When will episode 3 of the long dark. The progress of work on the game's story mode. What to expect from the plot

On August 1st, the arctic survival game The Long Dark left Early Access. It appeared on Steam Early Access on September 22, 2014, and was released on Xbox One through the Xbox Game Preview program on June 15, 2015. Simultaneously, the simulator was released in the PlayStation 4 version, as well as the first two episodes of the Wintermute story campaign. On the eve of the premiere, Hinterland Studio announced a feature-length film with live actors based on the game. It will be created with the participation of the producer of the movie cycles "Resident Evil" ( resident evil) and "Death Race" (Death Race) Jeremy Bolt (Jeremy Bolt), who now controls the process of working on the film for.

The release on the PlayStation 4 has so far taken place only in America, and in Europe and Russia has been delayed until August 8th. The developers spoke about the reasons for the transfer in the official blog. In Europe and Russia, the game was unexpectedly assigned an age rating of "16" (according to the PEGI system). In North, South and Central America, the simulator received a rating of "13", and in Germany, known for its strict age rating system, it was allowed to be sold even to 12-year-old gamers. Surprised by this decision, the creators asked Sony Europe to re-evaluate the game, which is why the release date had to be changed.

The developers also reported that by the time the final version was released, the number of sold copies of The Long Dark had reached 1.3 million. Since the release of the early version on the PC, the game has received more than 70, and on the Xbox One - more than 30 updates.

Below you can watch the trailer for the launch of the story campaign, which the developers promised to release back in the spring of 2016. In total, it will include five episodes, and in the future, the campaign may receive a second season. Released - Do Not Go Gentle and Luminance Fugue - will find out how the main characters, the pilot Will Mackenzie (Will Mackenzie) and Dr. Astrid Greenwood (Astrid Greenwood), were separated after the plane crash and why the nearby settlements are abandoned.

The studio didn't give too much details about the film. It is known that the script will be written by its founder and creative director Raphael van Lierop. The authors noted that the atmosphere and the topics covered bring The Long Dark closer to the film "The Road" (The Road) and the television series "The Walking Dead" (The Walking Dead).

“The goal of my work at Hinterland is to create original entertainment projects that can be presented in different art forms, telling a story in different ways, Van Lierop said. — My collaboration with Jeremy [Bolt] is the first step towards that goal. [Through this film] I will be able to tell a story in the world of The Long Dark using other means of artistic expression.”

“I myself approached Rafael with a proposal, because at that time I already considered myself a fan of The Long Dark Bolt admitted. — I was fascinated by the beauty of this game, the sinister atmosphere of loneliness and realistic nature. This is an existential tale of good and evil, emotional and physical endurance. Her characters are very expressive. Trying to translate all this into the language of cinema is an honor for me.

The five-minute short film "Elegy" (Elegy) will help to make the first impression of the film. It was written by van Lierop and directed by Canadian Jared Pelletier, who won several awards for his short film In the Hearts of Men. The voice-over belongs to 87-year-old Canadian actor Christopher Plummer (Christopher Plummer), winner of the Oscar and Golden Globe awards for his role in the film Beginners, also starring in A Beautiful Mind.

"I would describe 'Elegy' as a visual poem, Lirop noted. — Obviously, Jared is very passionate about the original source. He really likes the artistry of The Long Dark, he feels its uniqueness. I would like the level of quality and the general mood of the film to be the same as in the case of “Elegy”.

So, first of all, we suggest you familiarize yourself with an extensive message from the head of The Long Dark developers - Raphael Van Lierop:

« Community Update: Progress on the game's Story Mode.

Dear Community,

Spring has come and many of you are wondering: "Where is the Story Mode?". We get this question every day! MANY times a day. We love that you are looking forward to the game's story mode. We are also looking forward to it. But it seems like we've come to the point where the wait for Story Mode is a wait for which we're incredibly grateful! - doesn't leave us a chance to talk about other things we're working on.

So instead of asking you to wait again while we work hard on new material for the game, I'm going to explain a few things about our work on Story Mode that will hopefully answer some of your questions.

Let's take a step back to the beginning of this project. Sit down and make yourself comfortable, because this will take some time.

WARNING: This text contains spoilers.

