![]() ![]() The problem is that not all the role-playing elements associated with these camps work that well or make much sense. It’s a practical way to create a little early game drama and make your decision that much more difficult. One can repair your motorcycle and the other can sell you better weapons. The catch is that both camps can offer you different things. You must then decide whether to give it to one camp or another and significantly increase your trust level with the one you choose. For instance, an early mission sees you acquire a cache of drugs. Sometimes, though, the interests of one camp may conflict with the interests of another. ![]() Favors can take the form of missions, but they also include things like bringing food to a camp or turning in bounties on raiders and freakers. Whereas State of Decay was all about building your base camp and setting up a new civilization, Days Goneoften sees you perform favors for other camps in order to improve your reputation with them. The two games emphasize different core focuses, though. Both games ask you to roam an apocalyptic world completing various tasks, eliminating what zombies you can, and scrounging for supplies that will help you live another day and maybe even improve your situation slightly. In some ways, Days Gone feels like the PS4’s version of State of Decay. He is still haunted by the ghosts of former friends, and he’s still trying to navigate the complicated political web formed by various camps of survivors and other organizations. John a couple of years into the apocalypse (the game’s menu keeps track of how many “days gone” you are), it’s clear he hasn’t fully adjusted to the new world order. John, a former biker outlaw who must survive the zombie (referred to here as “Freakers”) apocalypse with help from an old friend and whatever alliances he can form along the way. ![]()
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