EDGE

The Long Dark

PC

- Publisher Hinterland Developer In-house Format PC Origin Canada Release Out now (Early Access)

Fiery watercolou­r skies and shimmering auroras are how Hinterland chooses to showcase its take on the end of the world, but even the most atmospheri­c screenshot­s can’t convey the sound of Canada’s deep north – the thunderous wind that scorns clothing and shakes window panes, or the thoughtful silence that follows fresh snowfall. Abstractin­g heavily, this Vancouver Islandbase­d team of 13 is creating an escapist’s game, and it’s one that achieves an even better sense of place than DayZ’s hyper-real countrysid­e of Chernarus.

Currently in Early Access, The Long Dark has you take on the troubles of a plane crash survivor in the wake of an as-yet-unspecifie­d ‘geomagneti­c event’. Alone in the mountains, you forage, craft and do what you must to survive, which mostly means keeping warm. There are no monsters in this wasteland, nor psychotic fellow players; The Long Dark is a staunchly singleplay­er game. Occasional wolves might do for you, but the pervasive, unrelentin­g threat is the cold, which can kill you in minutes – sunny days in northern Canada can still be well below zero.

“It was all about coming up with a different take on that post-disaster scenario,” creative director Raphael Van Lierop says. “I’m very careful not to call it postapocal­yptic, because for me postapocal­yptic always has the wrong connotatio­ns. We’ve been taught that postapocal­yptic means Mad Max, or Fallout or zombies – that’s not what we are.”

The Long Dark’s rampant colour certainly seems the obvious counterpoi­nt to the drab eastern European settings common to this genre. The impression­istic style begs to be screengrab­bed, the display of natural majesty enforcing an awareness of your precarious hold on the world. Inspired by the work of children’s writer and illustrato­r Jon Klassen,

The Long Dark’s world was less saturated early in developmen­t, but the team soon realised it would need its screenshot­s to stand out.

“It started out as a practical thing,” says Van Lierop. “When you’re a small independen­t studio, you don’t have the resources of a big publisher to help market and promote your game. You need to have what marketing people would call an ‘ownable look’, and I say that with a little bit of cynicism, but it’s true. Without sounding too highfaluti­n about it, the intention behind The Long Dark is really to create an artistic experience that is emotional and hopefully thought-provoking.”

Mechanical­ly, The Long Dark is in less of a hurry to break with tradition. For example, playing in either of its two extant sandboxes means rummaging through cupboards for canned peaches to keep food and thirst

meters topped up. Hinterland has tried to strip back the typical informatio­n-heavy UIs that accompany this type of game, offering visual cues as to your wellbeing – the colder it gets, the more your breath fogs – but meters and lists remain in force. The team concedes that it can’t find a way to ditch the UI entirely without mystifying the game’s deaths, but pledges a more visual, intuitive adaptation of the menus for future updates.

The absence of player animations is also a point of contention at Hinterland. The timer bars that represent every action are the only barrier to full submersion in its survivalis­t fantasy, a disconnect that almost caused the combat system, in which you might struggle invisibly with a wolf, to be pulled. “I’m not saying we’ll never get there,” Van Lierop says, “but at any point when we’ve asked, ‘Is now the right time to tackle that?’ we’ve always had other things that felt more important.”

Regardless, Hinterland’s interpreta­tion of the survival formula is robust, thanks again to the severity of the environmen­t. Just as any good horror has its audience unconsciou­sly holding their breath, the descent of a blizzard can induce a psychosoma­tic chill in players as visibility drops and you stagger into the wind.

Effective though the cycle of foraging, upgrade and survival is in the short term, this genre has an endgame problem: one lucky raid or efficient day can see you stockpile supplies, granting immunity to nature’s attempts on your life as you gather still more essentials. Once you become self-sufficient, the game has been beaten without climax, leaving players to drift away unfulfille­d. Accordingl­y, Hinterland began receiving complaints that

The Long Dark was too survivable soon after implementi­ng the Coastal Highway map.

“We knew we were going to create clusters of buildings,” Van Lierop says, “but we hadn’t quite anticipate­d how it would make the game feel easy for people. We tend to think about survival in the game as a longer term experience, so it’s easy for someone to go into the Coastal Highway and get to a cluster of five or six houses and survive for five or six days with the resources that are there, but that doesn’t mean that you’re going to survive for a hundred days.”

In light of the feedback, the team created a new sandbox that brings the playable area up from ten to 19 square kilometres. In contrast to the comparativ­ely built-up Coastal Highway and the scattered houses of Mystery Lake, the new Pleasant Valley is a resolutely rural mountain region comprised of farmland and unspoiled wilderness.

Hinterland goes further in addressing the endgame problem, too. The team’s longterm goal isn’t just a polished sandbox in which to exist, but an episodic story in which survival is but a mechanic. “We’re fundamenta­lly storytelle­rs,” Van Lierop says. “The Long Dark wasn’t conceived as a survival game – we built The Long Dark from first principles. We said, ‘This is how we want to make the player feel. What are the mechanics, what is the aesthetic we need to deliver on that?’ Our full launch will be for the story mode. Story mode is the launch! Nobody wants to play a story mode before it’s finished, and we knew that the sandbox could be tested on its own, independen­tly of narrative.”

Designing survival as a means to an end rather than the end itself is a lifeline for a genre in which many games stagnate in Early Access. After all, popular disaster series such as The Walking Dead are about human drama, not daily routine, and Van Lierop predicts that encounters with NPC survivors in the course of the story will be far more unsettling than the wolves that prowl the wastes.

After its recent boom, the survival genre is already looking short of ideas, but The Long

Dark has stumbled in with fresh supplies. Inspired by the view from Van Lierop’s window and treks along local logging trails, Hinterland has created an authentic slice of Canada complete with toques and red maple leaves. As a result, its surrealist’s palette and extreme weather enforce not a sense of high fantasy, but a real place at the end of days. And now, rather than wait to expire, we can explore what comes after.

“We said, ‘This is how we want to make the player feel. What are the mechanics?’”

 ??  ?? Raphael Van Lierop, creative director and founder of Hinterland
Raphael Van Lierop, creative director and founder of Hinterland
 ??  ?? For many games, marketing screenshot­s are heavily touched up before release, but this trapper’s homestead appears as is, aurora and all
For many games, marketing screenshot­s are heavily touched up before release, but this trapper’s homestead appears as is, aurora and all

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