065
THE JOURNEY, NOT THE DESTINATION
Deacon hears of a young girl holed up in an abandoned town. Unfortunately, he’s not the only one...
hissafehouse.Followingthescout
backtotheircampandeavesdropping
confirmsthata largegroupofraiders
havedesignsonDeacon’sdomicile.
Atthispoint,youcouldgoinall
gunsblazingandwastea lotof
preciousammo...andpossiblyattract
theattentionofwhateverFreaker
hordemaybejustwakingupatthat
timeofnight.Inthepost-apocalypse,
stealthgenerallymakesthemost
sense.Pressing 8 , wesurveythe
scenewithourbinoculars.Everytime
wegeta raiderinoursights,wemark
themwithiinordertotrackthem
andalsogeta senseofhowawareof
ourpresencetheybecomeasweskulk
aroundthecamp.Deaconspendsa lot
oftimeintheraininourhands-on
butthepresentpitter-patterofthe
onthetrailofcorpsesyou’veleft
inyourwake.Ortheymaynot.
Theymaybenonetoobrightbut
theirunpredictabilitymakes
thema forcetobereckonedwith.
Humansareanothermatterentirely.
Humans,likeourlatestbounty,
Leon,aresmart.They’lltrytohide,
forstarters.Leonexpendedtoomany
ofhisbulletsontheroadandlostthe
ensuinggunfight,tearingawayinto
thesurroundingwoods.Comingtoa
forkintheroad,Deaconcantrackhis
movementswith. Intermittent taps
of the stick highlight foot prints,
blood spatter, and other areas of
interest, such as crafting supplies.
Leon can run, but he can’t hide.
In the big, bad world of Days Gone
other humans set up camps and
ambushes. For instance, early on
Deacon realises someone’s watching
dynamic weather system proves to be
an asset as it disguises our footsteps.
Crawling in and out of cover, we
slowly work our way through the
camp, taking down lookouts and
keeping an eye on patrols. Thankfully
the latter don’t deviate too much
from a pretty set path and the former
don’t seem to notice when their
fellow raiders start to go missing this
early in the game. Each marauder
camp like this presents its own
challenge, and once cleared can act as
a fast travel point for Deacon.
FULL THROTTLE
Sometimes there’s no time for stealth.
As we’re travelling between
01
DeaconuseseverythingBoozerhastaught
himabouttrackingtopickupthesurvivor’s
trail.Asshewillneedfreshwatereveryday,like
anyhumanwould,it makessenseforDeaconto
starthissearchbytheriverside.
04
After a tense first meeting, we persuade
the girl to come with us to... the relative
safety of somewhere that isn’t here. But on our
way out of her boarded-up home, we find the
town is suddenly crawling with Freakers.
02
Deaconfollowsherfootstepsthrough
buildings,notingthatmovingatnightwould
beriskybutthedarknesscoupledwithhersmall
staturewouldmakeherhardertosee.She’s
clearlysmarttohavesurvivedthislong.
05
We get through the Freakers in one piece.
You can sneak past or stealth-kill plenty of
enemies but that’s unlikely to work on the infected
bear now sniffing around our bike. We’d better
start running. Wish us luck!
03
Mid-trail,Rippers– anunpleasant
apocalypticcultwithanadmittedlynifty
linein scarification– descendonthetown,loudly
announcingtheirownintentionstofindthegirl.
Wedon’tallowthemtofeelwelcome.
06
And then, after all that, Deacon and the
poor girl are beset by marauders –
unfriendly humans – who are camping out in an
underground tunnel. It’s a good job we still have a
few Molotov cocktails left in our armoury...
DAYS GONE