Days Gone launches today on PC, available on both Steam and the Epic Games Store, somewhat more than 2 years after its launching 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 follow up pitch was apparently declined by Sony, which sparked 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 persuading Sony that a sequel is worth the financial investment. Our Keith has actually been playing Days Gone PC and his impressions on the port are really favorable; 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 indicates for the development team.
The majority of people that worked on the PC version of Days Gone are pretty hardcore PC players, which is remarkable since what we desired to do is make sure– sometimes when youre moving a game or porting from one system to another, things do not always translate so well. Days Gone PC Gameplay Footage Shared Ahead of Next Weeks LaunchZachary Lewis: From the start, some of the biggest concerns that we understood that we were going to have were that this video game was made for the PlayStation 4s DualShock controller and for a 16:9 element ratio. 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 manually upgrade 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 neighborhood share even more amazing shots of the beautiful 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 video 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.
To begin with, can you speak about the PC port? For how long did you deal with this version of Days Gone?
Ron Allen: Well, we shipped Days Gone, we simply had our two-year anniversary. Given that then, weve been working on DLC and obviously performance spots and things like that. Weve added Photo Mode, of course, Survival Mode and Challenge Mode, and after that we practically have actually been concentrated on this PC variation for quite a while now. Were all players, we love to play games. Most of people that dealt with the PC variation of Days Gone are quite hardcore PC players, which is remarkable since what we wanted to do is make certain– sometimes when youre moving a video game or porting from one system to another, things do not necessarily translate so well. We didnt desire that to be the case with Days Gone, were striving to provide a truly, actually good experience on the PC. To do that, there have actually been lots of upgrades. We unlocked frame rates, we pushed out draw ranges. We upgraded a lot of the graphics stuff, we do Ultrawide monitor assistance, that makes me super happy since Ive had an Ultrawide screen for rather a while and certainly I enjoy that. Ill let Zach discuss this because he worked pretty thoroughly on this, but we ended up needing to do a lot of control updates to make sure that this PC variation played the manner in which we wanted it to play.
What were the primary difficulties you came across 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 biggest issues 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 permit gamers to bring whatever input gadget they desire and it perfectly works with our game. In addition, with the different resolutions offered on PC, not just 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 video game so we didnt have to put black bars on it and itll work at complete Ultrawide resolutions.
I can imagine the UI needed rather the overhaul.
The actual weapon wheel works truly, actually well on a controller however when we initially got it running on the keyboard and mouse, not so much. Zach had to do rather a bit of work kind of playing around with it.
Zachary Lewis: I worked on the weapon wheel for the PS4 version as well as the PC variation and our first actions, actually, were making a bunch of various models of ways that we could connect with the mouse and keyboard. For players that want to utilize the wheel just to craft but not to change weapons, there are more standard PCs inputs to enable gamers to use either the numbered secrets or the scroll wheel to rapidly change through all of their weapons, which gives PC players an experience that they might choose.
Youre hoping that Days Gone PC seems like a native version of the game.
Ron Allen: Thats the goal. Like I was saying, were a studio of gamers, and we understand that a bad experience is a disappointment. We simply wish to make certain that the experience that we go out with, no matter what system that were on, is the very best experience that we might provide.
Something that Im curious about is whether you spoke with Guerrilla, because they were the first PlayStation studio to port Horizon Zero Dawn to the PC, or possibly you did everything at Bend rather.
No, this PC variation was done by our studio, we desired to do it. Again, I cant worry this enough, were gamers and we like to play games and its not just on one console. We play all kinds of various games and having Days Gone on the PC, its simply an exceptionally amazing offer pretty much for everyone in our studio.
Can you discuss the loading times of Days Gone PC? Are they going to be any faster than, for instance, the game running on PlayStation 5? Of course, it most likely depends a lot on the SSD or hard drive utilized by the gamer.
Ron Allen: Yes, we do not arbitrarily hold loading for a specific time. It all depends, the individuals with the fastest NVMe drives like the Samsung 980 Pro, those ones are going to load, clearly, faster than whatever else. We dont require an SSD for Days Gone, however we recommend one and yes, the faster your hard disk drive is, the faster the video game loads.
This PC version was done by our studio, we desired to do it. Were actually excited that we got to be able to do it. Ron Allen
Amongst the FAQ that was published 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 might be added to Days Gone with a post-launch update. Can you discuss that?
Ron Allen: Well, were not supporting it today. 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 iterate and improve this variation with patches as rapidly as possible if theres a requirement to repair other issues and possible bugs post-launch?
Ron Allen: We do have a spot process in place for the PC as well, so if anything comes up, yes, obviously, well be on it. Like I was saying earlier, we certainly wish to support our products and we wish to make certain that everyone has the best experience they possibly can within our game. And if theres something that we unfortunately missed out on, and we need to upgrade, well look after it.
As a developer, are you excited that another entirely various audience is getting to play Days Gone? How do you feel about that?
