfing it
  • Freaker left ear, a type of currency is for bounty clearing in town
This is an alpha gameplay, they are aware of the character stucking, janky issues etc.
https://www.resetera.com/threads/days-gone-20-minutes-horde-gameplay.42978/

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Zuletzt bearbeitet von einem Moderator:
Also mir gefällt das oberflächlich betrachtet schon ziemlich gut.
Man muss mal abwarten, wie die Mechaniken letztlich ausschauen und was die Welt so bieten wird...

Am Kampfsystem sollten die noch was arbeiten, besonders am Nahkampf, das sieht ziemlich kacke und krampfig aus. Man muss aber mal diese ausführliche Gameplaydemo loben, die nicht von vorne bis hinten durchchoreographiert ist und die auch den ein oder anderen Bug (ok, einige davon) nicht versteckt.

Grafisch find ichs alles andere als hässlich, die Bodentexturen und die Vegetation finde ich sogar sehr gelungen... Ich bin gespannt!

Ob das Game jetzt eher nen ernsten Weg einschlägt oder in Richtung Ballerbude geht, ist mir noch nicht ganz klar. Ich hoffe auf Ersteres und insbesondere, dass die Auseinandersetzungen mit menschlichen Gegnern nicht zu umfangreich ausfallen.
 
bin ja mal auf die ki der normalen menschlichen gegner gespannt. die horden wirken jedenfalls richtig gut umgesetzt. rennen einen nicht nur hinterher wie an einer schnur, sondern einzelne zombies suchen sich auch ihren eigenen pfad, rennen nicht gerade auf einen zu, schneiden einem auch den weg ab, versuchen einen einzukreisen usw.

das ist bei der schieren masse so mit das beeindruckendste an dem spiel.
 
Breaking Down Days Gone's Gameplay Loops

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1. NERO Checkpoints
The National Emergency Response Organization was Oregon's best hope against Days Gone's society-ending "freaker" infection, but NERO didn't fare much better than everyone else. During his travels, Deacon will come across numerous abandoned NERO checkpoints, which the FEMA-esque organization used to check, treat, and sometimes quarantine infected citizens. These makeshift clinics contain precious loot – if Deacon can find a way inside the locked labs. "Each [checkpoint] has something for the player to obtain, and each one is locked down and needs power in different ways," says lead open-world designer Eric Jensen. "So players will find a challenge and a little puzzle element with each of those."

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2. Ambush Camps
By far the most familiar of Days Gone's gameplay loops, ambush camps are home to the game's non-infected human enemies, and require Deacon to take out all of its inhabitants in order to neutralize the location. While this is well-worn territory for open-world games, don't expect to last long if you go in guns blazing; Days Gone's gunplay is far deadlier than series like Far Cry, and Deacon can't automatically heal by slinking off and crouching in a bush for 30 seconds. Because of this you'll want to take your time preparing for an encounter, setting up traps and using your binoculars to mark enemies.

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3. Freaker Nests
Freakers are an ever-present threat in Days Gone, but some areas in the sprawling open world are more densely populated than others. A red overlay on the map indicates that the surrounding area is suffering from an infestation, and in order to clear it out you'll need to locate and burn a variable number of freaker nests. These nests are typically located inside buildings and other dark places, offering freakers a reprieve from the afternoon sun – and an opportunity for Deacon to get to work. "The freakers tend to stay indoors and hibernate during the day, and when this happens you can attack their nests," Jensen says. "They will come out of their nests if you make too much noise; they're going to react to what the player is doing in the area."

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4. Jobs
Deacon will come across several friendly encampments during his travels, but "friendly" is a relative term – while the inhabitants won't shoot him on sight, Deacon will have to do some hired work if he wants to enjoy the full benefits of their community. Encampments offer several types of jobs that are grounded in the day-to-day struggle to survive, such as hunting deer for meat to feed the local population or completing a variety of bounties to shore up their protection. "There are bounty chases that involve the bike, where you're trying to get somebody who also rides and you have to go after them," Jensen says. "Then we have survivor rescues, which are guys who were abducted from a camp and you have to go back out and rescue them." Sony Bend showed off one such survivor rescue during E3 2017, where Deacon worked to save an NPC named Manny from an enemy encampment, culminating in the surprise arrival of a freaker bear. As it turns out, Manny plays a vital role in the first friendly encampment you encounter: He's the camp's mechanic, and can supply Deacon with a variety of invaluable bike upgrades if you can get him back in one piece.

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5. Hordes
Sony Bend's piece de resistance of game design, freaker hordes are what set Days Gone apart from all the other zombie games we've played. These massive roaming hordes make infestations look like child's play, and you never know when you might stumble across one. "Hordes are all over the place," Jensen says. "They have migration behavior... There's kind of a puzzle element to any encounter in the game, you have to be aware that a horde might be passing through at any given time. They have to eat and drink like anybody else, so they move to locations where that's available."
http://www.gameinformer.com/b/featu...breaking-down-days-gone-s-gameplay-loops.aspx

Klingt irgendwie schon alles nach typischer OW-Beschäftigungstherapie. :I
 
Hier gibts auch noch ein bisschen neues Gameplay zu sehen.
Man sieht hier auch, dass man einer Horde von Zombies auch in der freien Welt begegnen kann und nicht nur in festen Abschnitten (sieht zumindest so aus).