When I started Hinterland in June 2012, I wanted to create a game set in the Canadian wilderness, with exploration and survival in the aftermath of a global catastrophe. At that time, I still had no idea exactly what kind of disaster it would be, but I knew for sure that it should not have anything to do with zombies. I wanted to avoid the clichés of B-movies and try to take a more "literary" approach to the subject, inspired by books such as The Earth Abides (George R. Stewart, 1949), By the Stars of the Dog ( "The Dog Stars", Peter Heller, 2012) and, of course, "The Road" ("The Road", Cormac McCarthy, 2006); in general, fantastic literature describing how humanity is trying to survive in a global catastrophe.

Then I got some money, enough to hire a tiny development team and make a prototype game for the iPad. We soon realized that the iPad was too limiting for us, forcing us to compromise on our vision of the scale of the world and the player's sense of immersion in this world, so we abandoned the iPad in favor of the PC. But after a few months of working on a new prototype, we were not entirely sure of the interest in our "art-house indie survival game in Canada." We realized that we needed feedback on our ideas from outside.

So in September 2013, we turned to Kickstarter. We looked at it as a testing ground for our idea, to see if we could make something unique, something that would resonate with the players, and also as a way to build a community around the game. Keep in mind that there was no established survival genre at the time, DayZ was still in its infancy, and games like Rust and Forest didn't even exist. So we had no reason to feel confident about how attractive our concept would be, partly because we were going against the clear concept of big big budget games (which many of us have been developing for years) by creating something that, as it seemed to us, is not massive and simply does not have the right to be popular or successful.

After the success on Kickstarter, we realized that our idea was interesting to people. We created the first part of our game world and experimented with game mechanics that we continue to do to this day: "state" systems where the player must track various aspects of health in order to stay strong; wild animal spawn system; system of destruction of objects; dynamic weather and time of day system, and so on. In June 2014, about 8 months after the end of the Kickstarter campaign, the exciting moment came: we had the first version of Mystery Lake and a set of key game mechanics ready. We were ready for the first tests of the game.

But we realized that there are two problems. First, we realized that our test audience was too small. Even if we were to give out a build of the game to all of our backers (which we refused to do back then as we were still trapped in a big-budget game development methodology that forced us to hide the game until it was finished), we would not be able to get enough information. to set up game mechanics that for a small team were already becoming quite difficult to develop and test. So we needed more testers! At this point, we learned about "Early Access" on Steam and decided that this would be a partial solution to the problem. But here we have a second problem. Our game was supposed to be like a story, but hardly anyone would want to play story game which is not finished yet. We wanted to make sure that the first time people immerse themselves in our history, it will have a full impact on them. How can we get valuable player feedback on game mechanics without spoiling the first impression of the story?

It's simple. We need to separate game mechanics and story. Right? But no one has done this yet.

Thus, the idea of ​​the Sandbox mode was born.

We created a "Sandbox" where there was no story other than the story implied by the world itself. We deliberately made the implementation of many things easier than we ultimately wanted to see at the start, so as not to give spoilers about our world. We included the Mystery Lake map in the Early Access build, published the game, and waited with bated breath.

And you liked her. You really liked her. We had 95% positive feedback (and still do - thank you for that). During our first Winter Sale on Steam, three months after the game launched, we sold over 250,000 copies of the game. We rejoiced! We rushed to work further, using this momentum. We have added game mechanics, more maps, more items, more variety of things. We have built our Sandbox with many game mechanics and content that we could only dream of. We continued to improve our world, improve the mechanics, improve the interface, in general, clean up every piece of the game, removing all the roughness that we could find.

And the Sandbox took on a life of its own. What started out as a testing ground for game mechanics has become an independent element of the game, independent of the plot. What started out as something low-budget and unambitious has become something much, much more than we could ever dream of.

What I was most interested in was what this would mean for our history. The humble story of Will McKenzie, the Canadian pilot who crashed, was already too small for our ambitions. I wanted more world, more locations, more characters. I always wanted to tell the big story about The Long Dark: about the days, months and years in the aftermath of the great catastrophe that was supposed to bring humanity to its knees. I worked on the story with my co-author, Marianna Kravchuk, with whom we rewrote the story. And then they rewrote it again. We have kept the main themes and plot twists the same, but the world has evolved, the narrative has become stronger, and the intent is clearer.

What are some of the decisions I made to expand the scope of the game that resulted in increased development time and cost?

Firstly, the length of the story, which we planned at the beginning, has changed. original plan was to launch with a two-hour episode and then keep expanding it. But you can't run a 2-hour game with all the competition, the return of the game to Steam, and the Youtube-centric marketplace. So instead, we're launching Story Mode with 2 of the 5 episodes of our first season, lasting between 4 and 6 hours of story play.

