Posts Tagged ‘Hinterland’

The Lost Cartographer: Surviving The Long Dark

By Duncan Geere on October 23rd, 2014.

It’s grim up north. The northern parts of Canada portrayed in early-access survival adventure The Long Dark, that is. We sent Duncan Geere to explore its icy landscapes for Survival Week, and he came back with a tale of a single day in the life of a lost cartographer, trying to map the wilderness as it slowly kills him.

The first sensation is one of bone-chilling cold. I open my eyes, and I’m blinded by bright light from all directions. What is this place? Am I dead? If I’d known that heaven would have been this chilly, I’d have brought a thicker jumper. But no, after a few seconds the whiteness fades into shapes. Shapes of trees and mountains. Slowly, the memories come back.

I was on a plane – a plane flying into the far north of Canada to study an odd geomagnetic anomaly that had appeared close to the magnetic pole. My skills were needed to map the affected area – I’ve been a cartographer for fifteen years. But while in flight, the anomaly grew larger and the plane’s navigation systems failed. In vain, the pilot hunted for a safe landing site, but when the fuel ran low we were forced out of the door with a few basic survival supplies and a parachute. Now I’m somewhere in the Canadian wildernerness in the worst possible state for a cartographer to be. Lost.

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The Long Dark Impres… Oh I’m Being Eaten By A Wolf

By John Walker on September 24th, 2014.

The Long Dark has arrived on Early Access, with a bunch of new features since we first looked at it, including a choice between a male or female protagonist, a lot more variation in loot – clothes, food, equipment – as well as some new locations to discover. One thing they haven’t done is made it any easier to play. In fact, I’m pretty sure it’s gotten a whole lot more difficult. Here’s my diary entries for my return to the game.

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The Long Dark’s Staggering Beauty

By Ben Barrett on April 3rd, 2014.

It’s not often you’ll get a phwoar out of me, but: phwoar. As if the oncoming no-technology apocalypse wasn’t enough to get my juices flowing, The Long Dark devs Hinterland Games have only gone and posted the most incredible looking series of screenshots. While there had been mock-ups, renders and concept art before these are the first taken from inside the engine to be released. The survival game is shaping up rather sexy after the successful++ Kickstarter campaign. If the gallery of prettiness below isn’t enough for you, take a look at it in motion here or read an interview from October here.

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Daylight: Hinterland’s Long Dark Funded And Then Some

By Nathan Grayson on October 17th, 2013.

Kickstarter can rattle your faith in humanity a little sometimes. The Long Dark, for instance, seemingly had everything. An intriguing premise, wild ambition, and the legacy triple-A chops to pull it off. And yet, despite all that, potential backers passed it by for weeks, leaving it cold, starving, and alone. It just wanted a hug, you guys. Well, that and $200,000. Fortunately, with only a few days left on the clock, Long Dark hobbled past its goal, and now its crowdfunding drive has closed out with a grand total of $$256,217 in Canadian monetary units. What happens now? Er, in a rather Star-Citizen-esque move, more funding apparently.

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Interview: Hinterland On Going Indie, Avoiding Zombies

By Mitch Bowman on October 2nd, 2013.

There’s a lot that can be said for the life of a successful triple-A developer. Job security, financial stability, and having your name in the credits of a game that sells millions of copies are all nice to have. So why would someone in the enviable position of being one of those big-name developers decide to quit their job and make an indie game with a few friends instead?

It turns out there’s quite a few reasons, actually. Mitch Bowman spoke to three gentlemen from Hinterland Games, a new indie studio put together by a handful of long-time industry veterans, to find out what they are, and how they’re affecting the development of The Long Dark.

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Feeling Orcward: Hinterland: Orc Lords

By Kieron Gillen on March 11th, 2009.

Tilted Mill’s Hinterland appears to be getting an expanded retail release, unless publishers have taken to releasing joke press releases. What’s yet to be properly seen is how much this expands the original game, though playing both as heroes and villains sounds like a fun addition. And it’s in a box. Some people like boxes. Some people have been trapped inside them for years with their legs sawn off, so they’re less fond. So if you’re one of them, it’s available for download purchase now… but not in the UK. We frown. Here’s the website if you want to consider it. And, yeah, the question of how “seriously expanded” it actually is as yet unclear. And I suspect those who bought the original could be a little miffed. And here’s the press release for you to scour for clues…
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Child Of Children Of The Nile

By Alec Meer on October 29th, 2008.

(Clearly I’m in a tautological headline mood today).

They’ve only just put out Hinterland, but already Tilted Mill have released a rosy-cheeked new baby into the world: a free to play, in-browser rethink of their much-adored historical management/society simulator Immortal Cities: Children of the Nile. The rethink being, specifically, that this previously singleplayer game is now a full-blown MMO.
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RPS Exclusive: Hinterland Designer Diary

By Alec Meer on October 9th, 2008.

Tilted Mill are one of those developers who are quintessentially PC. Risen from the ashes of Impressions Games, the hugely respected studio behind the Caesar, Pharaoh and Lords of the Realm series, they coolly made their own name with their first title, Children of the Nile. Things didn’t go so well when they picked up the reigns of Caesar its fourth instalment or Sim City for the recent Societies, but the extensive, redemptive patching of the latter proved this was definitely a company that cared. The real proof of this was the announcement they were going to go it alone, self-publishing their own titles – starting with an enhanced version of Children of the Nile and, just last week, followed up with by fascinating RPG/city-builder hybrid Hinterland: a game most of RPS (excluding Crazy John Walker) were desperate to play.

Below the cut, the game’s producer and co-designer Mat Williams writes exclusively for RPS about the thinking behind Hinterland – and why it has much in common with that most ubiquitous of man-fads, poker.
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Out of the Wilderness: Hinterland Released!

By Kieron Gillen on October 1st, 2008.

Shall we go out t'Hinterlands? Yeah, why not.

The quietly lusted after by RPS RPG Hinterlands is now available to buy on Steam for twenty (Count ‘em!) dollars.. I’ve just downloaded my copy, and will have a crack in the next couple of days at some point. Until then – er – decide what you make of it yourselves. Any opinions yet?

Oh – while we’re Steam updating, Multiwinia’s also there. And some videos of Hinterland beneath the cut.
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PCG: Hinterland Preview

By Kieron Gillen on September 1st, 2008.

There's a Hinterland and tips gag I could go for. I just know it.

PCG:US have reprinted the preview of Hinterland I wrote for PCG:UK. I start like this…

As excited as everyone is by Diablo III, you find yourself wondering: what else could an RPG be? Is collecting loot, side-questing, selling to shopkeepers (and repeat) the only way to do it? Hinterland is built off the same fantasy ingredients we’re used to seeing in RPGs, and you can spot the inspiration – Diablo, Rogue-games, Dwarf Fortress, city-builders – but we’ve never seen the ideas mashed up like this. “In making it, we kind of had this ‘why didn’t someone make this before?’ feeling,” says Jeff Fiske, co-designer.

And continue cheerily onwards.

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Hinterlands: One To Get Behind?

By Kieron Gillen on July 12th, 2008.

Giant Shopping Spree.
That was quick. When city-builder-specialists Tilted Mill recently revealed they were pursuing a Direct-selling digital downloads model we presumed it’d be a while before we saw anything other than a remix of Children of the Nile. We were wrong. Hinterland, their first game, is apparently going to be available before the end of Summer. Which will be going some, as looking out the window into rainy England, it appears that Summer is already over. Still – from the details that they’ve teased out, it’s sounding like some kind of compelling cross between a Roguelike and Dwarf Fortress. Which is going to provoke a woo. Woo!
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