To start with, can you speak about the PC port? For how long did you deal with this variation of Days Gone?
Ron Allen: Well, we shipped Days Gone, we just had our two-year anniversary. The bulk of people that worked on the PC version of Days Gone are quite hardcore PC players, which is incredible since what we wanted to do is make sure– sometimes when youre porting or moving a video game from one system to another, things dont always equate so well. We didnt want that to be the case with Days Gone, were working hard to provide a truly, really great experience on the PC.
What were the main difficulties you experienced when porting the video game to PC?
Days Gone PC Gameplay Footage Shared Ahead of Next Weeks LaunchZachary Lewis: From the start, some of the most significant concerns that we knew that we were going to have were that this game was made for the PlayStation 4s DualShock controller and for a 16:9 element ratio. Not just did we go through and support both the DualShock 4 and the DualSense natively on PC, but we likewise allow players to bring whatever input device they desire and it perfectly works with our game. Additionally, with the different resolutions readily available on PC, not just did we have to go in and update all of our UI to make sure that it fits, however we had to go in and by hand upgrade every single cinematic in our game so we didnt have to put black bars on it and itll work at complete Ultrawide resolutions.
I can envision the UI needed quite the overhaul.
Ron Allen: Yeah, specifically with the keyboard and mouse support. Zach can dive in a little bit much deeper. The real weapon wheel works actually, truly well on a controller however when we first got it running on the keyboard and mouse, not a lot. Zach needed to do a fair bit of work kind of playing around with it. Ill let him chime in on that one.
Zachary Lewis: I worked on the weapon wheel for the PS4 version along with the PC version and our very first steps, really, were making a bunch of different prototypes of methods that we could connect with the mouse and keyboard. There were some that felt great, some that didnt. Just through that experimentation, we developed a couple of various options that players can select from in the alternatives on PC. For gamers that wish to use the wheel just to craft however not to change weapons, there are more standard PCs inputs to enable players to utilize either the numbered keys or the scroll wheel to quickly change through all of their weapons, which offers PC players an experience that they might prefer.
Youre hoping that Days Gone PC feels like a native variation of the game.
Ron Allen: Thats the goal. Like I was stating, were a studio of players, and we know that a disappointment is a bad experience. We simply wish to make sure that the experience that we go out with, no matter what system that were on, is the best experience that we might deliver.
Something that Im curious about is whether you sought advice from Guerrilla, considering that they were the very first PlayStation studio to port Horizon Zero Dawn to the PC, or possibly you did whatever at Bend rather.
No, this PC variation was done by our studio, we wanted to do it. Once again, I cant worry this enough, were gamers and we like to play video games and its not just on one console. We play all kinds of different video games and having Days Gone on the PC, its simply a very interesting offer pretty much for everybody in our studio.
Can you discuss the filling times of Days Gone PC? Are they going to be any faster than, for instance, the game working on PlayStation 5? Of course, it probably depends a lot on the SSD or hard disk used by the gamer.
Ron Allen: Yes, we dont arbitrarily hold packing for a specific time. It all depends, the people with the fastest NVMe drives like the Samsung 980 Pro, those ones are going to load, undoubtedly, faster than whatever else. We dont require an SSD for Days Gone, however we suggest one and yes, the much faster your disk drive is, the much faster the game loads.
This PC variation was done by our studio, we desired to do it. Were truly thrilled that we got to have the ability to do it. Ron Allen
Amongst the FAQ that was posted on Steam recently, theres a reference of NVIDIA DLSS, which will not be supported at this time. The particular wording made some wonder if it might be included to Days Gone with a post-launch update. Can you comment on that?
Ron Allen: Well, were not supporting it right now. I can never say what the future holds. Currently, right now, we do not support it, and thats kind of where were at.
Fair enough. Are you planning to improve this variation and iterate with spots as quickly as possible if theres a requirement to fix possible bugs and other concerns post-launch?
Ron Allen: We do have a patch procedure in location for the PC also, so if anything shows up, yes, naturally, well be on it. Like I was saying earlier, we certainly wish to support our items and we desire to make certain that everyone has the very best experience they possibly can within our video game. And if theres something that we sadly missed out on, and we have to update, well look after it.
