Today, in the first of a series of three videos, we offer you a look at the Farewell Wilderness, the setting for Days Gone, a unique landscape that is as beautiful as it is dangerous.
Turns out that 20 minutes is barely enough time to scratch the surface of Days Gone, Bend Studio’s ambitious action-survival epic. This game is deep, and there is a lot to take in. After my nail-biting gameplay session, I wanted nothing more than to curl up with it for a weekend to really see what it can do.
Last year we debuted our brand new original franchise Days Gone by playing a live on-stage demo where Deacon St. John encounters a Horde – resulting in a desperate battle for his life. Since then we’ve continued to work hard on the game and are excited to give everyone an update. As you know, Days Gone is an open-world action game set in the beautiful high desert of the Pacific Northwest two years after a pandemic has transformed the world. At this year’s media showcase we unveiled a new gameplay demo that offers a more intimate glimpse into Deacon’s life as a mercenary in a world where almost everything wants to kill him.
It’s been a little over four years since we released Uncharted: Golden Abyss for PS Vita and you may be wondering what Bend Studio’s been up to. Well, it’s finally time to share what we’ve been working on. Today during the PlayStation E3 2016 Press Conference we debuted our brand new original franchise, Days Gone. The PlayStation team, as well as the press conference production crew at the Shrine Auditorium, gave us the perfect venue to showcase some of the hard work we’ve been putting into the game’s characters, story, open-world environments, bike and dangerous encounters. The team is very excited about the reactions we’ve seen so far and we’re looking forward to a very busy E3. If you missed the announce trailer, watch it here:
As we get closer to the launch of PS Vita and UNCHARTED: Golden Abyss, the team at Bend Studios is getting amped! We’ve been working on this game for a long, long time, from early brainstorming sessions on the PS Vita beginning in 2008, through the production phase that wrapped up at the end of 2011. When given the opportunity to create a launch title for PlayStation’s new next-gen handheld, we jumped at the chance. When asked what game we’d like to make, we said UNCHARTED! Here’s why.
From the beginning, our goal was to create a great UNCHARTED game. We wanted to give players, including ourselves, more of what they love, but with the PS Vita’s unique spin. The cinematic experience, the gunplay and weapons, the compelling story and characters, the mystery and treasure hunting based on real history, the puzzles, the platforming, and of course, the colorful and detailed imagery… it’s all there. But it’s on a gorgeous five-inch screen that you can take with you.
Learning how to bring characters to life with all the nuances of personality, habits, quirks and mannerisms was really Sony Bend’s first and most important job when we started to work on Uncharted: Golden Abyss. We have an awesome example in the Uncharted series, and we wanted to give the characters a level of depth that transcends the screen. These videos shows just a glimpse of our process and how we worked with our eclectic cast of characters.
I’m no stranger to writing, having written all the Syphon Filter games, but this title taught me some new tricks. By the time we started shooting in February 2011, I had gone through over 40 revisions, changing everything from setting, characters, names, dialogue and action. If we count all the in-game VO dialogue, we ended up with over 400 pages of script for Uncharted: Golden Abyss.
Earlier this week we held a massive PlayStation Vita event in San Francisco, rife with new games, first hands-on time, and newly-debuted features. The Sony Bend Studios team working on Uncharted: Golden Abyss rolled into town touting something in that last category – the Vita-specific Intu-Aim feature. This “aiming modifier” allows gamers to combine the six-axis gyro features of the Vita to fine tune the shots you line up with the right analog stick for greater precision.
In this exclusive new video, producer Darren Yager shows Drake’s Intu-Aim aided gunning efficiency in action:
Would you be willing to answer a few brief questions about PlayStation.Blog?