Crystalline, bone-crunching chill is at the heart of The Long Dark, an artsy survival simulation set in the unforgiving winter of a Canadian wilderness.
The Long Dark is also about Canada and its endlessness, how much of the country remains devoid of human activity and technological comforts. It isn't just about being outdoors; it is about being on the outside, a common theme in Canadian fiction.
It is a post-apocalyptic game in which the lovely wintry wilderness looks much the same as it does now. The forests do not care if the grid fries itself to death. Snow settles in the branches of firs, regardless of whether or not faraway traffic lights are working.
As a human lost in the woods, all communications frozen by a geomagnetic event, the red tooth of nature takes on an especially savage aspect, as you wander among the trees and logs in search of a way to stay alive, to push back the cold. The apocalypse is shorthand for 'no one is coming to save you.'
The game is not interested in the corruption of man-made civilization, but in the desolation of things barely touched by human hand. It's about how, when all the stuff has gone, nature interfaces with humankind. It is dark and very beautiful.
"We live on Vancouver Island," said Raphael van Lierop, creative director at developer Hinterland Studio. "We're surrounded by this beautiful natural environment all the time. That was really an inspiration for the environment in the game. Yes, the mechanics are really unforgiving and it is really about survival, but you have this sense of the natural beauty and you want to spend time there."
The Long Dark begins with a flight crashing in the wilderness, and the emerging realization that faraway civilization has been crippled. The good news is, you're away from the cities, where things are bound to be getting ugly. The bad news is, you're way from the city, where wildness reigns.
Van Lierop, whose previous experience includes stints on AAA projects at Ubisoft Montreal and Relic, said that the game is inspired both by his rural Canadian surroundings and by literary explorations of apocalypse, like Cormac McCarthy's The Road.
Just like any other survival game, you explore the world, seeking out useful things. All the time, your health is fading. Cold, hunger and injuries are all fatal. You survive by observing the world around you, not by hanging off statistical UI menus. It is a scary game that does not need to rely on the Slender Man or grotesques. Cold, hunger, thirst and wolves do plenty of damage.
"The information that you need to succeed is embedded in the world itself," he explained. "A small detail, like the breath vapor on the screen, that changes in opacity and intensity based on how cold it is outside and what your activity level is. You can hear the tone of the wind might change, and you'll see the wind, the snow will start to pick up. And you'll realize, 'OK, the weather's changing now, maybe a storm is coming. I better take shelter.' This is about man versus nature and trying to just survive against the elements."
At night, the game becomes more difficult, as temperatures drop and wildlife becomes more active. A player who has failed to take the necessary precautions during daylight will not survive. This is the reality of living in the Canadian wilderness.
"This is what it looks like where I live," said van Lierop. "Ten minutes from my studio, I walk through logging roads and trails that are very much like this game." He said that there is conflict in the game, but that "it's really about the exploration, it's really about learning the environment, it's really about learning how to survive in these hostile conditions."
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