We originally planned to tell the story from Wil McKenzie's point of view. Instead, you'll be playing the story from two perspectives: MacKenzie, and Dr. Astrid Greenwood. Why add another playable character? For two reasons. The first reason is that it will allow us to tell the best story, the story we really want to tell. The second reason is that it's 2016 and I have a daughter and she should be able to grow up in a world where there are strong female characters that she can play and learn from. (I also have a son and he should also be able to play a strong female character if he wants to. And not in a Mass Effect-like "be a male or female Shepard" way, but by playing as two different characters with two different points of view .)

Initially, we planned that all character interactions and plot points would take place in interactive 2D graphics, disconnected from the game world. Instead, we will tie all of our story moments to the game world, do them in first person, with full 3D characters, motion capture animation and facial expressions, and all the things that help bring the characters to life.

Initially, the story was supposed to take place in the same world as when playing the Sandbox. But as our Sandbox audience grew, we felt that if she played the story under the same conditions she'd already played 100 hours in some cases, it might feel like the game didn't live up to expectations. Instead, most of the first and second episodes take place in completely new regions that will be shown for the first time along with the Story Mode, so that no one will see them until then.

On top of all this, we've added new gameplay mechanics to the game that are unique to Story Mode, things you won't even see in Sandbox until we "real" launch the game. Without giving too many spoilers, these mechanics relate to how you will survive in the world with other survivors in it, how do you navigate this world, what knowledge did you gain in it, and how does the northern lights change the world around you?

So those were busy years for us.

And keep in mind that you are getting all these new features and all these new materials for the money you have already given us. When we launch Story Mode, you'll get Episode One and Episode Two, plus the Sandbox, at the price of Early Access. You will also receive all remaining episodes from Season One when they are released. As such, we think it's a pretty fair refund if things like game length and scope of game content matter to you.

I sometimes think about those first months of the project, what we had, or what we thought we had. And then I look at where we are today, I look back at a team of 20 full-time employees who live by giving their passion to this game. I'm looking at the over 750,000 people who have bought the game on Steam or Xbox One and the possibilities that lie ahead for this game and the studio. I look at all the times we've been approached by studios that want to make a movie, TV series, novel, or anything really creative out of this fictional world that we're building. And I'm looking at a list of recent long-awaited "indie" games that came out with less ovation and commercial success than expected. And my old "scars" from developing big-budget games are resurfacing, and I think to myself, "Don't release it until it's done. Wait until she's ready. Too much is at stake. You can only release it once. This is your future. People are counting on you."

I'm not sure any of this information matters to you. I just think it's important to get a better understanding of the reasons why things are the way they are now. When we went on Kickstarter and Early Access, we said that Story Mode would be released in early 2014. Then we said that it would be released before the end of 2015. Then it turned into the spring of 2016. And every time you gave us a credit of trust and accepted these delays. And now the spring of 2016 has come, and you are still waiting for the Story Mode. Where is he? You were promised it. You have paid your money. Where is your Story Mode?

But he's not ready. And I won't release it until it's ready. Like this. I'm sorry, but you'll just have to wait.

And I believe, I believe with all my heart, once you receive it, you will agree that the wait was worth it.

And you won't get any more promises from me as to when it will come out. Until we're close enough to completion where I can say it with 100% certainty and give you a final date that won't force us to post something we won't be 100% satisfied with.

But we also understand that it is no longer fair to continue to ask you to believe in all of this, without information about progress from our side. So moving forward, we'll be doing a couple of things to keep you updated, including:

Regular updates on Story Mode development progress. Some of these will contain "spoilers", but we will do our best to warn you so you can avoid them if you wish.

We will return to the normal Sandbox update cycle. While we thought we could put Sandbox aside for a while until we're done with Story Mode, we also understand that the longer Sandbox has no updates, the more momentum and reputation we'll lose in the eyes of the community. It also means that we lose valuable testing feedback. A smarter approach to Sandbox is the key to our success, so we'll be resurrecting it with a new update over the next few weeks.

We will launch a public experimental branch for all our players, giving you the opportunity to test and give us feedback on features that are still “in development” and that will eventually end up in the Sandbox. This is partly necessary because you guys love the game as it is, it's become difficult for us to experiment with things without antagonizing part of our community. The experimental branch will allow us to release more regular incremental updates and gather information that will help us improve or deprecate game mechanics if we decide they don't work.

