Days Gone | These zombies don't fool around and that means lots of raging...or is it a skill issue?

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Gameplay Part 2

Days Gone is an open-world action-adventure survival horror game set in a harsh wilderness two years after a devastating global pandemic. Developed by Bend Studio.

A global pandemic occurred which decimated the globe, turning millions of humans into feral cannibalistic creatures, called Freakers. The remnants of humanity have abandoned towns to seek refuge in the wilderness creating safe zones.

Set in a post-apocalyptic Oregon two years after the global pandemic, Days Gone follows the story of Deacon St. John, a former outlaw of a biker gang. After discovering that there is a chance his wife Sarah is still alive, Deacon, now a bounty hunter, embarks on a quest to reunite with her.

In this playthrough we cover:

Price on Your Head: Deacon meets Ada Tucker and Alkai at Hot Springs Encampment to trade in Leon’s drug stash and gets pulled into the camp’s rough dynamics while learning there’s now a price on his and Boozer’s heads from the Rippers. After riding with Tucker through the camp and navigating tense dialogue about lost supplies and marauder threats, Deacon must decide whether to give the stash to Tucker or take it elsewhere — a choice that affects early trust and rewards. This mission blends worldbuilding with faction tension and reinforces Deacon’s outlaw reputation as he heads deeper into Belknap.

Clear Out Those Nests: Deacon must burn out six Freaker nests southeast of the O’Leary Mountain Safehouse, so come prepared with plenty of Molotovs and crafting supplies. Daytime offers fewer Freakers until nests are burned, while nighttime has more roaming Freakers but fewer pouring out once a nest ignites—both approaches are viable. Burn the two nests in smaller buildings first, then tackle the warehouse’s four nests using nearby explosive barrels or a gas can to clear them quickly and safely. Part of the He's My Brother and Infestation Exterminator side story lines.

Deliver to Copeland: Once Deacon chooses to hand the drug stash over, this time to Copeland’s camp, he rides back into Cascades to deliver it directly to Copeland and Manny, earning major trust boosts and access to bike upgrades for his journey north. The mission plays out mostly in a return ride and a cutscene with Copeland, spotlighting the growing relationships with survivor camps and the emerging game mechanic of camp trust progression. It’s a quieter but important beat showing how Deacon’s choices influence his mechanized survival.

What Did You Do?: Haunted by memories of Sarah, Deacon rides out to a long-abandoned NERO refugee camp and clears out nine Freakers to reach Sarah’s memorial stone, where a poignant cutscene replaying the game’s opening plays out. The visit forces him to confront the night of the evacuation, his guilt over Boozer’s injuries, and the unresolved grief that still drives his search. It’s more narrative than combat-heavy, but the emotional callback sets the tone for the I Remember storyline.

Searching for Something: A flurry of action kicks off when Deacon spots a NERO black helicopter flying overhead, sparking a high-speed chase across Belknap on his bike with infected Runners and wildlife trying to knock him off. After cornering the chopper’s site, he finds and retrieves a NERO radio — only to have a cunning Newt snatch it, leading to a quick foot chase to reclaim it. This mission blends open-road pursuit with stealth and combat, and advances the plot by giving Deacon tech that could lead him closer to answers about Sarah’s fate.

What’s a Nice Girl: Rather than typical combat objectives, this mission plays out as a flashback cutscene to Deacon’s first encounter with Sarah, learning how they met when her car broke down and they were nearly attacked by thugs. Sarah’s brave, unexpected draw on Deacon’s gun to fend off the attackers becomes a heartfelt memory that reveals why he fell for her fearless nature. It’s a personal, story-forward beat that deepens Deacon’s emotional journey and highlights how far he’s come — and what he’s still chasing.

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