Days Gone Q&A – ‘The Game Feels Like It Really Needs to Live on the PC as Well; We Were Blown Away by Fans’ – Wccftech15 min read

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Days Gone launches today on PC, available on both Steam and the Epic Games Store, a little more than two years after its debut on PlayStation 4, as the second significant PlayStation Studios video game to make to PC after Guerrillas Horizon Zero Dawn. The open world post-apocalyptic video game established by Bend Studio was just recently in the news due to the fact that a sequel pitch was supposedly turned down by Sony, which triggered a massive 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, though, when it comes to convincing Sony that a follow up deserves the financial investment. Our Keith has actually been playing Days Gone PC and his impressions on the port are really 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 advancement group.

To begin with, can you discuss the PC port? The length of time did you deal with this variation of Days Gone?
Ron Allen: Well, we shipped Days Gone, we simply had our two-year anniversary. The bulk of people that worked on the PC variation of Days Gone are quite hardcore PC players, which is awesome because what we desired to do is make sure– often when youre porting or moving a video game from one system to another, things do not always translate so well. We didnt want that to be the case with Days Gone, were working hard to deliver an actually, actually excellent experience on the PC.
What were the main obstacles you experienced when porting the game to PC?
Days Gone PC Gameplay Footage Shared Ahead of Next Weeks LaunchZachary Lewis: From the start, some of the greatest 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 also enable gamers to bring whatever input device they desire and it perfectly works with our video game. Furthermore, with the various resolutions offered on PC, not only did we have to go in and update all of our UI to make sure that it fits, but 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 imagine the UI needed quite the overhaul.
The real weapon wheel works really, truly well on a controller but when we first got it running on the keyboard and mouse, not so much. Zach had to do quite a bit of work kind of playing around with it.
Zachary Lewis: I dealt with the weapon wheel for the PS4 variation in addition to the PC version and our very first actions, truly, were making a bunch of different models of ways that we might interact with the mouse and keyboard. There were some that felt excellent, some that didnt. Simply through that experimentation, we came up with a number of different options that players can pick from in the alternatives on PC. For gamers that wish to utilize the wheel just to craft but not to switch weapons, there are more traditional PCs inputs to allow players to use either the numbered secrets or the scroll wheel to rapidly switch through all of their weapons, which provides PC gamers an experience that they might prefer.
Youre hoping that Days Gone PC feels like a native version of the video game.
Ron Allen: Thats the objective. Like I was stating, were a studio of players, and we understand that a disappointment is a bad experience. We just wish to ensure that the experience that we go out with, no matter what system that were on, is the finest experience that we could deliver.
Something that Im curious about is whether you sought advice from Guerrilla, because they were the first PlayStation studio to port Horizon Zero Dawn to the PC, or possibly you did whatever at Bend instead.
Ron Allen: We in fact do have a really, actually good relationship with Guerrilla. However no, this PC version was done by our studio, we desired to do it. Were actually thrilled that we got to have the ability to do it. Again, I cant worry this enough, were players and we like to play video games and its not simply on one console. I imply, we spread ourselves out. We play all sort of different games and having actually Days Gone on the PC, its simply a very amazing offer basically for everyone in our studio. Its been fun to work on it, thats for sure.
Can you discuss the packing times of Days Gone PC? Are they going to be any faster than, for example, the game working on PlayStation 5? Naturally, it most likely depends a lot on the SSD or hard drive utilized by the player.
Ron Allen: Yes, we dont arbitrarily hold loading for a particular time. It all depends, the people with the fastest NVMe drives like the Samsung 980 Pro, those ones are going to load, clearly, faster than everything else. We dont need an SSD for Days Gone, but we recommend one and yes, the quicker your hard drive is, the much faster the video game loads.
This PC variation was done by our studio, we wished to do it. Were truly excited that we got to have the ability to do it. Ron Allen
Among the FAQ that was posted on Steam recently, theres a mention of NVIDIA DLSS, which will not be supported at this time. The specific phrasing made some marvel if it could be added to Days Gone with a post-launch upgrade. Can you talk about that?
Ron Allen: Well, were not supporting it today. I can never ever say what the future holds. However currently, right now, we dont support it, whichs sort of where were at.
Fair enough. Are you preparing to repeat and refine this variation with spots as quickly as possible if theres a requirement to repair other concerns and possible bugs post-launch?
Ron Allen: We do have a spot process in location for the PC also, so if anything comes up, yes, obviously, well be on it. Like I was saying earlier, we definitely desire to support our products and we desire to ensure that everyone has the very best experience they possibly can within our video game. And if theres something that we sadly missed, and we have to update, well take care of it.
As a developer, are you excited that another entirely different audience is getting to play Days Gone? How do you feel about that?
Ron Allen: Oh, you have no concept. It delights us big time. Thats the important things, the fan engagement with Days Gone has been amazing. It has actually blown away our expectations, and for us to be able to reach out to an entire new fan base and with, you know, going out with the Ultrawide support with better for, you know, opening the frame rates and, and all those things. The game seems like it really requires to live on the PC as well and this is remarkable for us because, once again, we get to reach out to a whole brand-new group of people. Were exceptionally thrilled about that.
Zachary Lewis: Yeah, our present video game neighborhood is incredible. Among the things that I constantly like seeing from them are all of the actually interesting and vibrant screenshots that they have the ability to catch with the Photo Mode on PlayStation 4. And we wanted to improve that for PC, so weve included a super-resolution screenshot mode for the PC. Even if you arent able to run the video game at 4K and max settings, if you can just play it at 1080p, we still enable you the ability to capture screenshots in 4K. Its going to be excellent to see the community share much more amazing shots of the stunning world that they can check out in Days Gone.
Do you have anything to add about Days Gone PC particularly?
