Frequent bloody third-person combat with firearms, melee, and improvised weapons against zombie-like Freakers and hostile humans; blood spray and on-screen killing are constant.
Bleak survival story steeped in grief, loss, and desperation, plus a self-harming cult (the Rippers), human captivity, and the killing of infected children (Newts).
Frequent strong profanity, including repeated f-words, in dialogue among the bikers and survivors.
Alcohol is present and consumed in survivor camps, and drug use is referenced within the lawless world.
Frightening night encounters with fast-moving infected and massive screaming hordes that chase and overwhelm the player.
The player is an outlaw biker and bounty hunter who kills human enemies, raids camps, and collects bounties.
A doomsday cult, the Rippers, brutalizes and mutilates captives, shown and referenced through the world and story.
The Rippers cult practices ritual self-mutilation and self-harm, visible as their scarred appearance and ideology.
Explosive kills can dismember enemies and the Rippers' bodies are visibly self-scarred and mutilated as ritual.
Infected and ordinary wildlife such as wolves and bears (Runners and Ragers) are fought as a standard combat mechanic.
Deacon and his wife Sarah share kissing and implied intimacy in flashbacks; no explicit acts are shown.
Days Gone is a single-player, open-world action-adventure set in the Oregon wilderness two years after a pandemic turned much of humanity into fast, aggressive zombie-like creatures called Freakers. You play Deacon St. John, an outlaw biker and bounty hunter searching for his wife while surviving on a motorcycle he must constantly fuel and repair. Combat is realistic and bloody: you use guns, melee weapons, explosives, traps and stealth kills against both the infected and hostile human factions, and explosive kills can tear enemies apart. Content includes frequent strong profanity, alcohol and a drug subplot, a stimulant the player injects, and grim story material about mass death, a captive-mutilating cult, and forced-labor camps. Massive 'horde' encounters create intense, frightening pressure. There is no online multiplayer, chat, or in-app spending.
The game frames its violence as desperate survival against overwhelming odds, dwelling on grief, loyalty, and holding onto humanity in a collapsed world. Enemies are largely infected creatures or clearly hostile raiders and cultists, and the tone is somber and personal rather than celebratory, though bounty hunting and camp-clearing are mechanically rewarded.
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