If a sizable PC gaming audience turning out for Tuesday’s Days Gone launch might save a sequel, Bend Studio’s builders aren’t saying. But they’ve seen the outpouring of fan support since a report final month stated Sony brass already gave a thumbs right down to a Days Gone 2 pitch, and the low-key reply there may be: thanks, brother.
“It’s exciting to see the support that the game has gotten over the last few years,” lead designer Eric Jensen informed Polygon. “It’s been really cool to see the community show their support for the studio and the title. You know, seeing all of [the support], I’m glad we put the effort into our photo mode, because seeing the community posting videos and screenshots and stuff like that, it’s been super exciting.”
An April 9 report from Bloomberg, revealing bigger anxieties all through Sony’s first-party improvement, talked about that a sequel pitch from Days Gone director James Ross (who has since left the studio) was turned down. In a livestream with God of War creator David Jaffe a few days later, Ross implied that the sport’s group power was all the time a fixed, but the combined important reception and blasé press protection for the 2019 recreation gave a pink mild to any sequel.
“Days Gone has sold more copies than every game the studio has ever made, combined,” Ross told Jaffe. “So it’s successful in that way, and in the community and player response. But the critics, yeah, that was Normandy Beach.”
Not the perfect pre-release publicity a recreation might hope for, but the very fact stays that Sony Bend’s greatest recreation ever now opens to a fair wider audience on PC. It’s accessible on a number of digital storefronts, together with Steam and the Epic Games Store.
Development of a PC port started across the time Sony Bend started working on a patch upgrading Days Gone for the PlayStation 5, giving it 4K decision and 60 frames per second efficiency. “The first time that we got to play the game in 4K, 60 [fps] was a pretty awesome experience,” Jensen stated. “And so, when we were presented with PC, we’re like, ‘That sounds awesome. We can go higher than 60!’”
“And wider than 4K,” chimed in Zachary Lewis, the sport’s senior programmer for the person interface.
Jensen stated he and his colleagues took very significantly the duty of growing for PC, that Days Gone needed to have options to attraction to that group, and never simply be a strict port mimicking the console’s expertise, deep as that was. Ultrawide monitor assist, in a 21:9 side ratio, is extra than simply indulging a PC-specific toy on somebody’s desk. It makes taking part in a recreation, the place the risk is fixed and throughout the participant, a completely completely different expertise.
“When you’re riding the motorcycle down the highway, you can see more off to the sides, and you can see potential threats coming at you,” Jensen stated. “Being able to change the field of view gives you a completely different perspective around the character; being a third-person game, when the camera’s up close, you lose some of your peripheral. To pull the camera out and have a wider field of view, in a world that is constantly trying to attack you from every direction, it gives you a little bit of an advantage in that situation.”
Lewis famous that the weapon wheel turns into a lot extra versatile, turning hero Deacon St. John into a quick-draw machine, reducing by the risky mass of Freakers. “I got to prototype out a few different ways of interacting with the Survival Wheel, as well as traditional PC stuff like pressing one through four, to quick-switch weapons, using the scroll wheel. … I felt a lot cooler playing the game, because on the fly, I could really quick craft a Molotov, toss it, turn, quick-swap to the shotgun, blast a Freaker. It just made me feel even cooler than I did playing it on the console.”
It’s robust to evaluate how robust any launch is for a recreation on PC, if it’s unfold over a number of storefronts. But if Steam Charts is an indicator, Days Gone is faring effectively with that audience. It is up to now averaging 15,094 customers, peaking at 18,234 concurrent gamers, enough for a top 50 debut on opening day. By means of comparability, Death Stranding, beforehand a PS4 unique, averaged 15,188 Steam gamers in its first month of launch, 32,072 in its first week. Horizon Zero Dawn, likewise, had a 16,042 common in its first month, but additionally a 49,582-user peak within the first week.
Even then, if Days Gone was worthwhile and its fan assist was all the time robust, the die could have been forged on its sequel no matter what numbers it delivers for PC.
“Right now, we’re focused on getting this PC version out and giving more people the opportunity to play the game,” Jensen stated. “But, you know, obviously, no new announcements or anything like that right now.”