A long-term plan for new opportunities. We will also publish a timeline of new game features and game content, covering the period before and after the launch of Story Mode. So you can learn more about our current plans and ambitions for Story and Sandbox in The Long Dark. You can see the first option here:

We've also edited a video so you can see some more of the new gameplay footage we've added for the launch of Story Mode, including a complete overhaul of the environment to fill in the details and capture the full atmosphere of what happened before the player spawned; as well as showing off the grandiose Northern Lights, lots of visual improvements, and one of the Story Mode NPCs.

Whoo. There was a lot of information and I apologize for being verbose, but there was too much talk about it and I hope that after all of the above you will have a better understanding of what we are working on and what you can expect.

Thanks for your continued support. We wouldn't have gotten this far without her. All we want is to do something that is great, something that we can be proud of all our lives, and the only way we know is to go to any lengths for it. We do not leave strength for the return journey.

We will go all the way. Come with us.

Release year: 2014
Genre: Survival Horror, Sandbox, 3D
Developer: Hinterland Studio Inc.
Publisher: Hinterland Studio Inc.
Game version: 1.27.34908
Edition type: Repack
Interface language: Russian / English
Voice language: English
Tablet: Sewn (RELOADED)

System requirements:
Operating system: Windows XP / 7 / 8
√ Processor: Dual-Core Intel i5 CPU 2GHz+ / Intel i7 CPU 2.6GHz
RAM: 4 GB
√ Video Card: GeForce GTX 560 / Radeon HD 5850
√ Sound card: DirectX 9.0c compatible
√ Free hard disk space: 4 GB

Description:
Description:
A person does not know what he is capable of until something happens that makes him strive for survival. The Long Dark is a hardcore survival sim set in the "virgin" forests of Northern Canada. You will need to explore the area, collect useful resources, make moral decisions, hide from various dangers and do much more. The storyline will allow you to play as the pilot Wil Mackenzie. His plane was caught in a strange geomagnetic storm, after which it began to descend sharply and eventually crashed. As soon as Bill woke up, he realized that he was left completely alone, and he had no connection with the outside world, which means that he needed to adapt. In this game, you yourself influence your destiny, which means you must be prepared for the fact that the slightest mistake can lead to your death.

Game Features:
The Early Access version of The Long Dark consists of a non-story open-world survival mode. The game will exit Early Access as soon as we release Episode 1 of our Story Mode. All episodes of the first season are already included in the price of the early access version.
They won't hold your hand! The game forces players to think for themselves, providing only information, not answers. You must earn the right to survive.
Death forever! Find out how long you can survive, take a look at your place on the global leaderboard, then come back and try to survive even longer.
Keep track of your calories, hunger, thirst, fatigue and body temperature. Keep your normal state if you want to survive. If you weaken, any small threat can lead to your death.
More than 30 sq. miles of wilderness to explore (and more locations to come!). "Mystery Lake", "Coastal Highway", "Desolation Zone", "Pleasant Valley", etc. - all these locations are interconnected, and each of them has a dozen smaller explored places.
Dynamically changing weather, wildlife and time of day all affect your survival.
Over 100 items of equipment, including clothing, tools like axes and guns, first aid supplies, food, light sources like flashlights and flares, and fire starters.
Hunt deer, trap rabbits, and watch out for crows, as they can alert you to the presence of animal or human corpses somewhere, which can be important sources of supplies. Wolves, being territorial animals, will defend their possessions or start chasing you upon smelling a scent. If you let them get too close, then you will have to desperately fight for life. Beware of black bears as well, as they roam the area in search of food.
Gather wood to start fires, take care of your gear and clothing, and keep your knife, axe, and gun in top condition, as they are sure to save your life!
Collect medicinal plants such as old hanging moss, rose hips and reishi mushrooms.
Well-developed first aid system for a variety of ills, including sprains, blood loss, risk of infection, infection, food poisoning, dysentery, etc.
Craft traps and first aid supplies, repair clothing and tools, and gather raw materials from the world around you to become as self-sufficient as possible.

Repack features:
Nothing is cut
Nothing recoded
Interface language support: Russian, English, French, Italian, German, Spanish, Polish, Portuguese, Swedish, Hungarian, Ukrainian, Simplified Chinese, Traditional Chinese Turkish, Japanese, Romanian, Norwegian, Korean, Danish, Finnish
Change of localization is carried out in the game settings
Game version: 1.27.34908
Installation time: ~4 minutes
The installer sounds Kim Waters
Released by Others

Dear friends,

Today I'm here to tell you that THE LONG DARK will be leaving Early Access on August 1st, 2017. On this day, we will be releasing the first two episodes of WINTERMUTE, our five-episode "story mode" for THE LONG DARK.