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Days Gone E3 2018 Screens









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Eurogamer ist nicht sonderlich begeistert:

Eurogamer: Days Gone's E3 2018 Demo Shows Scant Signs of Life
It's a messy game, this, which fits the theme, but isn't always a good thing. In my brief go I struggled to get the camera, aiming and Deacon's movement, all of which succumb to laggy drift, to line up. Choppy performance didn't help. Faced with the zerg-rush zombies, I found it easier to wade into the fray with melee weapons, although the baseball bats and table legs I could find had extremely low durability, and it all got a bit slapstick. I didn't have so much trouble picking off the armed survivalists at a rival encampment with my pistol and a purloined shotgun. Their behaviours were easy to predict and the combat seemed to work more smoothly at range. But it could have been any firefight in any collection of rusty corrugated lean-tos in any game of the last decade. It doesn't feel like Days Gone is going to distinguish itself with refined combat mechanics - but then again, how many sprawling open-world games do?
It's out here in the threatening wilds, with nothing but half a tank of gas and a backpack full of scavenged parts to your name, that Sony Bend hopes Days Gone will take on a life of its own. I hope so too, and hope that these two missions don't show this game at its best, because what I played felt sloppy and lifeless - just another ramble through the overgrown conventions of an overblown genre.

Allerdings ist die Demo nach wie vor Alpha.
 
Hier gibts auch noch ein bisschen neues Gameplay zu sehen.
Man sieht hier auch, dass man einer Horde von Zombies auch in der freien Welt begegnen kann und nicht nur in festen Abschnitten (sieht zumindest so aus).

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Weißt du noch zufällig ab welcher Minute die freie Horde war?
 
Days Gone: Meet The Freakers

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Freakers:
Days Gone's freakers may look like zombies, but they're not actually undead. Instead Sony Bend is going the 28 Days Later route with their post-apocalyptic lore; an unknown virus has infected humanity, turning its victims into primitive – but still very much alive – beings who will attack and feed on any creature in sight.

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Newts:
These surprising foes (seen at the bottom of the screenshot) are what happens when adolescents are infected with the devastating pathogen in Days Gone, and they are by far the most unsettling enemy type in the game. Unlike adult freakers who will attack you head-on, newts scurry on all fours and generally keep their distance. "[Newts] are one of the more interesting [enemy types] from a design sense, because they're not meant to be direct threats," Ross says. "They've got their safe havens, like perches on rooftops where they go to feel safe, and they come down to hunt."

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Runners:
Not all of Days Gone's freaker threats are human. Runners are massive, rabid wolves who have been mutated by the deadly pathogen. Their sprinting speed can even give Deacon's bike a run for its money, diminishing the sense of safety you get when cruising along on the open road. Runners are considerably more difficult to kill than a human freaker, so players will want to keep their eyes peeled while riding.

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Marauders:
Days Gone's default human enemy, marauders can be found throughout the world and operate out of their own established camps that Deacon will be taking on over the duration of the game. More often than not, however, marauders will find you. "We do stuff in this game that I don't think other games do, where we screw the player over a lot," says lead open-world designer Eric Jensen. "You're not safe anywhere. If you stand in one place too long, something's going to come for you."

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Rippers:
Another human enemy type, rippers have adopted a more Mad Max approach to living (and dying) in the post-apocalypse. Rippers have essentially deified the freaker infection, and are easily identified by the countless cuts and scars on their bodies – including the "R.I.P." acronym carved into their foreheads. Their beliefs have a direct impact on gameplay. "Rippers are not afraid to die, and their tactics are more intense [in comparison to marauders]," Ross says. "They come from a world where [victory comes by] any means necessary, even sacrificing themselves. They'll do whatever it takes to kill the player to serve their leader."

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Ragers:
We're still not sure why Sony Bend didn't go with the name "Zombear," but regardless, creative director John Garvin confirmed during our rapid-fire questions video that the infected freaker bear who offered up a roaring conclusion to Days Gone's E3 2017 demo appears both in the form of a boss fight and as regular enemies in the world. Based on the developer's approach to runners, we're guessing the same "more is less" mentality applies here as well – i.e., you won't constantly be running into freaker bears while exploring Oregon. Running for your life when you see one also seems like a pretty good bet – or luring them into enemy ambush camps if you can.
While these were all the threats we saw during our hands-on coverage, we know Sony Bend has at least one more enemy type up its sleeve that it wasn't ready to talk about yet. Not only that, but the freakers you'll be encountering with may have some additional surprises of their own.
http://www.gameinformer.com/b/features/archive/2018/05/21/days-gone-meet-the-freakers.aspx

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-Possible Syphon Filter Easter eggs maybe...
-One of the collectibles in the game is historical markers with the real history of Oregon.
-Red Dead was a big inspiration for the game
-The map unlocks more an more as you go though the game opening up new characters new stories and new locations.
-Option to skip the night is currently under discussion
-Ammo is relatively abundant but its limited compare to most open world games
-They already fixed the exploits in the horde video lol
-The game does not have outlandish weapons but they do have unique weapons
-There is a type of bolt you can craft from Freaker Nest residue call the berserker bolt that if you fire it at a enemy they go berserk and turn on their allies.
-The Crossbow has all type of bolts you can craft
-Weapon in the world have different performance then the ones you can buy at camps do to them being out in elements
-Weapons you buy at the camp are you permanently even if you drop them in the field
-UI is not final
-You hunt animals for the camps for food, not for crafting.
-Their are a handful of infected animals types in the game they have not reveal them all.
-The freakers get stronger and smarter as you go though the game.
-You cant totally wipe out freakers in an area, their will always be low level threats
-Its far from a done deal but they are considering a challenge mode where you fight hordes in places like the saw mill E3 demo.
-They are in the planning stages of post launch content
-Even after you beat the game new things will pop up for you to do.
-The reason you see the black screen after a cutscene is because the game has to do a little bit of loading of the cinematics ,they working on making it less obnoxious.
-Deacon does change his clothes alot but you dont have control over it
https://www.resetera.com/threads/ga...gones-lingering-questions.44897/#post-8341001
 
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