Ron Allen: The one thing that I actually want to push 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 difficult on the controls and making it feel like the video game is worthy of to be on PC. And I feel that we nailed it, I think we did a truly, really fantastic job. Particularly with having the ability 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 different. Now its natively supported in the video game. Were hoping that individuals have as much fun with the PC variation as we do.
Zachary Lewis: The PC port procedure to me felt more comparable to the advancement procedure for the PlayStation 4 than it did Okay, lets just convert this to this. It truly just feels like an extension of the video game, its absolutely not an afterthought at all.
Ron Allen: Yeah, we even reached allowing Field of View changes, thats something that you dont get on the console. We understand that a lot of the PC players do not like the more narrow FoV, so people can expand up if they wish to. Once again, play the game how you desire to play, thats sort of our thing, the entire Days Gone is constructed around the emerging gameplay and we took that exact same mentality and moved it into this PC version, especially with the controls and opening up to users personalizing them to their liking.
Play the game how you wish to play, thats sort of our thing, the entire Days Gone is developed around the emerging gameplay and we took that very same mindset and moved it into this PC variation. Ron Allen
Lets look further back at the primary development of Days Gone, which was rather prolonged. Do you have a preferred memory to share?
Ron Allen: Thats an interesting concern. The first time we got the bike up and running … In basic, experimenting with the bike was pretty insane for us, we desired to make certain that we had something that was really, actually simple to play and simple to steer on the controller. And a lot of us are bikers, I ride a Harley myself. We tried to put in realism, however without taking … Some realism in a lot of ways, specifically when it translates to a video game, its not enjoyable, like not enjoyable in any way, kind, or shape. What weve attempted to do is provide that nod to realism, but still keep that fun. Its truly hard to see due to the fact that it takes place so quickly, but when youre riding a bike and youre at speed, when youre trying to turn right, you dont turn your handlebars this method to go right, what you do is you push. When you push the bike, the front tires turn in this manner, your bike leans and then you enter this other direction. I understand it sounds absolutely outrageous and crazy, however thats the manner in which it works. And we attempted to make certain that if youre looking at the animation youll notice hes pressing. We attempted to generate that sort of nod to realism.
I will tell you, though, among my preferred minutes most likely ever is when I was attempting to hunt a deer and after that this deers running, however its running towards me. Im attempting to figure out whats happening here and then theres a bear thats chasing this deer, came right around the corner. Im like, Okay, Im starting to back up. Im beginning to fire at this bear, however then I recognized that theres a rager bear going after that bear. And after that behind them was a Horde of Infected. And Im like, youve got to be joking me. You can envision that I died quite much right away, I could not run away at that point. I just got overwhelmed. However its things like that, the manner in which the world sort of engages with each other. The first time you experience really odd, crazy things like that in Days Gone, its simply an amazing experience.
On that count, I really liked Days Gone. I evaluated it when it came out for the PlayStation 4 and I believe mine was possibly among the highest-rated reviews on Metacritic. I think maybe the 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 raised is that perhaps the early portion of Days Gone is a bit slow. Is that something you have checked out?
At the end of the day, were still quite happy of the game that we launched. I like to call the open world convenience food for me due to the fact that Im playing lots of other games and even though Ive worked on it, Ive played the crap out of like, all the variations, I can play other video 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 different choices?
Is there anything that you can speak of that you truly was but liked cut from the final video game? Every video game gets cuts, of course.
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 models that Im sad we didnt get a chance to do, however thats the method video game advancement goes, as you pointed. Obviously, things are cut in, kind of shaped in but once again, at the end of the day, I believe we made a survival light video game that was fun to play.
At the end of the day, I believe we made a survival light video game that was fun to play. And I think we nailed that, we did an actually great task. Ron Allen
Personally, as I stated, I really, actually enjoyed it. Hopefully, the 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. I love to read all the fan theories about whats following, its remarkable to see. Again, the fan engagement for our studio in particular, weve been blown away by it. Everybody has actually been so amazing. And its like, there are warriors for Days Gone. Its been extraordinary.
Even though youve been concentrated on Days Gone PC, Im thinking you likewise have got your hands on the PlayStation 5 by now. Out of all of the new features of the console, do you have a favorite? Possibly the DualSense controller, the SSD, the 3D audio, or ray tracing support. Something that could be a great function to utilize in the next PS5 video games, in your opinion.
Weve seen some of the games on PlayStation 5 start to explore it. You understand, I think that theres a lot more that can be done, you know, that theyre just going to take time to see how we can integrate that to make the video game feel more real in the gamers hands.
Ill use Returnal from Housemarque, a PS5 video game that Sony released not that long ago. Its simply the controller in specific Im exceptionally delighted about, especially after playing Astros Playroom.
Thank you for your time.

The majority of people that worked on the PC version of Days Gone are pretty hardcore PC players, which is remarkable because what we wanted to do is make sure– sometimes when youre porting or moving a video game from one system to another, things dont necessarily translate so well. Days Gone PC Gameplay Footage Shared Ahead of Next Weeks LaunchZachary Lewis: From the start, some of the greatest issues 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 element ratio. In addition, with the various resolutions available on PC, not only did we have to go in and upgrade all of our UI to make sure that it fits, but we had to go in and manually upgrade every single cinematic in our video game so we didnt have to put black bars on it and itll work at full Ultrawide resolutions. Its going to be excellent to see the community share even more incredible shots of the lovely world that they can explore in Days Gone.
I like to call the open world comfort food for me because 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 games and I keep coming back to Days Gone and playing around in our open world.

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