Posts Tagged ‘The Long Dark’

The Long Dark Update Makes Game Longer, Darker

By Graham Smith on October 30th, 2014.

Life is just swings and roundabouts, innit? The Long Dark‘s early access just got an enormous update so it’s playable area is twice the size it was before, but the downside is that starvation now causes you to become fatigued more quickly making it harder to cross that territory. Your carrying capacity now decreases according to your fatigue, which is bad, but the game now contains bunny rabbits, which is good. A rifle is now guaranteed to spawn at Mystery Lake, but wolves predate upon you more aggressively when you’re weak.

Swings and roundabouts, see. Deadly and perilous swings and roundabouts.

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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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Survival Games Are Important

By Graham Smith on October 20th, 2014.

In early 2012, a mod for Arma II called DayZ was released. Two-and-a-half years later, its odd mixture of multiplayer, horror, and a need for players to keep themselves fed and watered, has given rise to the survival genre.

Let’s celebrate that genre.

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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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Hands On: The Long Dark Early Access

By John Walker on August 11th, 2014.

The Long Dark is not a friendly game. I have starved to death. Frozen to death. Died of thirst. And been eaten by two wolves. And I have trudged. A great deal. It’s approaching early access next month, and while already proving impressive, certainly could do with some balancing. My impressions so far are below.

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Teatime Of The Soul: The Long Dark Early Access

By Ben Barrett on July 15th, 2014.

I’d somehow entirely forgotten the startlingly beautiful The Long Dark in the glut of survival games that have made the rounds recently. It’s rarely my genre, offering too much freedom with too little to do, never mind the endless promises their development cycles present. The Long Dark looks to have a precise mix though, an exquisite cocktail of post-apocalyptic backstory, incredible art style, and actual plot that make it tempting. If you missed the Kickstarter, you’ll now have an opportunity to grab it on Early Access come September.

Skipping joyfully through the endless snow in tandem with the news is a trailer, showing some more ever so brief glimpses of in-game environments. Mr. Plow your way through to it below.

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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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First Long Dark Gameplay Footage Fills Me With Longing

By Nathan Grayson on October 8th, 2013.

We know that Hinterland’s bone-chilling survivor The Long Dark sounds great, and we even know that it looks quite nice in concept art form, but there is still uncertainty. We have yet to see it move. What if, for instance, the final game is just still images with developers mouthing “woooosh” sounds as a camera pans across them? Or maybe there aren’t any graphics at all. Perhaps the art we’ve seen so far is merely meant to fuel the fires of our imaginations. The game, meanwhile, will be a series of black-and-white choices with random, insta-death QTEs interspersed throughout for maximum frustration. Or maybe none of those things and The Long Dark is already looking like a stylized winter wonderland (of constant, creeping terror and peril). Take your pick.

The Kickstarter is still not there. For some reason.
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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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Weather Or Not: The Long Dark

By Jim Rossignol on September 9th, 2013.


Hinterland Studio send word of their forthcoming game, The Long Dark, which is an episodic survival series set in a post-apocalyptic future. They explain: “The Long Dark is a first-person post-disaster survival simulation, set in the aftermath of a geomagnetic super storm that has destroyed North America’s technology infrastructure.” Sounds fancy! There’s more: “Gameplay emphasizes exploration to gather resources and knowledge about the world, while mastering a deep survival simulation to overcome the myriad natural and man-made hazards of the new frontier. Players will also face difficult moral choices that will affect the outcome of gameplay, story, and ultimately, the course of humanity’s recovery.”

But who are Hinterland Studio? Well they’re Marianne Krawczyk, who worked on God Of War and LA Noire, Alan Lawrence, who just did sixteen years at Volition, and the ultra-talented Hokyo Lim, who worked on the art for League of Legends and Unfinished Swan. Reads like a strong list. The game is being supported by the Canada Media Fund, and will be hitting Kickstarter on September 16th.

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