As a designer, are you thrilled that another completely various audience is getting to play Days Gone? How do you feel about that?
Ron Allen: Oh, you have no concept. It delights us huge time. Thats the thing, the fan engagement with Days Gone has been fantastic. It has blown away our expectations, and for us to be able to connect to a whole brand-new fan base and with, you understand, going out with the Ultrawide support with better for, you know, opening the frame rates and, and all those things. The game feels like it really needs to survive on the PC also and this is remarkable for us because, once again, we get to connect to an entire new group of individuals. Were incredibly excited about that.
Zachary Lewis: Yeah, our existing video game neighborhood is awesome. Among the things that I always like seeing from them are all of the vibrant and actually intriguing screenshots that they are able to catch with the Photo Mode on PlayStation 4. And we wished to enhance that for PC, so weve included a super-resolution screenshot mode for the PC. Even if you arent able to run the game at 4K and max settings, if you can only play it at 1080p, we still permit you the ability to catch screenshots in 4K. Its going to be terrific to see the community share even more unbelievable shots of the gorgeous world that they can check out in Days Gone.
Do you have anything to include about Days Gone PC particularly?
Ron Allen: The one thing that I actually want to press forward is that our group was excited about this variation of the video game, and I dont necessarily wish to call it a port. We worked rather hard on the controls and making it feel like the game deserves to be on PC. And I feel that we accomplished, I believe we did a truly, truly excellent job. Particularly with being able to remap each and every single one of the controls. Thats something that I think in theory you can do on the back end on the PS4 and on the PS5, but its various. Now its natively supported in the video game. Were hoping that individuals have as much enjoyable with the PC version as we do.
Zachary Lewis: The PC port procedure to me felt more similar to the advancement process for the PlayStation 4 than it did Okay, lets just transform this to this. We had prototyping conversations and sessions and playing with How does this mechanic feel on PC like this or like this? and it was the exact same example that we were providing for the PlayStation 4. It truly just seems like an extension of the video game, its definitely not an afterthought at all.
Ron Allen: Yeah, we even reached permitting Field of View modifications, thats something that you do not get on the console. We understand that a great deal of the PC gamers do not like the more narrow FoV, so individuals can expand up if they wish to. Again, play the video game how you wish to play, thats type of our thing, the whole Days Gone is constructed around the emerging gameplay and we took that very same mindset and moved it into this PC variation, particularly with the controls and opening up to users customizing them to their taste.
Play the video game how you wish to play, thats sort of our thing, the entire Days Gone is constructed around the emerging gameplay and we took that very same mentality and moved it into this PC variation. Ron Allen
Lets look even more back at the main advancement of Days Gone, which was rather lengthy. Do you have a favorite memory to share?
Ron Allen: Thats an interesting question. The very first time we got the bike up and running … In general, playing around with the bike was quite crazy for us, we wanted to ensure that we had something that was truly, really simple to play and easy to maneuver on the controller. And a great deal of us are cyclists, I ride a Harley myself. We attempted to put in realism, but without taking … Some realism in a lot of ways, especially when it equates to a video game, its not enjoyable, like not enjoyable in any way, form, or shape. What weve attempted to do is provide that nod to realism, but still keep that enjoyable. Its really tough to see due to the fact that it occurs so quickly, however when youre riding a motorbike and youre at speed, when youre attempting to turn right, you do not turn your handlebars this way to go right, what you do is you push. When you push the bike, the front tires turn by doing this, your bike leans and then you enter this other instructions. I know it sounds crazy and definitely crazy, however thats the method that it works. If youre looking at the animation youll see hes pushing, and we tried to make sure that. We tried to bring in that sort of nod to realism.
I will inform you, though, among my preferred minutes most likely ever is when I was attempting to hunt a deer and then this deers running, but its running towards me. Im attempting to determine whats occurring here and then theres a bear thats chasing this deer, came right around the corner. So Im like, Okay, Im beginning to back up. Im beginning to fire at this bear, however then I realized that theres a rager bear chasing that bear. And then behind them was a Horde of Infected. And Im like, youve got to be joking me. You can think of that I died quite much right away, I couldnt run away at that point. I just got overwhelmed. Its things like that, the method that the world kind of connects with each other. The very first time you experience really unusual, insane stuff like that in Days Gone, its simply a remarkable experience.
