Days Gone | Come for the horde, stay for the raging...1 hour saga taking down the Chemult horde

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Gameplay Part 11

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:

You Can't Be Replaced: Deacon visits Doc Jimenez for a checkup on his healing arm. The Doc expresses his desire to accompany Deacon on a supply run, but Colonel Garret intervenes and forbids him from leaving the camp due to safety concerns.

What Kept Me Going: Deacon rides north to The Thielsen Pass with Sarah, eventually reaching Cloverdale Research to find the DNA synthesizer.

I Knew These People: Deacon and Sarah find a way inside using Sarah's still active clearance to the facility. They find food and electricity, among dead coworkers...and not so dead coworkers.

Expect the Worst: Deacon and Sarah must push through a dangerous warehouse to reach the Atrium, where he’s met with a wave of enemies and must clear the area to progress . With Sarah’s access ID overridden, Deacon uses strategic combat and explosive tactics to eliminate threats and unlock the path forward with his own access leading to the ultimate confrontation with good 'ole Jim from security.

We Couldn't Take the Risk: Deacon must disable Cloverdale's electric fences to help Rikki and Boozer retrieve supplies. He must burn two Crier Nests using Molotovs, then activate the generator to turn off the fences, become contacting them to come. Leaving in a snowstorm back to Wizard Island in a snowstorm, triggers a romantic cutscene with Sarah and unlocks the Sarah's Lab Notes collectible and the Someone That I Used to Know storyline.

This One's On Me: Deacon Camp to meet Doc Jimenez, leading to a pivotal cutscene that reveals his murder. After learning of Doc’s fate and Wade Taylor’s potential drug connection, Deacon is goes off to find Wade and bring him back.

I Don't Wanna Hang: Deacon tracks Taylor to a remote ski lodge after he flees Wizard Island following the murder of Dr. Jimenez for narcotics. After clearing the lodge of marauders, Deacon finds Taylor injured and desperate, who pleads not to be hanged. In a merciful act, Deacon overdoses Taylor to spare him a public execution, then lies to Captain Kouri, claiming Taylor died by his own hand.

This Could Be It: Deacon is tasked with retrieving a live Newt for Sarah at Wizard Island Camp, using a tranquilizer pistol to subdue the creature while taking down the other Newts. After successfully capturing the test subject, Deacon returns to camp, only to witness the failed experiment.

You Alone I Have Seen: Deacon St. John and Captain Kouri prepare to test Lieutentant Weaver's Napalm Molotov on a massive horde of 300 Swarmers in Chemult. After clearing the horde by himself from the roof of a little coffee shack, Deacon returns to Kouri, triggering a cutscene that reveals a shift in Sarah’s situation at Wizard Island Camp.

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