![]() “Yeah, they’re back together, but maybe they’re not happy. John’s story, and explore Deacon’s relationship with Sarah. They are a platform to build on top of for subsequent titles.”įor the sequel, Ross also wanted to continue Deacon St. First games – Batman: Arkham, the first Uncharted – are basic. “We have to be able to crawl before you can walk, and walk before you can run,” explains Ross. In regards to the sequel, Ross stated that it would have let him “create the definitive version” of the game’s world where he “didn’t have to necessarily apologize for so much” for some of the more frustrating aspects of the first game. I thought that’s what we needed to capture: humans being terrible to humans. That’s what the players were bringing to that fantasy. “That sounds awesome in theory, but in actuality, it was rough. “They would roleplay terrible, apocalyptic fantasy things like, ‘Okay, we’re gonna tie you up in a bathroom and put fruit in your mouth,’” Ross explains. Particularly, the ways in which the players would treat others. In addition to The Walking Dead and Sons of Anarchy, the team also took note of other open-world zombie games, such as DayZ, and what its players were doing. ![]() I’m like, ‘Yeah, that’s what I would do.’” They’re homesteading within this massively protected fence and boundary. “Where The Walking Dead had a great influence on us was the prison season. On top of that, Ross also delved into the creative process as to how Days Gone actually came to fruition.Ĭonceived as “ The Walking Dead meets Sons of Anarchy” in its initial pitch, Ross said the former was a big inspiration for Days Gone. After causing a bit of a stir last week in regards to Ghost of Tsushima‘s sales and Days Gone, former Sony Bend Studio director for Days Gone Jeff Ross has followed that up with an interview with USA Today about what might have been for the sequel that we’ll never get.
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