Here is a teaser of what will be happening in WINTERMUTE:

The first two episodes of WINTERMUTE follow pilot Will Mackenzie and Dr. Astrid Greenwood and what happens when they part ways after a mysterious geomagnetic event causes them to crash in the middle of the Canadian wilderness. In the first episode: "Don't Quit Quietly", Mackenzie tries to survive in the wild wasteland long enough to find shelter, hoping for the help that civilization can provide. He quickly realizes that the world around him is not at all what he expected it to be. In the second episode: "Glow of the Fugue", Mackenzie begins to understand the true nature of the disaster, he is constantly looking for traces of Astrid. He also begins to answer the question "How far will you go to survive?" by building relationships with other survivors he meets along the way.

The overall gameplay for the two episodes depends on open world and nature in the game, but we find a fairly consistent time of 6-10 hours for the passage of two episodes. Episodes three through five will air before the end of 2017, and in 2018.

I can't tell you how happy I am to finally be able to give you an exact launch date for the game.

Another thing that has been amazing for our studio and team is that we will be releasing version 1.0 of THE LONG DARK on three platforms: Steam (Windows/Mac/Linux), Xbox One and PlayStation 4. PlayStation is not, we have not been able to bring the gaming experience to the audience of this console before, and now that the expansion of THE LONG DARK communities will also affect PlayStation players, this is a huge step for us. This means more players and more resources that we can redirect back into the game itself so that it develops in interesting new ways that may even go beyond our current plans.

As many of you know, THE LONG DARK has always been our passion and the first season of the game - winter - was always meant to be just the first part of the gaming experience. Expanding our audience gives us a better chance of being able to continue to invest resources in the world of THE LONG DARK, as well as retaining intellectual property rights and Hinterland's independence as a studio. Unlike many indies in this space, Hinterland is a 100% independent and self-funded studio. This independence is at the heart of our development philosophy and our team culture, and it is in many ways why we have been able to take the path of creative risk so far.

I know the PS4 announcement may not sound like a big deal if you're already playing THE LONG DARK on Steam or Xbox, but I hope you can see how monumental this step is for us to expand the world and gameplay diversity that is the foundation of that we can continue to develop THE LONG DARK the way we wanted to.

It's hard to remember, sometimes, that our whole approach to story mode design - and the reason why we've talked so little about it to date - is based on anticipation. It's also easy to forget that most of our community is waiting to get back into the game - waiting to wake up and feel the excitement again. And the PlayStation community hasn't had a chance to experience the thrill of buying THE LONG DARK yet. As a small studio doing all the marketing ourselves, we need to use all of our tools to captivate people with our game, and often those people are not the ones who are looking for our posts in in social networks everyday. These are waiting and hesitating people, journalists, people who have yet to discover this game. That's why we haven't talked much about development in recent months, and why we'll be doing that in the next three months before launching the campaign. We will do our best to meet the agreed time. Most early access games don't get a chance to re-release, and we're doing everything we can to get through it. We hope you will support us in this as it is essential to our success.

Let's talk about what's coming up over the next three months so you can better understand what the pre-launch time will be for. We need to complete the game's final artwork, Polish translation, and playtesting to make the first two episodes as compelling as they can be. This is until the end of this month. We will then fix any bugs we find in the first two episodes - which will happen over the rest of May and most of June. We have to work on some performance improvements (optimizations) and make all new translation and integrate it into the game. This will mostly take place in June. And then in July, we'll go through an intensive certification process on Xbox and PlayStation to make sure everything's ready and ready to go by August 1st.

Phew. Much remains to be done!

Also, I promised one more sandbox update before launching story mode. Later this month, we will open a test version with an update for a game called FAITHFUL CARTOGRAPHER.

Here is a list of what you can expect in this update:

Complete system upgrade
As you can imagine, maintaining backwards compatibility for persistence over the last 3 years has caused our persistence system to become a little tangled up over time. We think this may be part of why there has been some instability, especially on Xbox One, with lost saves and some corruption from time to time. This new system should improve stability as well as prepare us to handle the new requirements for saving WINTERMUTE episodes. Keep in mind that all of your current profile data will continue to work - meaning that existing progress on Feats or Survival Journals that you have saved will still be valid after the update.