On that count, I actually liked Days Gone. I evaluated it when it came out for the PlayStation 4 and I believe mine was maybe one of the highest-rated reviews on Metacritic. I believe maybe the video game was a bit underappreciated by other critics, and I was wondering if in hindsight you d make anything various following the games reception. Something thats been brought up is that maybe the early part of Days Gone is a bit slow. Is that something you have looked into?
At the end of the day, were still quite proud of the game that we released. I like to call the open world convenience food for me due to the fact that Im playing lots of other video games and even though Ive worked on it, Ive played the crap out of like, all the variations, I can play other games and I keep coming back to Days Gone and playing around in our open world. Its one of those things, if I had to make Days Gone, would I make various choices?
Is there anything that you can mention that you really was however liked cut from the last game? Every video game gets cuts, obviously.
We spent quite a long time developing Days Gone. We got a lot of time to model and play around and of course, theres a lot of the earlier prototypes that Im unfortunate we didnt get a possibility to do, however thats the way video game development goes, as you pointed. Undoubtedly, things are cut in, kind of shaped in however once again, at the end of the day, I think we made a survival light video game that was enjoyable to play.
At the end of the day, I believe we made a survival light video game that was fun to play. And I believe we nailed that, we did a really excellent job. Ron Allen
Personally, as I said, I really, actually enjoyed it. Ideally, the video game will be well received on PC so there can be more in the future since it kind of ends with a cliffhanger …
Ron Allen: Yep. And its like, there are warriors for Days Gone.
Even though youve been focused on Days Gone PC, Im thinking you likewise have actually got your hands on the PlayStation 5 by now. Something that could be a great function to use in the next PS5 video games, in your opinion.
Weve seen some of the video games on PlayStation 5 start to explore it. You know, I believe that theres a lot more that can be done, you know, that theyre just going to take time to see how we can incorporate that to make the game feel more genuine in the players hands.
Ill use Returnal from Housemarque, a PS5 game that Sony released not that long earlier. Its just the controller in particular Im extremely excited about, specifically after playing Astros Playroom.
Thank you for your time.
The bulk of people that worked on the PC variation of Days Gone are quite hardcore PC gamers, which is awesome since what we wanted to do is make sure– in some cases when youre moving a game or porting from one system to another, things do not necessarily equate so well. Days Gone PC Gameplay Footage Shared Ahead of Next Weeks LaunchZachary Lewis: From the start, some of the greatest problems that we understood that we were going to have were that this game was made for the PlayStation 4s DualShock controller and for a 16:9 aspect ratio. In addition, with the various resolutions readily available on PC, not only did we have to go in and update all of our UI to make sure that it fits, however we had to go in and by hand update every single cinematic in our video game so we didnt have to put black bars on it and itll work at complete Ultrawide resolutions. Its going to be great to see the community share even more unbelievable shots of the lovely world that they can check out in Days Gone.
I like to call the open world comfort food for me since Im playing lots of other games and even though Ive worked on it, Ive played the crap out of like, all the versions, I can play other video games and I keep coming back to Days Gone and playing around in our open world.
Days Gone launches today on PC, readily available on both Steam and the Epic Games Store, a little more than 2 years after its debut on PlayStation 4, as the 2nd significant PlayStation Studios video game to make to PC after Guerrillas Horizon Zero Dawn. The open world post-apocalyptic video game developed by Bend Studio was just recently in the news since a sequel pitch was supposedly turned down by Sony, which sparked a huge Change.org petition for Days Gone 2 that has been signed by over 112K users to date.
An effective launch on PC could do far more than any petition, however, when it pertains to persuading Sony that a follow up deserves the investment. Our Keith has been playing Days Gone PC and his very first impressions on the port are extremely positive; eagerly anticipate his complete analysis showing up soon.
Days Gone Devs Crown the DualSense Controller Their Favorite PS5 FeatureMeanwhile, ahead of this release, we were likewise able to speak at length with Bend Studios Ron Allen (Lead Game Designer) and Zachary Lewis (Senior UI Programmer) about what Days Gone and this PC version particularly means for the development team.