Thats the thing, the fan engagement with Days Gone has been incredible. 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 understand, going out with the Ultrawide assistance with much better for, you understand, opening the frame rates and, and all those things. The video game feels like it actually requires to live on the PC as well and this is fantastic for us because, once again, we get to reach out to a whole new group of people.
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 permit you the ability to capture screenshots in 4K. Its going to be excellent to see the neighborhood share even more amazing shots of the gorgeous world that they can explore in Days Gone.
Do you have anything to include about Days Gone PC specifically?
Ron Allen: The one thing that I actually desire to press forward is that our team was delighted about this variation of the game, and I do not always want to call it a port. We worked rather difficult on the controls and making it feel like the game is worthy of to be on PC. Now its natively supported in the game.
Zachary Lewis: The PC port process to me felt more similar to the development process for the PlayStation 4 than it did Okay, lets simply convert this to this. It really simply feels like an extension of the video game, its absolutely not an afterthought at all.
Ron Allen: Yeah, we even reached permitting Field of View adjustments, thats something that you do not get on the console. We understand that a lot of the PC gamers dont like the more narrow FoV, so people can widen up if they wish to. Again, play the game how you desire to play, thats type 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, particularly with the controls and opening to users personalizing them to their preference.
Play the video game how you wish to play, thats type of our thing, the entire Days Gone is developed around the emerging gameplay and we took that exact same mindset and moved it into this PC version. Ron Allen
Lets look even more back at the main development of Days Gone, which was rather lengthy. Do you have a preferred memory to share?
Ron Allen: Thats an intriguing question. The first time we got the bike up and running … In general, playing around with the bike was quite crazy for us, we wished to ensure that we had something that was actually, actually simple to play and easy to maneuver on the controller. And a great deal of us are cyclists, I ride a Harley myself. We tried to put in realism, but without taking … Some realism in a great deal of methods, especially when it translates to a game, its not enjoyable, like not enjoyable in any form, shape, or method. What weve attempted to do is consider that nod to realism, however still keep that enjoyable. For example, its truly tough to observe due to the fact that it happens so fast, but when youre riding a motorcycle and youre at speed, when youre trying to turn right, you do not turn your handlebars in this manner to go right, what you do is you push. When you push the bike, the front tires turn this method, your bike leans and after that you go in this other instructions. I know it sounds absolutely ridiculous and crazy, however thats the way that it works. If youre looking at the animation youll notice hes pressing, and we attempted to make sure that. We tried to generate that sort of nod to realism.
I simply got overwhelmed. Its things like that, the way that the world kind of communicates with each other. The first time you experience actually odd, crazy things like that in Days Gone, its just an incredible experience.
On that count, I really liked Days Gone. Something thats been brought up is that possibly the early portion of Days Gone is a bit sluggish.
At the end of the day, were still quite happy of the video game that we released. I like to call the open world comfort 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 versions, 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 different decisions?
Exists anything that you can speak of that you really liked however was cut from the final game? Every video game gets cuts, naturally.
Ron Allen:. We invested rather a long time developing Days Gone. I was extremely happy with Sony and their support for our studio making this game. We got a great deal of time to prototype and mess around and naturally, theres a lot of the earlier prototypes that Im sad we didnt get a possibility to do, but thats the method video game advancement goes, as you pointed. Certainly, things are cut in, type of formed in but once again, at the end of the day, I believe we made a survival light video game that was enjoyable to play. And I think we nailed that, we did a truly good task.
At the end of the day, I think we made a survival light video game that was fun to play. And I think we nailed that, we did a truly good task. Ron Allen
Personally, as I said, I really, really enjoyed it. Hopefully, the video game will be well gotten on PC so there can be more in the future due to the fact that it type 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 specific, weve been blown away by it. Everybody has actually been so fantastic. And its like, there are warriors for Days Gone. Its been extraordinary.
Despite the fact that youve been concentrated on Days Gone PC, Im thinking you likewise have actually got your hands on the PlayStation 5 by now. Out of all of the new features of the console, do you have a favorite? Perhaps the DualSense controller, the SSD, the 3D audio, or ray tracing support. Something that could be a terrific function to use in the next PS5 games, in your viewpoint.
Zachary Lewis: Well, as an interface person, the tactility and the haptics of the DualSense controller is something that I am really delighted about playing with. Weve seen some of the video games on PlayStation 5 begin to explore it. You know, I think that theres a lot more that can be done, you understand, that theyre simply going to take time to see how we can incorporate that to make the game feel more genuine in the gamers hands. And thats something that Im really excited about on the PS5.
Ron Allen: I would agree with Zach 100%. Ill use Returnal from Housemarque, a PS5 video game that Sony launched not that long ago. You can feel the rain on the controller while playing it and I was blown away by how they divided the adaptive triggers for the different fire modes and things like that. Its just the controller in particular Im exceptionally thrilled about, especially after playing Astros Playroom. Its just incredible and I can not wait to see what everybody else develops in the future.
Thank you for your time.