Completely new interface
We've done a complete aesthetic overhaul of our UI and HUD and added many new ones. functionality are too many to list here. Every screen is completely rebuilt. In some cases, like with Radial, we have simplified usability (for example, now you can eat or drink directly from Radial). We've improved the Pack, Clothing and Status screens and updated the HUD with a number of improvements. Indeed, there are 100 upgrades in this overhaul. The FAITHFUL CARTOGRAPHER update will complete about 80% of this process and the rest will be done in time for our full launch.

Mapping in gameplay
Mapping has never been part of the sandbox experience of LONG DARK, but as we're seeing a growing interest in using external community maps, we thought we'd add fully failsafe gameplay mapping. You will have to use the charcoal from the campfires to upgrade your own world map that you view piecemeal, and the value of this map will depend on how well you upgrade it. The purpose of this system is to provide a useful tool for players who would like to map their world without making the game easier or penalizing players who prefer to continue playing the way they do now without maps!

throwing stones
You will now be able to throw rocks into the wild. They make a good "last resort" tool against wolves - you might be lucky enough to scare one away - and you can hunt rabbits with them. Stun the rabbit and then see if you have the heart to finish it. This tool provides a good "early game" tool for protecting and acquiring food, and this is what we plan to develop in the future.

Throwing flares and torches
Some of you may remember the game before we added swinging. This mechanic never achieved its intended purpose, so we removed it and brought back torch and flare throws. This gives you a useful, reusable tool for repelling wild animals.

Quartering carcasses
A long-awaited community request is the ability to collect animal carcasses from shelter/safety/comfort... somewhere that's not outside. We've added a system where you can Quarter Carcasses and move "chunks" around them. But be aware that, like everything in LONG DARK, there is a risk/reward scenario to consider. Quartering carcasses are less effective and also makes you much more interesting to roam wildlife like on the Quartering site, and when you're carrying heavy mascara pieces around with you.

The choice of weapons to fight
Now you can choose the tool/weapon you wish to use before you fight the wolf. We think this will work to address some of the longstanding grievances with the fight system and we will develop this in the future.

First person
You will see that we have added a first person presence to the Rifle, Bow, Pistol of Distress and improved the representation of Lights like Flare, Torch, etc. As always, we plan to continue to improve the game as the game continues to develop.

Tons of new art
In addition to customizing the user interface, you will notice that a lot of the game world looks better. We are slowly updating all of the old item's labels and badges to create a more cohesive world.

New graphics settings
We've added more display variety and quality options so you can find the best balance of performance and beauty based on your specific system. (Please note this is for PC/Mac/Linux players only.)

Tons of bug fixes and optimizations
We've fixed a lot of bugs in the last few months. TONS.

See you in the silent apocalypse.

Since 2014, Hinterland has been talking about creating a whole story for games long dark, which many gamers call a survival simulator. And now the year 2016 has come, and the plot is still not out, which raises the question for many people: When will the plot in the long dark come out?

Postponement of the release date of the story

In December 2015, the game's developers promised to release a new update in the spring of 2016, which would consist entirely of the main story only. Unfortunately, Hinterland did not have time to do this, which raised a ton of doubts among the fans of the game. But fortunately for everyone, the developers were able to reassure us with a slight postponement of the release date.

To go into more detail, Rafael van Lierop (Creative Director) and his staff dedicated an entire article to this, which you can read in English at this link: http://hinterlandgames.com/community-update-story-mode/ .

In a published blog, the developers said that they postponed the release of the story for "some time" due to insufficient improvement and the length of the story. In particular, the article indicated the idea of ​​creating a more realistic plot, without mysticism and excessive "fantasy".

What to expect from the plot

According to the plot of the game, you have to go through the tests of two characters located far from each other. The first character of the game will be the pilot of the aircraft, Will Mackenzie, and the second character will be a nurse named Astrid Greenwood. Thus, you will be able to see the emotions and actions of different sexes in a critical environment for a person, and their fate will depend only on you. Below are photographs of two characters from the main story: Astrid Greenwood on the left, Will Mackenzie on the right.

If at first the developers promised the plot for only 2 hours of playing time, now this duration is increased to 6 hours. The nature, locations will also be partially changed, new gameplay features and consequences from making any decisions will be added. In general, fans of the long dark will see an almost new game that has retained its atmosphere and spirit of survival in the cold.

Summing up

Of course, there is definitely no answer to the question of when the plot will be released in the long dark, since transfers happen every now and then. The only plus that can please gamers is an absolutely free story. People who have already bought the game will not overpay for the established plot, and this is good news.

P.S. By the way, Hinterland has released a trailer for the upcoming story in which you can discover many of the innovations of the modified game the long dark. The video is below.

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